Match Making Issues And Temporary Rollback
#101
Posted 20 February 2013 - 12:00 PM
I started the group: failed to find a match about 10 times in a row.
// dropped group
Friend started a different group, invited us: every drop was 95% success (minus a few very quick ffm)
I am sorta kinda not in a hurry, but thought the new MM system was working well enough for the most part. Only about 8 games in 30 did we get uneven sided games of: 8 : 1 Deaths, 8:3 deaths. Even a few matches were 7 players v 8 players yet they turned out to be very close games.
#102
Posted 20 February 2013 - 12:15 PM
Lazydrones541, on 20 February 2013 - 12:00 PM, said:
Even though this wasn't the point of your post I would like to point out that winning/losing a game 8:0 or 8:1 does not mean it was an uneven game. In competitive drops between the best teams out there it can alternate where one wins 8:0 the next match will be 0:8. Just saying that even when skill is more or less equal it will still happen more than you'd think because then it comes down to strategy, positioning, reaction, all in the mix with individual skill.
Edited by CapperDeluxe, 20 February 2013 - 12:16 PM.
#103
Posted 20 February 2013 - 12:36 PM
#104
Posted 20 February 2013 - 12:45 PM
#106
Posted 20 February 2013 - 12:53 PM
JAFO, on 19 February 2013 - 05:25 PM, said:
Yes, it's very aggravating! We would like to drop teams against each other that want to schedule some battles!
#107
Posted 20 February 2013 - 01:00 PM
Darknight99, on 20 February 2013 - 12:45 PM, said:
Actually seperating players based on skill in lobbies is not exactly the point of them. When I talk about a lobby I talk about a general chat system with the ability to have several channels so people can talk and meet up. Then when say two groups formed and want to play against each other specifically on a map of their choice and gamemode of their choice they can setup a game accordinngly and launch it.
It's something multiplayer games are offering for years now (a lot of the time minus that general chat but the important part is the custom manual game setup anyways). Perfect example would be how Battle.NET used to work for Diablo 1 and Diablo 2. That's exactly what most people asking for a lobby want to have.
Edited by Jason Parker, 20 February 2013 - 01:18 PM.
#108
Posted 20 February 2013 - 01:01 PM
Werewolf486, on 20 February 2013 - 12:53 PM, said:
Yes, it's very aggravating! We would like to drop teams against each other that want to schedule some battles!
Well, it is so because they simply dont want it to happen!
see:
[15:20] <Rhiawhyn_Zerinth> Paul, I have an interesting question. Will it be possible to have custom private games (of which likely wont give monitary rewards) for practice and similer?
[15:21] <[PGI]Paul_Inouye> private matches are a no
post is in http://mwomercs.com/...ion-and-answer/
but still, they use player driven events to advertise the game on main page.... and while the post mentioned above is quite old... it is still a big bad middle finger to anyone, dreaming about ever being able to play against an oponent team of his choice or do a real training with friends or whatever.
ppl:
you are neither expected nor wanted to contribute to this game. you are only expected to buy camos and hero mechs!
( yeah, i did both and on top of that spent a lot of time programming a planetary league... i know iam even more stupid than the average i.diot who has spent money...)
Edited by grayson marik, 20 February 2013 - 01:02 PM.
#109
#110
Posted 20 February 2013 - 01:06 PM
grayson marik, on 20 February 2013 - 01:01 PM, said:
see:
[15:20] <Rhiawhyn_Zerinth> Paul, I have an interesting question. Will it be possible to have custom private games (of which likely wont give monitary rewards) for practice and similer?
[15:21] <[PGI]Paul_Inouye> private matches are a no
post is in http://mwomercs.com/...ion-and-answer/
That post is from July 2012 I think I've heard they changed their mind on this a little. I'm not sure though.
#111
Posted 20 February 2013 - 01:19 PM
Matthew Craig said:
I had a great time clicking the launch button, watching the circling icon go round and round endlessly, and getting the 'Failed to find Match' message for over 40 minutes before I had so much quality match time that I finally quit trying. I'm looking forward to more of the same so much, I can't even express my feelings.
Edited by Jakob Knight, 20 February 2013 - 01:19 PM.
#112
Posted 20 February 2013 - 01:31 PM
Thontor, on 20 February 2013 - 01:23 PM, said:
When he said "those of you who experienced Elo" he meant the ones that got into a match. For example I was able to get about 10 matches in between 2:30 and 4:00 PST. With only one failure to find a match. Lucky I guess.
I didn't miss that. 'Those of you who experienced ELO'. Well, I experenced ELO, and had such a blast with not playing after forty minutes of sitting and watching the new icon taunt me and reading the 'it may need some tweeking' message that clearly indicated there were no major problems with it that I thought it would be great to experience it on other internet games instead of MWO. If he had meant 'Those of you who we allowed into our game' or 'Those of you who didn't experience anything bad with ELO', then he would have said that, I'm sure.
