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8V8 Post Mortem


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#1 InnerSphereNews

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Posted Today, 09:27 AM

8v8 Post Mortem

Hey all,

We've decided to call the 8v8 test early; QP will be returning to normal as of this post. The second weekend isn't required, now that we've had a full week's cycle, it's given me all the data we need. As promised, here are some of my findings and tests from this event(spoiler: it gets boring from here).

Unlike last year's 8v8 event, I (Tiyos) had full access to all matchmaker controls and tools this time. While I'm not an engineer and thus cannot create new mechanics and behaviors, I can tweak and adjust values defined by the engineers before me. During the summer, MWO experiences a dip in player count, which causes a temporary increase in search times. My goal with this 8v8 event was to see if, during the parts of the year where player count dips, 8v8 was a suitable alternative to longer wait times. During this event, I was also making other changes to the matchmaker in the background and monitoring its impact on search times and match quality. Some of the changes were opening tier gates quicker or slower, changing weight class balancing priorities(which then caused some matches of five assaults against one or two), or mixed group allowances. There are still some changes I would like to test once 12v12 is back up and running and the dust has settled.

To answer the question of poor wait times at certain times of the year, I have heard your feedback. While a portion of the player base enjoyed 8v8, the overwhelming message received is that our players want the game to remain 12v12 in Quick Play. During periods with long search times, we will instead prioritize opening the tier gates quicker to merge our player base into fewer buckets until a better solution presents itself.

Another piece of feedback often given was the existence of "soup" queue, or groups and solos merged into one queue. While total group size, tonnage, and composition are up for debate and potential change, groups will remain in the queue. We are well aware of how interconnected and social our community is. We will maintain players ability to play with their friends as they desire.

Thanks for your patience during this test and your dedication to MechWarrior Online.
Happy hunting in the returned 12v12.

MechWarrior Online Team


#2 Tesunie

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Posted Today, 09:44 AM

One concept is to make a drop deck system for QP. It would need some adjustments, and the respawn method of the system could use improvement, but it would remove the need to consider mech class types from the MM completely. This, I would imagine, should reduce MM search times, without needing to unbalance tier mixing too much.

More info here.


Edit: Huh. First post again. I'm on a roll.

Edited by Tesunie, Today, 10:43 AM.


#3 WIC - Want Ice Cream

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Posted Today, 09:51 AM

My second post: Charlie Lance, vacation is over!

Thanks for ending this "event" early and bringing fun back to the game!

@Tesunie, mind to check your link?

Edited by WIC - Want Ice Cream, Today, 09:53 AM.


#4 Lollerisms

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Posted Today, 09:53 AM

Aww, I liked 8v8.

#5 Keahi

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Posted Today, 09:53 AM

Honestly, it wasn't a bad idea. I didn't particularly like the 8v8, but I do appreciate the effort to reduce queue times. At least you guys are still trying things with what limited resources you have. Didn't work out, but it was worth a shot

#6 John Wicks Dog

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Posted Today, 09:55 AM

Posted Image

#7 LavaDa1shi

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Posted Today, 10:02 AM

This is so sad.

#8 G3 Heathen

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Posted Today, 10:19 AM

Any reason for the large amount of afk mechs? it seemed every third match had a mech with no pilot.

#9 Samarkassh

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Posted Today, 10:36 AM

I found that 8v8 made the maps feel bigger. Successful teams tended to ball up, and outliers died fast. Groups became much deadlier. It took me a while to figure outhow it all affected gameplay, but I think it made everyone better players.

It's nice to see a dev team investigating ideas and thinking things through. Great work all around.

#10 Tesunie

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Posted Today, 10:43 AM

View PostWIC - Want Ice Cream, on 15 August 2025 - 09:51 AM, said:

My second post: Charlie Lance, vacation is over!

Thanks for ending this "event" early and bringing fun back to the game!

@Tesunie, mind to check your link?


Link fixed. Thanks.

#11 Diam0ndT

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Posted Today, 11:08 AM

8v8 as an experience was something I personally don't want to do every match. 8v8 is definitely something more for the event queue imo

#12 Steel Raven

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Posted Today, 11:25 AM

I won't lie, I had more fun with 8 vs 8.

I wish we could have another game mode for both but the player count isn't there and that's the real problem.

#13 DanMechMan

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Posted Today, 11:42 AM

Very disappointing. Any chance of running 8v8 EQ to satisfy the 8v8 crowd for a bit and for a bit of comp queue hype?

Edited by DanMechMan, Today, 02:48 PM.


#14 UMPA Viper

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Posted Today, 11:43 AM

How about fixing the heat bug in one of your servers. Has been going on now for months. Has been posted about many times. Mech wont cool down or cools down reallllly slow. That would be a nice fix versus doing stats on 8v8.

#15 Commando522

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Posted Today, 11:48 AM

8vs8 was way more fun to be blunt. 9/10 matches since have been the braindead nascar / shoot self in foot teammates since.

#16 1453 R

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Posted Today, 11:52 AM

A shame the spuds can't get their heads around 8v8. 12v12 really is just a terrible slog, and deeply unfair to lighter 'Mechs most of the time. Ah well. Such is MWO life. Maybe next game.

#17 a 5 year old with an Uzi

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Posted Today, 11:52 AM

Was gradually adjusting to it after rough start/negative initial impression and it started to feel more like a slightly faster 12v12 for the most part especially after adjustments, bit more accessible for brawl and short range skirmish.

Unexpected minor side benefit was that I tended to find my mechs locked out of reuse between matches for shorter periods of time on an oopsie/bad luck death, barring periodic cases of "that one player in an extremely evasive light who plays it all the way to timer"

Overall, 6 of one half dozen of the other after some adjustment on both user and server end though I can't wait to hear the crying from people who monkey paw wished for the tier gates solution.

I don't know exactly what combination of factors made 8v8 start feeling better but I have a hunch that reining in weight classes helped a bit.

Edited by a 5 year old with an Uzi, Today, 12:02 PM.


#18 GargoyleVine

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Posted Today, 12:08 PM

right on Matt, the 8v8 was fun for me, lets keep in the event ques, also never really had an issue with wait times even in a goup, barely have enough time to get another beer after hitting launch, but there is a consistent amount of regulars when I play. Thanks for the 8v8 test it was a nice change

#19 trans catgirl

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Posted Today, 12:21 PM

Thank you for the transparency and the update <3

#20 TestBacon

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Posted Today, 12:24 PM

Well, glad it's over at least.





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