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Please Don't Ruin My Ability To Play With Friends


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#1 TENTACLE BOSS

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Posted 03 July 2022 - 06:00 PM

From the latest announcement:

- As of July 19th patch The Max Group Restrictions Variable will be exposed for future tuning -



I hope this doesn't mean that we're about to go backwards in time a few years to the point where it was literally impossible for two people playing together to find matches. I would like to retain the social element of people playing with their friends. I do not care if this is sometimes a disadvantage to me in matches knowing opfor could be doing the same.

#2 caravann

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Posted 03 July 2022 - 10:40 PM

Maybe they want some sort of 2 player drop
The game would benefit from a third party
The goal is to make all players in one place.
Some want clan to be superior.

Most people don't have 12 people on hold for a game.
The 2 player team would have to fight for their own.

The team play with one lance each with a "2 team" .
Since it's impossible to ensure that lances fight for their lance
the winning condition for the two "2 team" is to take out the other "2 team"

They're immune to damage and unable to deal damage than to the lance with the lance color.
This means that games are centered to a single game where there's lots of things going on where each side is not stuck as the 2 team have sanctuary to the sniper meta and the nascar meta. They're able to speak with the team and becomes an asset against information shenanigans. As an army without any intel we're as much trying to operate surgery in darkness.

These 2 teams could also work as scouts or the role of scouts. Each side has an advantage of winning the 2 team because the other team lost their scouts. I'm certain god mode must exist in this game engine and what we need now is a divine clashes of titans.

#3 Tazer Face

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Posted 04 July 2022 - 06:19 AM

View PostTENTACLE BOSS, on 03 July 2022 - 06:00 PM, said:

From the latest announcement:

- As of July 19th patch The Max Group Restrictions Variable will be exposed for future tuning -




I hope this doesn't mean that we're about to go backwards in time a few years to the point where it was literally impossible for two people playing together to find matches. I would like to retain the social element of people playing with their friends. I do not care if this is sometimes a disadvantage to me in matches knowing opfor could be doing the same.

you can still make groups with up to 4 people.

teams in a drop can't have more than 1 premade 4 man, or 1 premade 2 and one premade 3, or two premade 2 man groups on it. AKA, no team in a drop should ever have more than 5 players in premade groups on it

#4 John McClintock

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Posted 04 July 2022 - 02:47 PM

I have no issue with a limit on 4 mans to 1 on each side, same with 3 mans. But there should be no limit on 2 mans at all, aside from maybe limit teams in the same unit (so you can't have 6x 2 mans take over a team, obviously) and/or average the team tier rating.

It helps to recruit new players.

Edited by John McClintock, 04 July 2022 - 04:38 PM.


#5 Meep Meep

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Posted 04 July 2022 - 03:38 PM

In quick play there should be no more than one 4 man premade per side and the mm should make and effort to put 4 man premades against each other. I don't think there should be any restrictions on two man premades. As for 3 man premades it should work similar to the 4 man but not worry about putting another 3 man on the other side. No premades larger than 4 should be allowed. If you want to roll around in large organized groups then stick to faction play.

#6 Haipyng

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Posted 05 July 2022 - 05:41 AM

The impact of 4 man premades is minimal unless you are talking people in the top 5% of players. What really makes a difference is tonnage, weapon loadouts and the aggregate skill levels of all the players on a team. PGI in all this time never had a decent matchmaker because the number of variables combined with low numbers of players and the need for safeties to keep from waiting forever meant it hasn't been much better than random.

Heck, even today if it would just take the first 24 players it finds and then pay even a little attention to class, tonnage and loadout in that group, games could be made closer. 6 assaults on one team vs the lone assault, 4 heavies and medium/lights on the other is not an even match. Nor is the 6 LRM boats with two AMS/ECM loadouts on one team to the 1 ATM and no AMS/ECM on the other. Stacking a bunch of long range mechs on an open map against a bunch of brawlers is also frustrating. It's certainly seems purely luck of the draw and no real match making whatsoever.

#7 Tazer Face

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Posted 05 July 2022 - 02:48 PM

View PostHaipyng, on 05 July 2022 - 05:41 AM, said:

The impact of 4 man premades is minimal unless you are talking people in the top 5% of players. What really makes a difference is tonnage, weapon loadouts and the aggregate skill levels of all the players on a team. PGI in all this time never had a decent matchmaker because the number of variables combined with low numbers of players and the need for safeties to keep from waiting forever meant it hasn't been much better than random.

Heck, even today if it would just take the first 24 players it finds and then pay even a little attention to class, tonnage and loadout in that group, games could be made closer. 6 assaults on one team vs the lone assault, 4 heavies and medium/lights on the other is not an even match. Nor is the 6 LRM boats with two AMS/ECM loadouts on one team to the 1 ATM and no AMS/ECM on the other. Stacking a bunch of long range mechs on an open map against a bunch of brawlers is also frustrating. It's certainly seems purely luck of the draw and no real match making whatsoever.

Thats more a function of map voting than the matchmaker

#8 Haipyng

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Posted 05 July 2022 - 06:30 PM

View PostTazer Face, on 05 July 2022 - 02:48 PM, said:

Thats more a function of map voting than the matchmaker


But loading them on one team or the other in random chance is not a function of map voting. Splitting up the longer range mechs on separate teams (where possible) and filling in brawlers makes it a more interesting game. Its those outlier games where it is 12-0/1/2.

We really don't have any solid idea how the MM works. Over the last ten years we have gotten clues. It used to figure tonnage and classes in the MM, but those were dropped long ago. We know it uses a value assigned to players for skill level and tiers and has "safety valves" to keep players from waiting too long. I think they got too fixated on looking at the pool of players available that they never gave what players they actually had in a match a balancing pass.

#9 LordNothing

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Posted 06 July 2022 - 03:59 PM

you don't normally put in a control valve just to leave it shut.

#10 TheCaptainJZ

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Posted 06 July 2022 - 04:27 PM

View PostTENTACLE BOSS, on 03 July 2022 - 06:00 PM, said:

From the latest announcement:

- As of July 19th patch The Max Group Restrictions Variable will be exposed for future tuning -




I hope this doesn't mean that we're about to go backwards in time a few years to the point where it was literally impossible for two people playing together to find matches. I would like to retain the social element of people playing with their friends. I do not care if this is sometimes a disadvantage to me in matches knowing opfor could be doing the same.

The issue they found is that the setting is hidden so when they just decoupled the event queue matchmaker from the quick play queue, it messed up groups limits. As I understand it, right now, there is no limit to several groups on either team since June's patch. The 19th will fix that problem and make it a variable they'll be able to control in the future--for both queues as I understand it. Mostly, they want this lever for event queue.





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