Edited by Jakob Knight, 20 February 2013 - 01:35 PM.
#113
Posted 20 February 2013 - 01:31 PM
JAFO, on 20 February 2013 - 10:05 AM, said:
I Really do hope this game brings on community warefare sooner than later because that will make the game. Right now they are just trying to suck as much money out of the existing player base that they can. Hopefully they will realize what they are doing before they alienate the Battletech player base or any other player that likes to play this game.
Unfortunately this is true, the investors know they can't just accept a break even project and if they don't firmly establish a casual base experience they will lose out on a lot of income. There is simply too much overhead for BT die hards alone to keep this thing growing, especially this early on.
That said, if they do not cater to the enthusiasts harder in the next 3-6 months, they will be even worse off. They have to know this though. On top of it all, CW is just a bigger hill to climb than a MM system and a good MM should be part of any CW they drop. So from all perspectives things are moving slower than we would like, but basically in the right direction.
Content pace seems to be picking up though and I would imagine there is a massive CW release brewing behind the scenes.
#114
Posted 20 February 2013 - 01:39 PM
Alois Hammer, on 20 February 2013 - 11:09 AM, said:
...and it hasn't occurred to anyone to just call them "solo players" to minimize the confusion?
That explains a lot around here, actually. How's progress on
#115
Posted 20 February 2013 - 02:57 PM
Thontor, on 20 February 2013 - 01:38 PM, said:
Incorrect. Experiencing ELO means experiencing the changes that occurred when ELO is implemented. That experience includes being shut out of the game because ELO decided you shouldn't play. As I said, the message posted was that it only needed minor tweeking, so it was not a bug. It was me experiencing ELO's "the new match maker can take a while to find a match" feature, and I am anticipating the same wild excitement I felt clicking the launch button over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and deciding it is time to go find a game that actually play tests it's product before release.
Or perhaps it is just that lone wolf players are nobodies in your opinion, so being shut out of the game doesn't count as anything important because 'we didn't really experience ELO'?
Edited by Jakob Knight, 20 February 2013 - 02:59 PM.
#116
Posted 20 February 2013 - 03:43 PM
#117
Posted 20 February 2013 - 04:24 PM
grayson marik, on 20 February 2013 - 01:01 PM, said:
see:
[15:20] <Rhiawhyn_Zerinth> Paul, I have an interesting question. Will it be possible to have custom private games (of which likely wont give monitary rewards) for practice and similer?
[15:21] <[PGI]Paul_Inouye> private matches are a no
post is in http://mwomercs.com/...ion-and-answer/
but still, they use player driven events to advertise the game on main page.... and while the post mentioned above is quite old... it is still a big bad middle finger to anyone, dreaming about ever being able to play against an oponent team of his choice or do a real training with friends or whatever.
ppl:
you are neither expected nor wanted to contribute to this game. you are only expected to buy camos and hero mechs!
( yeah, i did both and on top of that spent a lot of time programming a planetary league... i know iam even more stupid than the average i.diot who has spent money...)
That was from July 2012.
This is from Ask the Devs 30, posted only a few weeks ago:
Quote
A: This will come in two parts: Testing Grounds – an empty sandbox level with dummy targets, and Private Matches.
Link: http://mwomercs.com/...evs-30-answers/
#118
Posted 20 February 2013 - 05:22 PM
#119
Posted 20 February 2013 - 10:53 PM
Inviticus, on 20 February 2013 - 05:22 PM, said:
I was playing a lot during the Elo system being down in a Trebuchet with an AC/5, ERPPC, and SSRM2. With that build I was able to crank out 600+ damage after I got used to the aiming pattern. Might as well start sooner if it's a mech with weapons you won't be used to right away.
#120
Posted 21 February 2013 - 01:47 AM
DogmeatX, on 20 February 2013 - 06:09 AM, said:
Because even with tonnage/mech type comparison the real imbalance is the current problem where one team ends up with premades (e.g. two 4 mans) and the other side nothing or not enough same size ones.
So you have:
4man + 4 randoms vs 8 randoms
4 man + 4 man vs randoms
2 + 2 + 4 randoms vs randoms
etc. etc.
You can see where I'm going with this. The guys in the premade ALWAYS have the advantage. They can coordinate their mechs and even their weapons down before the round even begins.
THIS is the real issue. Does the new system do anything about the above situations? If not then it's not really solving a core problem here.
I'd be most interested in any dev response to this from PGI, will the new system make it so both sides have equal numbers (and sizes) of premades - or will it continue the current problem as above?
If it doesn't do anything about that why not? How can it be considered balanced when the premade group gets to preselect all their mechs and weapons but the randoms don't? I consider this a fundamental design flaw and ELO by itself won't fix that.
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