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T1 Wait Times


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#21 thievingmagpi

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Posted 16 July 2020 - 03:08 PM

View PostVonBruinwald, on 16 July 2020 - 10:59 AM, said:

Due to the way the matchmaker works, the higher the ratio of groups to solos the longer the wait times.

The way I see it, it's not a population problem, more of a try-hard conundrum:
  • Try-hards power-framed their way to T1 as groups,
  • MM valves are tightened,
  • MM only permits 1 group per side,
  • That means there's 3 options to decide upon:
    • 1 - Continue dropping as a group and continue power-farming (long wait time)
    • 2 - Start queuing as a solo and ironically get power-farmed (short wait time)
    • 3 - Cry-hard (cry-hard)
If all those group players dropped solo, matches would be made faster, but how can you farm stats if you're not in a group....




"Anyone better than me is stat farming"

Lmao.

Edited by thievingmagpi, 16 July 2020 - 03:08 PM.


#22 VonBruinwald

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Posted 16 July 2020 - 03:23 PM

View Postthievingmagpi, on 16 July 2020 - 03:08 PM, said:


"Anyone better than me is stat farming"

Lmao.


C'mon 'Pi, remember what I said; you need to attack the argument not the man if you want to be a successful troll.

#23 morosis

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Posted 16 July 2020 - 04:01 PM

View PostDashen, on 16 July 2020 - 02:13 PM, said:


It would be more beneficial to PGI if players reported the reason of the stomp rather than just "Oh...skill gap...fix plox".

Many times you can just observe how the enemy team is completely late on the nascar and collapse, their frontliners do not realize it's too late and that they should turn around and form a firing line so they keep going, and then the snoballing occurs, resulting in a "stomp".

And let me tell you that this is the MAJOR reason a stomp happens, and i'm not sure how PGI will ever be able to fix it.
The other reason is of course the skill gap between players, but then again you have people who are simply trying builds in the field, or playing a certain mech for the first time(somehow).

Player stats can help PGI direct players against each other and so is tonnage, but anything outside of that is just left to chance because of the many variables involved into a stomp, or rather a snowball effect.


the thing is, we have none of the tools to do this. all the metrics are on their end.

i have dutifully tracked as much as I can while playing. stomp rates, WL rates, PSR impact, presence of premades in each game. but there is nowhere to put that stuff. and of course any feedback i might give is only my perspective, i cannot see the whole battlefield. and given the HUGE mix of skills in games since the reset, most of the horrible games come from people just having very different ideas of what it takes to win. nobody is trying to lose. some just dont have the knowledge, some just dont have the skills, some just dont have the experience, and so many veterans dropping in groups post reset screwed everything up all that much worse.

unless you drop in a group or a team with great comms, you never really know for certain what your team needs from you. you're always guessing based on who is where on the map and what they are doing. you see assaults moving in a certain direction, you may guess its a push and go to support it, only to find they were just moving behind cover and now you're exposed alone. its these assumptions that lead to so much saltiness. not much feels worse than dying and feeling like your team hung you out to dry.

also, mwo is not a game with a single meta. depending what level you are and the level of the guys you're used to playing with, you probably have very different ideas of what wins matches than the guy who is used to playing at the next tier above or below you. so we all do the things we think win matches, and they end up not meshing and things become a giant cluster. imo that's why those who are most skilled have had the easiest time farming PSR post reset, they are skilled enough to survive in the bad matches, and skilled enough to farm the most damage in the good matches. the rest of us die early or don't farm well bc of inexperience or lack of skill, poor loadouts, poor gameplay etc. but they still thrive.

this is not what solo qp is supposed to be. its supposed to be fun. not super serious try harding. not PSR farming. the other game modes were for the people who wanted to do the try hard stuff. i dont understand why we gave them solo qp too. they had literally the entire rest of the game.

Edited by morosis, 16 July 2020 - 04:05 PM.


#24 thievingmagpi

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Posted 16 July 2020 - 04:07 PM

honestly the smart thing would've been to have a similar event to the current one during any post-psr change, to maximize playtime and let tiers adjust and people sort and then address any plus/minus tier matching. but they really jumped the gun on the second part.

#25 Snukums

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Posted 16 July 2020 - 04:22 PM

Let's guess how many people now in T1 are playing smurf accounts to avoid the wait times. No one wants to queue for 4 or 5 minutes for a game. They will use an alt account and play on.

PGI should start seeding newbies and low match-score players in T5.

#26 VonBruinwald

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Posted 16 July 2020 - 05:18 PM

View Postthievingmagpi, on 16 July 2020 - 04:07 PM, said:

honestly the smart thing would've been to have a similar event to the current one during any post-psr change, to maximize playtime and let tiers adjust and people sort and then address any plus/minus tier matching. but they really jumped the gun on the second part.


