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Thread Statistics | Show CCP posts - 8 post(s) |
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CCP Nullarbor
C C P C C P Alliance
3387
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Posted - 2013.12.18 12:07:00 -
[1] - Quote
A small PSA since I suspect there may be some questions about this. We updated the matchmaking for faction warfare today and you should notice a couple of things:
- The battles will be full (mostly), we are putting more emphasis on these being a full scale balanced fight of 16v16 - Waiting times will be longer, especially around downtime when there are not a lot of players on. - Waiting times will be different for different factions. - The estimated time shown on the battle finder should be more accurate and takes into account which faction you are queuing for. - Hopefully no more Scotty errors and endless spamming of the join queue button. If you hit queue you will eventually get in, unless there are not a lot of people playing and you've been queued for more than 10 minutes. - We are giving priority to squads because they are generally harder to fit in to public contracts. We also want faction warfare to be pretty competitive so squads should be right at home here.
If you have any feedback on how its working out please leave it in this thread.
Thanks!
CCP Nullarbor // Exotic Dancer // Team True Grit
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CCP Nullarbor
C C P C C P Alliance
3388
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Posted - 2013.12.18 12:13:00 -
[2] - Quote
GET ATMESON wrote:When I first seen it say it will take 2minutes to get into a FW I pooped my self. Good thing you posted this or there would have been a lot of QQ
Since we are right after downtime there will be longer waiting times. During normal PCU which is relatively stable throughout most of the day I expect around a minute wait on average, and less than that for some of the factions.
CCP Nullarbor // Exotic Dancer // Team True Grit
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CCP Nullarbor
C C P C C P Alliance
3390
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Posted - 2013.12.18 12:33:00 -
[3] - Quote
Regis Blackbird wrote:Have the war barge time increased, or is it only the waiting time in quaters? I.e, will we have more time to contact our EVE buddies of where we fight?
Warbarge times are the same however you will more likely be getting in to the warbarge right at the start of the countdown so effectively you should get more time to organize the orbital support.
CCP Nullarbor // Exotic Dancer // Team True Grit
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CCP Nullarbor
C C P C C P Alliance
3394
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Posted - 2013.12.18 13:21:00 -
[4] - Quote
Yagihige wrote:I don't think this does anything to change the fact that FW matchmaking by default makes one faction inevitably control 100% of the territory.
I'd like that to be looked at too.
There are some subtle changes to the way it constructs matches which I expect will fix this problem too. That is unless 1 faction is just better all of the time in which case they deserve full control.
CCP Nullarbor // Exotic Dancer // Team True Grit
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CCP Nullarbor
C C P C C P Alliance
3398
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Posted - 2013.12.18 13:40:00 -
[5] - Quote
steadyhand amarr wrote:CCP Nullarbor wrote:Yagihige wrote:I don't think this does anything to change the fact that FW matchmaking by default makes one faction inevitably control 100% of the territory.
I'd like that to be looked at too. There are some subtle changes to the way it constructs matches which I expect will fix this problem too. That is unless 1 faction is just better all of the time in which case they deserve full control. Any idea on when i know aero and true will want to test this their both sick to death of winning loads of battles only for it to mean jack
These changes were deployed at downtime today.
CCP Nullarbor // Exotic Dancer // Team True Grit
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CCP Nullarbor
C C P C C P Alliance
3420
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Posted - 2013.12.18 20:05:00 -
[6] - