Paul Inouye, on 12 October 2012 - 05:29 PM, said:
Match Making:
The developers at PGI are all veteran game players. Many of us were or still are competitive gamers and truly know the feeling of a great match played between two equally matched teams.
The next 3 stages of planned releases for Match Making involve the following:
Phase 1:
Reduce the maximum # of players in a group to 4. This means when players form a group, they will only be able to add 3 people. When that group launches, they will be put in a bucket. The match maker will then fill the rest of the 8 player team with 4 PUGs or any partial groups that are looking for a match at that moment. The same will happen for the other team. Matches will still be 8v8 but instead of playing against 8 people in an organized premade, you will see a max of 4.
Now before you light your pitchforks, we know that this does not address all the issues and that 8-player groups are the mainstay of community and organized team-play. This is why we move to Phase 2 VERY soon after Phase 1.
Phase 2:
Players will be able to convert their 4-player group to an 8-player group similarly to how World of Warcraft’s group to raid conversion works. With a click of a button, a group leader can convert a 4-player group to 8-players and invite 4 more players to the group. There is a limitation to this however. If the group leader decides to convert to an 8-player group, they MUST have 8 players in order to launch. (i.e. you cannot launch a game with 5,6 or 7 players). In addition to that, your 8-player group will be matched to another 8-player group ONLY. This does reduce the change of finding a match quickly but at the same time 8-players teams will finally be matched to other 8-player teams exclusively.
At some future date we will also want to include the ability to challenge a specific 8-player team to a match in a competitive/eSport manner. But as stated, this will be coming at a later date.
Phase 3:
We have been examining the various ranking systems in other games/structured tournament play etc. This includes ELO, TrueSkill and others. Our current plan is to use a hybrid system that uses the mentality of ELO with a weighting system that we’ve determined that drives down to player effectiveness/skill in a match. In order for this to work properly, we will need to do heavy pre-release testing before it goes live to the community and hence the amount of time to get it implemented.
We currently cannot go into detail as to how this system will work because we are not going to over-promise something that may change during implementation. We will try to keep you as up to date on this as possible.
Look fellas, I hate to break this to you but the matchmaking you have planned is even worse than what we have now.
Why? Because you are not putting any limiters on mech class types and you are not making a distinction between PUG and Premade players.
What you end up with then, is pre-mades driving the absolute heaviest and most powerful mechs in large numbers and the pugs driving a random set of mechs.
You can see this now in the game. All we see now are premades that are either : Atlas-team with 2 scouts or many LRM boat team with a few scouts and an atlas or two to anchor the enemy while the lrm's rain down.
Facing... PUGs composed of random lights, mediums and a few heavies. Umm..yeah, take a guess who is going to stomp who.
The 4-man team that can be expanded to 8 man team. I can't be kind about this: Its an idiotic idea. If now you get 8 man teams to atlas or lrm-stomp pugs what makes you think they simply wont split into two 4man teams and link up? DUH.
Skill based matching: Another really stupid idea. It seems you guys don't play other F2P games since your competitors have already tried and failed miserably with the concept. It simply does not work. Stats do not in any way or form indicate skill.
What you need to do:
Make new game modes and tie those game modes with a limit to mech class allowed per side.
For example:
Game Modes: Each side plays one of the 'mode' roles when facing the other side.
I.
Assault - your side is attacking the enemy flag.
Mech setup: 4 assault, 2 mediums, 2 heavies.
Defense- your side is defending your flag from the assault team's attack.
Mech Setup: 1 light, 2 mediums, 5 heavies.
II.
Escort- Your heaviest mech must reach a point on the opposite side of map.
Mech Setup: 1 assault (mech being escorted), 2 heavies, 3 lights, 2 mediums.
Ambush- You must destroy the mech the other team is escorting.
Mech Setup: 4 heavies, 1 light, 3 mediums.
III.
Patrol- Patrol map area and prevent enemy from tagging locations.
Mech Setup: 2 lights, 5 mediums, 1 heavy
Recon- Penetrate patrol perimeter and tag enemy locations.
Mech Setup: 4 lights, 4 mediums
IV.
Conquest: Both sides must fight to capture the map. Each side has their flag side by side with the other.
Mech Setup: 2 assaults, 2 heavies, 2 mediums, 2 lights.
V.
Clan Engagement: Allows only clan (aka premade) teams fighting other clan teams. No PUG players allowed. Fights on any of the above maps at random. Mech setup is free (premade vs premade).