The smart thing would have been to leave everyone in their existing tiers and let the new PSR move them up/down as appropriate. Pushing everyone into one tier facilitates power-farming and drives away the lower tier players. I'm sure the groups were happy stat-padding but the irony is thay they flooded T1 with groups.

And as I said, due to the way the matchmaker works, the higher the ratio of groups to solos the longer the wait times. The T1 groupees are now faced with the difficult decision of going solo or facing long waits.

It'll take a while for a significant population of solo T1's to filter their way up but the ironiy is the groupees will be pushing them straight back out in an effort to pad their stats on the first solos they encounter.

Try-hards will reap what they sow and cry-hard for doing so.

#27 Tarl Cabot

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Posted 16 July 2020 - 06:30 PM

View PostVonBruinwald, on 16 July 2020 - 05:18 PM, said:


The smart thing would have been to leave everyone in their existing tiers and let the new PSR move them up/down as appropriate. Pushing everyone into one tier facilitates power-farming and drives away the lower tier players. I'm sure the groups were happy stat-padding but the irony is thay they flooded T1 with groups.

And as I said, due to the way the matchmaker works, the higher the ratio of groups to solos the longer the wait times. The T1 groupees are now faced with the difficult decision of going solo or facing long waits.

It'll take a while for a significant population of solo T1's to filter their way up but the ironiy is the groupees will be pushing them straight back out in an effort to pad their stats on the first solos they encounter.

Try-hards will reap what they sow and cry-hard for doing so.


Or even have done an limited reseeding with placement in Tiers 2-4 based on avg MS over last X amount of games. Others will pipe in saying with it being zero-sum, everyone needed to start in Tier 3, which is BS since the Tier system itself is not a zero-sum setup, only the PSR values awarded after each drop.

PGI could still do a partial reseeding of players in Tier 3, seeding them between T2 to T4. 30/40/30 or 25/50/25. As for starting Cadets in Tier 3. that is soo frak wrong...

#28 thievingmagpi

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Posted 16 July 2020 - 06:48 PM

View PostVonBruinwald, on 16 July 2020 - 05:18 PM, said:


The smart thing would have been to leave everyone in their existing tiers and let the new PSR move them up/down as appropriate. Pushing everyone into one tier facilitates power-farming and drives away the lower tier players. I'm sure the groups were happy stat-padding but the irony is thay they flooded T1 with groups.

And as I said, due to the way the matchmaker works, the higher the ratio of groups to solos the longer the wait times. The T1 groupees are now faced with the difficult decision of going solo or facing long waits.

It'll take a while for a significant population of solo T1's to filter their way up but the ironiy is the groupees will be pushing them straight back out in an effort to pad their stats on the first solos they encounter.

Try-hards will reap what they sow and cry-hard for doing so.


You still haven't clarified who this secret cabal of try hards who conspired to do whatever you think they did is.

#29 Too Much Love

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Posted 16 July 2020 - 07:45 PM

View PostAlexJust, on 16 July 2020 - 05:14 AM, said:

Playing SQ around 12-16 CET hours. Wait times are 10-40 minutes and almost all mathes are one-sided stomps. Daed game confirmed?

Played 3 games in 1 hour yesterday. The quality of matches was horrible, all stomps. The wait time is 10 minutes between every match.

Won't play again till they fix it.



#30 LordNothing

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Posted 16 July 2020 - 08:17 PM

the only situation where wait times are that bad is during the oc deadzone. i usually start late in the na phase where its not so bad and quit when the wait times get absurd. if i could get started 2 hours earlier it wouldn't be so bad.

but because people cant always tweak their schedules i think it would be a good idea to employ dynamic team size in order to make the most out of the current player count in any given situation. 12v12, 8v8, or 4v4 being available based on the current active population.

Edited by LordNothing, 16 July 2020 - 08:35 PM.


#31 Johnny Slam

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Posted 16 July 2020 - 08:51 PM

I ran into 45-60 min waits last night, reached out to dev via PMs but nothing back, the real problem is I've introduced a friend to the game about ten days ago, and he just started getting on top of the curve, bought a mech, etc.. He noticed the wait length last night... not playing tonight. Bummer.

Just to be clear, I returned after several years a couple of months ago and have had so much fun that I invited friends, I'm doing my best to keep upbeat but would rather be able to play without long waits.


EDIT* getting a bit better tonight, averagoing 13 mins for launch, which still isn't ideal but better than last night.

Edited by Johnny Slam, 16 July 2020 - 10:25 PM.


#32 Ignatius Audene

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Posted 16 July 2020 - 09:14 PM

Yesterday EU prime I had the best games in Mwo history for a while .12 vs 11 and co. Finally I know 50% of the players again ;)

Edited by Ignatius Audene, 16 July 2020 - 09:15 PM.


#33 Zirconium Kaze

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Posted 16 July 2020 - 09:24 PM

View PostAlexJust, on 16 July 2020 - 05:14 AM, said:

Playing SQ around 12-16 CET hours. Wait times are 10-40 minutes and almost all mathes are one-sided stomps. Daed game confirmed?

