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Impromptu Dev Update About Matchmaker And Faction Play With Ngngtv


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#41 cazeral

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Posted 06 July 2022 - 01:38 AM

Simple question.

Why wasn't the proposed FP match maker put into practice that guaranteed play access regardless of group size; yes it may take two drops as a solo to get a game, but at least they would get one.

More effort needs to be put into getting more people into FP with a good MM rather than allowing the continuing imbalance with groups in QP. I suspect, the groups are only there because there is no viable alternative; removing the QP Group queue just piled on the problem.

So, lets see some better marketing to get new players and sort out what can be done to retain them when they do try MWO. More players, more likely any kind of MM can work.

#42 Whytesilver

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Posted 06 July 2022 - 03:13 AM

let any number of 2man groups end up together

#43 katoult

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Posted 06 July 2022 - 08:52 AM

Radical, but fairly simple proposal that a lot probably won't like:
  • Merge current Tier 1 and Tier 2 to form a common Tier.
  • At the same time reduce matchmaker spread (for solos) to +-1.
  • If possible to treat differently reduce groups in matchmaking to match +-0, i.e. within their average instead of +-1/+-2.

Pros and Cons:
  • For (current) Tier 1 this would reduce search time indirectly by a large margin. This is due to T3 no longer matching with the T5 pool in competition to them.
  • For (current) Tier 2 this would lead to slightly more challenging matches (no more matching with T4), thus possibly leading in a mixed T1/2 tier leading to some diversification.
  • For lower tiers this would reduce the chance of high-tier players grouped with low-tier players intruding on their matches, thus raising gameplay quality for the majority of players (while often accused this doesn't really happen much - but it's a psychological effect).
  • For new players this would remove starting out against T3 players as it does now, thus improving the NPE.
  • Matching groups only "at their average" reduces the chances of currently e.g. one side ending up with a T1 group and the other side with a T3 group.

Generally:
  • Due to the claims of "large spread of quality in Tier 1" it doesn't matter whether they get T2 mixed in either. Besides they already are in the same matches now anyway.
  • Search times are only really long (comparatively) when dropping on Tier 1 - and to a lesser extent Tier 2 - matches. The other 80+% of players have search times of typically well below 90 seconds.


#44 katoult

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Posted 06 July 2022 - 09:05 AM

For Faction Play:
  • We all know that the main problem is that the faction queue is dead about 18 out of 24 hours per day.
  • Potentially investigate offering other modes during those dead times (#BringBackScouting, but possibly also running 8v8)
  • Monitor and regularly review whether extending "regular faction play" is of an interest both to the playerbase at large and possibly to multipliers and key stakeholders in the game mode.
  • Incentivize dropping in groups in Faction Play in some way. And i say that as a dedicated solo player. Currently the only real incentive of joining the queue as a group is not being skipped.

Edited by katoult, 06 July 2022 - 09:06 AM.


#45 Roodkapje

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Posted 07 July 2022 - 07:23 AM

Can we please stop asking for 8vs8 for Quick Play because we had that experiment a while ago and it was boring as hell !!! :(

The main issue with MWO is the number of players combined with when those players are awake and online!

You can't fix that by ruining things for the current players who are pretty happy with the situation as it is and don't want to see it getting worse... ;)

#46 Sergey Zabelnokov

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Posted 07 July 2022 - 10:54 PM

the maximum number of players in a group should be limited to two,
for a team of 12 players. 4 united players are always stronger than a
priori fragmented opposing team. such a number in one group is toxic
to other players and negatively affects the rest.
in World Of Tanks understood this in 2013.

your matchmaker is outdated and does not correspond to the current situation,
it is linear. in modern games, the matchmaker is dynamic and
not tied to an account, but analyzes the last few fights of
the player and assigns him an actual rating. this Right. This Working Perfect.

https://docs.google....of=true&sd=true

Posted Image

Edited by Sergey Zabelnokov, 07 July 2022 - 11:37 PM.


#47 Nightbird

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Posted 11 July 2022 - 08:50 AM

If your expectations on the MM update is >0, I suggest reducing it 0. PGI's track record with it is such that if they don't make it much much worse with their improvement, I would consider it a win.

#48 ghost1e

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Posted 11 July 2022 - 02:03 PM

View PostYamete Kudasai Onee-sama, on 05 July 2022 - 11:25 PM, said:

for QP match making:

here are some 3 notable issues:
1. there's no balance between the 2 sides, with or without groups. Sometimes you get to see a stack of 2 high tier groups, and their opponents are appears to be solo that can't even be match against their opponent
2. there's no balance with weight classes. you can have a very synchronized team with huge wolfpack that can dominate a full group of sitting duck assaults
3. there are people who likes to group up casually that are not a problem in the match making because they themselves can't really make a difference in a match unlike a group of highly competitive pilots that stomp the queue

here are some recommendations to address the 3 points:
1. Reduce the matches to 8v8 to lower the wait times
2. Include weight class and balanced ELO rating distribution across the two teams.
3. Include groups that can run 4 mans but it has to maintain the weight class and ELO rating distribution across both teams. Meaning, if you have 4 99% rating group running 2 Assault, 2 Lights, then another 4 solo dropping any combination of weight classes, they should have a match on the other side that has also equal or close to equal in rating with similar weight classes that are either group up like them OR 8 99% dropping solo that matches each side's weight classes.

