YARRRRRRGGGGGGGG
Barnak
Hello everyone
Remember to shoot the legzzzzzzzzzzz
OVERRIDE ENGAGE TABARNAK


8 Vs 8 Quickplay Queue Adjustment
Started by InnerSphereNews, Aug 01 2025 02:07 PM
228 replies to this topic
#221
Posted Yesterday, 02:23 PM
#222
Posted Yesterday, 04:35 PM
Honestly not the biggest fan on the 8V8 the maps generally are to large and brawling is still not much of an option but that is due to the way the game has been metaed for high pin point damage. 8v8 is a neutral turn around for brawling while yes overall there are less mechs to shoot you there are also less enemy mechs blocking team mates trying to shoot you. I haven't seen any benifit to the 8V8 in respec to getting a game or load time the only thing I have noticed play time is shorter per match and balling up is the preferred tactic so match time from my experience is down.
I personaly will be waiting for this 8V8 experiment to be over before I play again, if you don't like something a company is doing 2 options either stop using it or stop paying for it and maybe the company will listen.
I personaly will be waiting for this 8V8 experiment to be over before I play again, if you don't like something a company is doing 2 options either stop using it or stop paying for it and maybe the company will listen.
#223
Posted Yesterday, 06:16 PM
In the time I've been playing MWO, there have been changes made that many players said would kill the game. When they de-synced the engines there was a hue and cry. When they nurfed the Clan SPL's, it was supposed to be the end of the game. When Clan double heat sinks were nerfed it was 'game over man, game over!'.
None of this happened. In time, some adjustments were made and everyone adapted. I haven't played 8v8 yet, and while I have no reason not to believe it sucks, I also don't think it will kill the game, PGI will adjust the game, the meta will shift (again), and in the end everyone will roll the changes.
The game might also just revert back to 12v12, which is fine too.
Good hunting,
CFC Conky
None of this happened. In time, some adjustments were made and everyone adapted. I haven't played 8v8 yet, and while I have no reason not to believe it sucks, I also don't think it will kill the game, PGI will adjust the game, the meta will shift (again), and in the end everyone will roll the changes.
The game might also just revert back to 12v12, which is fine too.
Good hunting,
CFC Conky
Edited by CFC Conky, Yesterday, 06:18 PM.
#224
Posted Today, 03:25 AM
Tiy0s, on 12 August 2025 - 08:49 AM, said:
I've been seeing a lot of feedback on 8v8 in both discord and the forums, I'm keeping track of it all.
During the course of this event, I've been making subtle changes to the matchmaker and keeping an eye on match speeds, search times, match quality, etc. When this 8v8 is over, I'll be making a more proper post with all of my findings, thoughts, and what I think the future steps will be. This is not just a test of search times, this is me testing every aspect of the matchmaker I can(I'm not an engineer, I can only change the dials that people before me have made) to see what the most optimal setup is during the parts of the year where we see lower player activity.
The only thing that's really set in stone to stay is group and solo queues staying merged in "soup" queue. However, even the size of groups can be changed if that's what is needed.
Keep the feedback coming, I'm reading it all. Perhaps this test is was a little longer than it should have been and future tests will be much shorter in time frame. But I'm trying to learn everything I can for future implementations of whatever I need to do to keep MWO running as well as it can.
During the course of this event, I've been making subtle changes to the matchmaker and keeping an eye on match speeds, search times, match quality, etc. When this 8v8 is over, I'll be making a more proper post with all of my findings, thoughts, and what I think the future steps will be. This is not just a test of search times, this is me testing every aspect of the matchmaker I can(I'm not an engineer, I can only change the dials that people before me have made) to see what the most optimal setup is during the parts of the year where we see lower player activity.
The only thing that's really set in stone to stay is group and solo queues staying merged in "soup" queue. However, even the size of groups can be changed if that's what is needed.
Keep the feedback coming, I'm reading it all. Perhaps this test is was a little longer than it should have been and future tests will be much shorter in time frame. But I'm trying to learn everything I can for future implementations of whatever I need to do to keep MWO running as well as it can.
I can't imagine it's easy to make those choices. It seems to me the best way forward is to drop the tier system, track players' average match score on a per-chassis basis and use that number to balance the teams. That's assuming 1) that it could be done within PGI's manpower budget and 2) that average match score is a good measure of player performance.
Be careful with making 8v8 permanent though. the sudden spike in players leaving over it may hasten the decline of population, compared to the slow trickle over Queue times.
#225
Posted Today, 01:14 PM
In my opinion 8x8 just do things even worse.
Just watched this, want to hear red team opinion:
https://ibb.co/pjhkJYSw
Just watched this, want to hear red team opinion:
https://ibb.co/pjhkJYSw
#226
Posted Today, 02:50 PM
Saved By The Bell, on 14 August 2025 - 01:14 PM, said:
In my opinion 8x8 just do things even worse.
Just watched this, want to hear red team opinion:
https://ibb.co/pjhkJYSw
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.
#227
Posted Today, 07:01 PM
Ballistic Panicmode, on 14 August 2025 - 02:50 PM, said:
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.
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.
#228
Posted Today, 07:35 PM
Void Angel, on 14 August 2025 - 07:01 PM, said:
Because there are not enough players at all levels to make enough Tiers to separate them.
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.
#229
Posted Today, 08:00 PM
Carl Avery in casual attire, on 14 August 2025 - 07:35 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.
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.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users