Being free was the way to go.

#34 AlexJust

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Posted 16 July 2020 - 11:35 PM

View PostDashen, on 16 July 2020 - 02:13 PM, said:


It would be more beneficial to PGI if players reported the reason of the stomp rather than just "Oh...skill gap...fix plox".

Many times you can just observe how the enemy team is completely late on the nascar and collapse, their frontliners do not realize it's too late and that they should turn around and form a firing line so they keep going, and then the snoballing occurs, resulting in a "stomp".

And let me tell you that this is the MAJOR reason a stomp happens, and i'm not sure how PGI will ever be able to fix it.
The other reason is of course the skill gap between players, but then again you have people who are simply trying builds in the field, or playing a certain mech for the first time(somehow).

Player stats can help PGI direct players against each other and so is tonnage, but anything outside of that is just left to chance because of the many variables involved into a stomp, or rather a snowball effect.


This is classic example of skill gap which can be managed by proper ranking system and matchmaking.

#35 VonBruinwald

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Posted 17 July 2020 - 03:25 AM

View Postthievingmagpi, on 16 July 2020 - 06:48 PM, said:


You still haven't clarified who this secret cabal of try hards who conspired to do whatever you think they did is.


C'mon 'Pi, you need to think these things through. It wouldn't be a secret cabal if I outed them.

#36 Willard Phule

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Posted 17 July 2020 - 04:11 AM

View Postdrunkblackstar, on 16 July 2020 - 07:45 PM, said:

Played 3 games in 1 hour yesterday. The quality of matches was horrible, all stomps. The wait time is 10 minutes between every match.

Won't play again till they fix it.


I believe I read somewhere that they're shooting for a 95% stomp rate or something. I'd say they're on goal.

#37 AlexJust

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Posted 17 July 2020 - 06:32 AM

Today is completely unplayable. Wait times seems a little bit shorter, but amount of stomps is appaling. I suffered 11 matches of 4-12 or worse losses and that's so demoralizing and not fun. I spent 36$ on this game today and can't even play wih my new mechs because no game are longer than 5 minutes and all of them are stomps.

#38 OneTeamPlayer

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Posted 17 July 2020 - 06:39 AM

View PostAlexJust, on 17 July 2020 - 06:32 AM, said:

Today is completely unplayable. Wait times seems a little bit shorter, but amount of stomps is appaling. I suffered 11 matches of 4-12 or worse losses and that's so demoralizing and not fun. I spent 36$ on this game today and can't even play wih my new mechs because no game are longer than 5 minutes and all of them are stomps.


In the past PGI has been pretty generous about offering refunds. Better to have a person happy now who is willing to pay again later than infuriated now who will never put another cent in.

Especially since a majority of the longer-term players have already cashed out in terms of already owning everything they want or need.

Put in a ticket with support and see what they can do- though i'd suggest you not play while you're waiting for a response as you can't have the cake and eat it too.

#39 Willard Phule

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Posted 17 July 2020 - 06:52 AM

View PostAlexJust, on 17 July 2020 - 06:32 AM, said:

Today is completely unplayable. Wait times seems a little bit shorter, but amount of stomps is appaling. I suffered 11 matches of 4-12 or worse losses and that's so demoralizing and not fun. I spent 36$ on this game today and can't even play wih my new mechs because no game are longer than 5 minutes and all of them are stomps.


Let's see if you've learned your lesson.

#40 Marquis De Lafayette

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Posted 17 July 2020 - 07:41 AM

View PostAlexJust, on 17 July 2020 - 06:32 AM, said:

Today is completely unplayable. Wait times seems a little bit shorter, but amount of stomps is appaling. I suffered 11 matches of 4-12 or worse losses and that's so demoralizing and not fun. I spent 36$ on this game today and can't even play wih my new mechs because no game are longer than 5 minutes and all of them are stomps.


Sorry you aren’t having fun. As you are a new player , I just want to let you know that 12-4 isn’t really going to be atypical and while the final score is lopsided, it’s not considered technically a “stomp” in MWO. MWO has a strong “snowball effect” at all levels. So, it’s really about the first few minutes of each match to determine how it goes. A game can start out 2-2 with a lot of good fighting and still end up 12-4. As often one team might get up 4-2 and press their advantage to a 12-4 result. The outcome was in doubt early, but once a team gets a 2 mech lead it can get out of control quick and often does. Again, not to diminish your feelings....just explaining so you know what to expect here should you carry on with MWO. Stomps are generally when you go down 0-3 in a match as the snowball then starts rolling early on. Go down 0-3 or 0-4 and it’s going to be 12-2 or worse probably 80% of the time. Close matches happen as well....if you can get to 6-6 or 6-7 it’s likely to be a 12-10 match. It’s just the rarity with how the dynamics of the game work.
All the best man!





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