Basically each side needs to have the same or close to the same number of weight class categories (like world of tanks), as well as equal competitive or casual players on either side.


Additional note: Tier system is not accurate as you have a bunch of T1 are not reflective of skill gaps on T1. There should be higher T1 or there should be no cap at all using ELO maybe. Balance should strike on both teams to have either side a balance ELO. The current system is faulty because there are 99% T1 with 90% T1 and that gap is huge and is not representative of actual balance. Being accurate on player rankings in QP by not placing a cap on the pilots and use that actual ELO system to balance the match making will make the MM better in terms of balancing.


For Faction Play:
This should be treated as a group match making where units should thrive. Faction play died when the incentive to play as a unit was scrapped.

Bring back the planets being controlled by units where their actions matter when conquering planets and it should be rewarded as such.
Just bring back the relevance of having a unit and being part of a faction where playing as a unit in Faction Play as a group relevant. Right now, groups are thriving mainly in QP where it should have been in Faction Play.

totally agree with this

#49 Extra Guac

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Posted 11 July 2022 - 02:25 PM

View PostVoid Angel, on 05 July 2022 - 01:12 PM, said:

This is your periodic friendly reminder that "ELO" is the Electric Light Orchestra, and that the name of the player rating system is "Elo," a word derived from its creator's name.


Hey man, don't bring me down.

#50 Teenage Mutant Ninja Urbie

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Posted 12 July 2022 - 05:40 AM

View PostExtra Guac, on 11 July 2022 - 02:25 PM, said:


Hey man, don't bring me down.


Ooh-ooh-hoo!
Posted Image

#51 Niklaus WIRTH

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Posted 13 July 2022 - 05:56 AM

View PostExtra Guac, on 11 July 2022 - 02:25 PM, said:

don't bring me down.
https://youtu.be/txzqmgdT7QE

#52 iexist

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Posted 13 July 2022 - 03:49 PM

I feel compelled to comment after reading others opinions. I think changes some of them are asking for would be bad for the game and player base.

1. Keep the current 12 vs 12 QM system in place. 8 vs 8 is a less dynamic mode and less fun.

3. Keep the current faction system in place and continue to develop it with the goal of making it the primary game mode.

4. Bring back mech damage and component loss and improve the game economy mechanics.

#53 Panther9x

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Posted 13 July 2022 - 04:36 PM

We need Faction events. Show the new players what it's all about. Update faction rewards a bit. But most important of all, fix that matchmaker please.

#54 Natural Predator

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Posted 14 July 2022 - 07:46 AM

Take Mining collective double it in size and put it in Faction Play. Put the new maps in FP

#55 ManicWK9

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Posted 20 July 2022 - 11:23 AM

Some ideas for Faction Play:

Create monthly Challenges for Faction Play.
-Gives New Players, Quick-Players and -Groups a reason to try Faction Mode with higher PlayerPopulation.

Create worthwhile prices for all Faction Reputation Levels.

Make Faction-Chat available for Mercenaries. Not just the Chat from chosen side.

Timestamp for Messages in Chat.

Show active Faction Queue in Main Menu.

Rework the Faction Menu
-One Screen to choose the Faction and the Side the Player wants to play for.
-Display how many Groups are deployed at the moment or games are running.

Allow Menu (LFG, Mechlab, Store etc.) in Queue and create a temporary Save for the Mechlab when interrupted by Drop.
-Important to see playerinvites in Queue.

IS and Clan Filter in the Store.

Eliminate the Select Button in Dropdeck Selection, with just the Dropdownmenu to select.

Show Map with Grid and friendly Dropzones before Drop, and after diing, that players can give Information to their Team (Plan a route, position of diing, last seen enemy etc.).

More detailed damage and death information. Information Screen for every mech should be available in matchsummary for analysis.

On low player population, dont allow groups bigger then 5, to give Singleplayers the chance to drop.

Expand the Capture Points in Conquest Game Mode, to get an average playtime of 20-30min.

Eleminate invisible boundaries or borders, which creates situations were players can't shoot mechs they're seeing.(e.g. Boreal Vault, Tourmaline Desert etc.). All Structures should be cutted out exactly. Especially the Siege-Gun has a very wide invisible siluette.
Moreover some Structures are invisible at high range (Popups).

Create new Maps and rework old Maps for better immersion (Mechs should have the feeling of giants)
-no Mammothtrees
-no giantic Walls, Constructions or other Buildings that dont fit in the Scale
-no little Rocks or other Structures that stopping the walk all the time (if not destructible, make them removable)

Edited by ManicWK9, 20 July 2022 - 11:38 AM.


#56 Roodkapje

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Posted 20 July 2022 - 01:31 PM

View PostManicWK9, on 20 July 2022 - 11:23 AM, said:

Allow Menu (LFG, Mechlab, Store etc.) in Queue and create a temporary Save for the Mechlab when interrupted by Drop.

Fun Fact : If you game on multiple monitors then the chat can already be used on the left or right monitors while the center one displays the regular stuff everyone can see! :D





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