From the first link:
"We feel the best option at this point is to re-combine the queues. Allow groups into solo queue but reduce the max group size to 4. [color=#00FFFF]
This along with potentially adjusting the group tonnage allowed will reduce the overall influence the group can have on a 12v12 match. [/color]The matchmaker would also make every effort that it balanced the groups per side. This would allow all players to still enjoy full 12v12 matches not requiring changes to the economy or UI and spawn points or the way FP functions."
Sounds an awful lot like "we need to modify the parameters to fit a 4 man group instead of a 12 man group."
The second post is entirely about PSR. There's a mention of "stomps," and ultimately it was about how groups effected the "new" PSR thing. Note that it was from May.
From the 3rd post ( and this has all the good stuff):
"How the combined public queue will work:
- All matches will remain 12v12.
- Max group size will be restricted to 4 players. All group sizes of 2,3 and 4 are valid group sizes.
- When the Match Maker builds a 12-player team, it will ensure that there is no more than one 4 player group or as close as possible (2 player + 2 player for example) per team and all remaining slots will be filled with solo players.
What we expect:
- Playing with a smaller group of friends will be much easier to accomplish.
- Matches should kick off drastically faster than previously.
- Matches will become more competitive.
What we are monitoring:
- Match Maker ability to maintain even team building.
- Tonnage restrictions for groups. (note: we can adjust these dynamically/real time)
- Group composition and any release valves that may kick in to make games kick off.
EDIT:
My bad, no tonnage info for you... here it is as it currently sits (current values for groups as it has been for a while):
2-player groups: Min Tonnage 40, Max Tonnage 200
3-player groups: Min Tonnage 80, Max Tonnage 255
4-player groups: Min Tonnage 120, Max Tonnage 280
Again, these numbers can be adjusted on the fly with no down time. If you have suggestions on some tonnage numbers, post them and we can try them out."
So, as an example, if your group gets a 2 man premade in it and they both decided to drop with assaults....assaults which are not counted toward the 3/3/3/3 of the MM's base programming, they will most likely add to the potentially equally distributed number of assaults amongst the non-group players. IE: If both get 3 assaults amongst the solos, then the team with the 2 man will have 5 instead. Alternatively, if the premade group drops lights, then the side they're on will tend to be very light.
That's the dynamic we're seeing game in and game out.
The last post you put a link up to was the last time Paul communicated with anyone regarding adjusting group tonnages and tier separation. Note again that it was from May. It did not address using the tonnages dropped by a group in the MM thought process, but it did go into detail explaining how when population drops low enough, the +/-1 thing loosens up.
So, again, everything I've said is in those 4 links you put up. Groups in QP have tonnage limits, but what they drop isn't counted in the base 3/3/3/3 thing the MM tries to do. And what a premade drops with does, in fact, effect the tonnage between the two teams.....and the last one even explained how a T1 four man premade ends up harvesting T3 Cadets.
Edited by Willard Phule, 18 September 2020 - 03:34 PM.