8 Vs 8 Quickplay Queue Adjustment - Updated
#221
Posted 14 August 2025 - 01:14 PM
Just watched this, want to hear red team opinion:
https://ibb.co/pjhkJYSw
#222
Posted 14 August 2025 - 02:50 PM
Saved By The Bell, on 14 August 2025 - 01:14 PM, said:
Just watched this, want to hear red team opinion:
https://ibb.co/pjhkJYSw
Those first 3 names on the blue team are well known. The rest, not so much.
Even in 12 v 12, why do these two teams end up facing each other? 3 people on the red team had double digit damage, one of them in an assault mech.
#223
Posted 14 August 2025 - 07:01 PM
Ballistic Panicmode, on 14 August 2025 - 02:50 PM, said:
Because there are not enough players at all levels to make enough Tiers to separate them. Ideally, all the people like whoever the known players on blue team were (I haven't looked) would be in their own Tier, and the game would be able to produce matches within a single Tier at all levels. Unfortunately, there's not enough players, so people kind of pile up a the top - this is why Tier 3 is such a shock when players first get there.
#224
Posted 14 August 2025 - 07:35 PM
Void Angel, on 14 August 2025 - 07:01 PM, said:
This is true, but better matchmaking could do a better job of putting the "Tier 0" players on opposite sides.
Too few players to completely separate tiers is an unavoidable problem. The game incorrectly considering all T1 players as equal is not an unavoidable problem.
The game desperately needs a Tier 0. Even though they have to be in the same matches as T1s and T2s, at least having them correctly recognized as higher-threat than T1s would allow them to be better distributed between the teams.
#225
Posted 14 August 2025 - 08:00 PM
Carl Avery in casual attire, on 14 August 2025 - 07:35 PM, said:
Too few players to completely separate tiers is an unavoidable problem. The game incorrectly considering all T1 players as equal is not an unavoidable problem.
The game desperately needs a Tier 0. Even though they have to be in the same matches as T1s and T2s, at least having them correctly recognized as higher-threat than T1s would allow them to be better distributed between the teams.
Well, that is a decent solution if they've got the resources allocated to implement it - but it doesn't require a Tier 0. It just requires creating another layer that activates after the members of a match are determined, to sort players by their PSR numbers and then assign them to alternating teams. But, you'd have to do some work for groups, and possibly rework how the matchmaker works at base in order to avoid inefficiencies in your server... plus any debugging, and administrative controls, and debugging that...
Unfortunately, there aren't any software engineers available, so it may well not be possible to add that much complexity to the matchmaker code.
#226
Posted 14 August 2025 - 08:17 PM
Void Angel, on 14 August 2025 - 08:00 PM, said:
If nothing else, they could revert to the old 2013-era "averaged Elos" system. They've already got the code for it. It was bad, but it was less bad than the current "all T1 are equal" system.
#227
Posted 14 August 2025 - 09:03 PM
#228
Posted 15 August 2025 - 12:52 AM
In quickplay, however, the experience feels less rewarding. The potential damage, kill counts, and even mech leveling are all lower. The responsibility of each player is much higher in an 8v8 game. Losing just one or two mechs can end the match, and the "deathball" effect is stronger.
While the mode could be fun with more players using microphones, one or two bad players (like "rotato potato" or "suiciders") can easily ruin the game for everyone else. I've adapted by using more mobile mechs with medium to short-range bracket. Slower mechs are less viable because they can be easily flanked by light mechs (and map size feels more impactful than in 12v12). Ultimately, the matches feel more stressful.
This is just my feedback and my two cents on the matter. I am not complainingm, I've adapted, but I wanted to share my perspective.
#229
Posted 15 August 2025 - 01:30 AM
- One of your eight is a DC (a disconnect) on your team.
- A couple of light mechs sprint to the edge of the map and somehow die within the first minute.
- A couple of assault mechs with garbage builds hide behind some random rock for half the match.
- A voice “commander” from Tier 4.
#230
Posted 15 August 2025 - 07:05 AM
- Disconnects are rare;
- up to 70% of the queue has been Assaults at certain points (yesterday evening PST, for example;)
- Pilots have been far more aggressive because there's less firepower around to restrict movement;
- my main problem is getting people to talk at all
Maybe we're just playing during different times of the global day.
#231
Posted 15 August 2025 - 08:20 AM
Void Angel, on 15 August 2025 - 07:05 AM, said:
- Disconnects are rare
Hasn't been my experience, and on 8v8 its much more devastating. Can't wait for this to end.
8 v 8 ... v 8 would have been a way cooler event.
I also haven't noticed a change in wait times, but honestly they weren't too bad for me before the event.
#232
Posted 15 August 2025 - 09:47 AM
martian, on 01 August 2025 - 09:55 PM, said:
LOL
By the way, I can tell you one reason why " search times have been trending upwards" .
It is because of that stupid two phase Summer Loot bags event. Since the damage that I might do now would not count towards the Phase 02 damage goal, it is pointless for me to keep playing. Essentially, my efforts would be wasted. The only logical course of action is to ignore MWO for the next three weeks and start playing again AFTER that useless Phase 02 begins. I guess I am not alone who understands this simple principle.
And do you know what really smart players do? They have been ignoring MWO right from the start for the entire July and the most of August, waiting for that useless Phase 02 to begin, so both their Match Score and damage really count.
This entire problem is really a problem of your own making.
I cant and wont argue this great post. MWO you did this to yourself by pissing off the tier 1 and 2 players of the game and they left. The increased time is due to the amount of players in que. 8 v 8 will not save this game or your investment into the company. It is a great game that will eventually die. Sad really.
#233
Posted 15 August 2025 - 12:37 PM
I Make My Living Doing Gods Work, on 15 August 2025 - 09:47 AM, said:
I cant and wont argue this great post. MWO you did this to yourself by pissing off the tier 1 and 2 players of the game and they left. The increased time is due to the amount of players in que. 8 v 8 will not save this game or your investment into the company. It is a great game that will eventually die. Sad really.
Upper management keeps making the same bad decisions.... hopefully they will see the light but I dunno from previous podcasts i've seen it doesn't look like it's going in the right direction for the future of their MW franchise.
Edited by CwStrife, 15 August 2025 - 12:37 PM.
#234
Posted 15 August 2025 - 04:41 PM
CwStrife, on 15 August 2025 - 12:37 PM, said:
Upper management keeps making the same bad decisions.... hopefully they will see the light but I dunno from previous podcasts i've seen it doesn't look like it's going in the right direction for the future of their MW franchise.
A lot of us saw this coming back when they abandoned MWO due to "tunnel vision" for MW5. Now they simply don't have the resources left to put the s**t back in the horse.
And they just cannibalized MWO staff <again> to cover the MW5 losses. How do you build a successful business by neglecting your core product?
Edited by Ballistic Panicmode, 15 August 2025 - 04:43 PM.
#235
Posted 15 August 2025 - 06:39 PM
#236
Posted 16 August 2025 - 11:48 AM
#237
Posted 18 August 2025 - 03:56 PM
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