This post will contain average match time data from PGI, commentary on that data and The Cauldron's perspective, future plans from The Cauldron, and finally some thoughts on measuring the success of the planned changes and PGI's responsibilities in relation to that.
Average Quick Play Match Time Data
PGI have shared with me two very small, but important, sets of data in regards to average Quick Play (QP) match time. The first is below:
- Average match time in a 72 hour window during February 16th to February 19th: 408.2009 seconds (6 minutes, 48 seconds)
- Average match time in the first 72 hours after March patch: 403.5756 seconds (6 minutes, 43 seconds)
- Average match time in the first 48 hours after April patch: 386.8871 seconds (6 minutes, 26 seconds)
The second set of QP match time averages from the past weekend:
- Average match time from February 19/20/21: 406.1456 seconds (6 minutes, 46 seconds)
- Average match time from March 19/20/21: 402.6719 seconds (6 minutes, 42 seconds)
- Average match time from April 23/24/25: 389.4897 seconds (6 minutes, 29 seconds)
These data sets are from relatively narrow time frames and in the future I hope PGI will share monthly comparisons (which for obvious reasons cannot happen right now, as a month has not passed from the April patch).
The Cauldron on Match Time (and TTK as an extension)
I am sure some people will look at this decrease in match time and automatically think 'less match time equals failed patch'. I am here to give The Cauldron's (and my own) perspective on this and other considerations.
The Cauldron's overarching goal has always been to increase 'fun' and 'enjoyment' for the majority of people who play this game, two extremely subjective concepts. In order to make this goal more measurable and achievable we have decided to focus on making more weapons, play styles, and 'Mechs in general viable. This concept presumes that having more options available to use and not being punished for using ineffective weapons (because the goal is there will be zero ineffective weapons) will be more 'fun' for the vast majority of players. This goal is measurable as PGI will (hopefully) provide us with statistics that indicate whether or not an increase in weapon and 'Mech diversity has occurred as a result of our changes.
The link here between this goal, match time, Time to Kill (TTK), the weapon patch, and future patches/balance passes is on the order of the passes. Weapons were chosen first for a number of reasons, the primary one being PGI chose weapons to focus on in their March patch (this patch was completely driven by PGI and not The Cauldron). This made it far easier to compare the two patches. The March patch received overwhelmingly negative feedback from the community and so far the April patch has been overwhelmingly positive in comparison.
As weapons were chosen first and The Cauldron decided to focus on mainly weapon 'buffs' as opposed to 'nerfs' (PGI has historically focused on nerfs as opposed to buffs) it was predicted and expected by many members of the community that TTK and match time would be reduced. There were many claims that these reductions would be huge, but as the above numbers show, thus far they have been relatively minor.
The positive message here is this: The weapon pass should be the only patch that we see a decrease in match time. Every other planned pass coming from The Cauldron in the future is aimed towards increasing TTK and match time.
Here is the current planned schedule from The Cauldron:
May
- Mobility Pass (focus on increasing the mobility of many, but not all, Mechs)
- Minor Weapon adjustments
- A 'taste' of 'Mech quirks
- Quirk Pass (focus on decreasing some outlier offensive weapon quirks, increasing defensive quirks plus introducing flavour quirks)
- Minor Weapon and Mobility adjustments
- Adjustments to weapons, mobility, and Quirks as necessary
- Adjustments to weapons, mobility, and Quirks as necessary
- 'Mech Rescale - This is completely on PGI to deliver, The Cauldron cannot do this (we can advise of course, but not implement)
At the end of the day the best indicators for us and PGI are an increase in players and player retention. If we see an increase in players and those players keep playing then we are on the right path.
However the planned changes being implemented by The Cauldron are only one piece of the puzzle. PGI must work on many other elements that only they can fix: New Player Experience, UI, game modes, costing, new content, new features etc. These are all outside the scope of what The Cauldron can deliver. In fact I would describe these other areas as more important to the average player than The Cauldron's balance updates, especially in regards to new content (whether that be new weapons, 'Mechs, maps, or preferably all three).
Edited by Krasnopesky, 28 April 2021 - 08:05 AM.