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Delete The Matchmaker


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#1 il1il

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Posted 31 December 2020 - 04:17 PM

The fact is I am not having fun instead experiencing constant frustration in the game. The teams are lopsided in every teir. The game is basically unplayable... 1/20 games might be balanced and fun.

Other people might tell you its fine and there is always complaints with every matchmaker.....
NO! This matchmaker encourages selfishness and discourages winning and team work.
In a loss that I do well I get nothing in a win where I sacrificed I get nothing,
and the people I play with do not function as a team. Players act unpredictable, selfish and frightened. They don't care if team mates die that just increases their match score gain, if they live long enough to maximize their damage. It does not reward learning wining strategy.

I'm not an advocate of elo I advocate pure win loss over last 100 games to be used as sorting. Don't notify the player of the sorting like teir system it will also mean that people will tend to be closer to 1 win/loss ratio. Where the most players will be happy. Start new players from a record of 10 loss streak.

Also remove groups in quick play... There is nothing "quick" about assembling 4 comp players to stomp pugs. make faction the place for groups... and take away 12 group make it 4 in faction cause that is also horrible for faction. Solo players or small groups are pushed aside for a group that just entered the q system only for that group to stomp the 12 pugs on the other side. If people really want to play together with friends that is their option.

#2 Monkey Lover

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Posted 31 December 2020 - 04:25 PM

I wish match maker would go back to 4 4 4 4. This helps keep weights even and limits pain train/nascar.

Edited by Monkey Lover, 31 December 2020 - 04:25 PM.


#3 FinnMcKool

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Posted 31 December 2020 - 04:47 PM

they should get rid of kill/death ratio
make your score dependant on a team win
more rewards or positive tier movement for lesser weight classes and more rewards for lites that win matches like capping and such/ seems as though the heaver classes always get positive rewards even when they actually do less for the team.

in other words, team work needs to be rewarded more,

and of course an assault will do more damage than a med. or a lite.

the rewards are just a little out of sync in my OP

(although l33t lite pilots will always break that rule)

#4 PocketYoda

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Posted 31 December 2020 - 05:14 PM

I like all these suggestions, especially the kill death crap.. This is supposed to be Battletech not Call of Duty. It will never happen but it would be great to actually have a team backing you not everyone striving for the most damage for competitive egos.

Edited by Samial, 31 December 2020 - 05:16 PM.


#5 Elizander

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Posted 31 December 2020 - 09:23 PM

I'll agree that what my team does is mostly irrelevant as long as I can deal 600-800 damage to get +PSR even on bad losses. That said, at least the new system is pushing me down when I just want to derp around and not take the game seriously. In the old system I'd have been T1 by now which would be a crime against humanity.

The incentive for winning are the C-bill and XP rewards and PSR is mostly personal performance.

It definitely clashes because there are very few instances where I would want to be the assault leading the charge-in/die to let the team win because my PSR will go down. I'd want to farm at least 500+ damage first before throwing my mech away in a push. There is no incentive to lead a push into the enemy.

The entire system makes it so no one wants to tank/push because rewards are non-existent, teams are unreliable and penalties are high.

The results are no one wants to brawl and everyone brings poke builds, which makes it superfunfuntimes for my brawler Scorch when anything comes within 300m. It guarantees that I'll be able to bully anything that tries to go toe-to-toe.

Edited by Elizander, 31 December 2020 - 09:32 PM.


#6 martian

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Posted 01 January 2021 - 12:13 AM

View Postil1il, on 31 December 2020 - 04:17 PM, said:

Delete The Matchmaker


Sorry, but Russ Bullock and Paul Inouye ignore this forum.

If you want to let them know, use Russ Bullock's Twitter.

#7 PocketYoda

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Posted 01 January 2021 - 07:08 PM

View Postmartian, on 01 January 2021 - 12:13 AM, said:


Sorry, but Russ Bullock and Paul Inouye ignore this forum.

If you want to let them know, use Russ Bullock's Twitter.


I bet someone at PGI monitors this forum more than they'd ever admit.

#8 MW Waldorf Statler

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Posted 01 January 2021 - 09:43 PM

Its some other PvP Games with no Respawn -CoD warzone=very defensive and egoistic playstyle -never will lost his Charakter/mech and seeing the most Time in loading Screens,so im never Play Battle Royale in Warzone,for a short Dead and play this terrible Gulag Arena Fight.

And Bad palystyle you found in each Game...BF2 and Kharjand ...the mosrt runnings like Lemmings to the First Flagpoint hotel and died fast in the defensive MG fire ...the more clever guys going around and take Flagpoints in the backland.

Edited by MW Waldorf Statler, 01 January 2021 - 09:45 PM.


#9 martian

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Posted 02 January 2021 - 03:57 AM

View PostSamial, on 01 January 2021 - 07:08 PM, said:

I bet someone at PGI monitors this forum more than they'd ever admit.

Russ Bullock is busy ... with playing the World of Tanks probably.

#10 Snowhawk

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Posted 02 January 2021 - 05:22 AM

View Postmartian, on 02 January 2021 - 03:57 AM, said:

Russ Bullock is busy ... with playing the World of Tanks probably.


Hmmm... as far I know he bought Cyberpunk 2077....

#11 Farix

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Posted 02 January 2021 - 05:52 AM

View Postmartian, on 02 January 2021 - 03:57 AM, said:

Russ Bullock is busy ... with playing the World of Tanks probably.


Perhaps he should take some notes about match setup, limited customization, and map/level design. Not that WoT is the only game to draw ideas from.

#12 martian

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Posted 02 January 2021 - 09:16 AM

View PostSnowhawk, on 02 January 2021 - 05:22 AM, said:

Hmmm... as far I know he bought Cyberpunk 2077....

This is going to stop the MWO development for at least three months. Posted Image

View PostFarix, on 02 January 2021 - 05:52 AM, said:

Perhaps he should take some notes about match setup, ...

Well, Paul Inouye promised us the discussion about the match setup in July 2020, but he has been busy, so no discussion has taken a place so far.

View PostFarix, on 02 January 2021 - 05:52 AM, said:

... , limited customization, ...

The 'Mechlab with its UI 2.0 has been unchanged for years and I do not think that we can expect big changes in the future.

View PostFarix, on 02 January 2021 - 05:52 AM, said:

... , and map/level design.

We might get one new map in 2021/2022 timeframe. Maybe.

#13 Willard Phule

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Posted 02 January 2021 - 11:58 AM

View PostMonkey Lover, on 31 December 2020 - 04:25 PM, said:

I wish match maker would go back to 4 4 4 4. This helps keep weights even and limits pain train/nascar.


Where does the 4 man premade group fit into that?

#14 Marikhen

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Posted 03 January 2021 - 03:06 PM

View PostFinnMcKool, on 31 December 2020 - 04:47 PM, said:

they should get rid of kill/death ratio
make your score dependant on a team win
more rewards or positive tier movement for lesser weight classes and more rewards for lites that win matches like capping and such/ seems as though the heaver classes always get positive rewards even when they actually do less for the team.

in other words, team work needs to be rewarded more,


I very much dislike the current "kills/damage >>>>>> anything else" method of determining match score and contribution, however...

I really don't think it should be eliminated, at least not entirely.

It shouldn't be entirely eliminated as there needs to be different match score calculations based on the game mode. Assault, for example, should weight killing enemy mechs equally with capping their base. At the same time Conquest should weight capping more heavily than killing, and Skirmish should, of course, factor kills/damage predominantly. On top of that Incursion really needs to have its secondary mechanics affect match score as well; in one Incursion match I popped the radar tower twice and got a significantly lower score bonus for it than had I done the exact same work with UAVs.

Now I personally know that the more complex any set of calculations gets the more prone to bugs and the harder to balance it gets. As such I wouldn't reasonably expect to see some of the following things:
#1 Damage taken as a positive/negative score modifier based on weight class.

#2 Maintaining locks on targets outside of LoS of missile boats since they wouldn't be getting any damage/score if not for your lock. For that matter damage done to OoLoS targets thanks to NARCs should be partially attributed to the NARC'er as well.

#3 Weapon type factoring into damage->score calculations as 200 damage with a UAC/20 is often going to be at least as useful as 400 damage with an LRM20.

#4 Mech piloted versus mech killed factored into kill scores.

#5 Pilot ranks factored into kill scores as well.

- The net result of 4 & 5 would be that a lower-skilled player in a light mech would get more points for killing a higher-skilled player in a medium or heavy mech than the high-skill player would for piloting a light and killing the low-skill player's assault.

#6 Effects of your actions should factor into your score when reasonable. If you pop the air strike option in Incursion and actually kill an enemy mech in their base then that kill is your kill. Likewise if you cap a node in Conquest and it stays in your team's control the entire match then you should get a score bonus for each point it earns before the match ends.

As I said, I wouldn't reasonably expect stuff like that to be included, even though it would help make pilot score more reflective of both piloting, teamwork, and being able to play the match mode and not just Skirmish Warrior Online. It's nice to dream though. Having different algorithms for each mode with sufficiently different weighting to disincentive "Skirmish Warrior Online" would be a good start though.





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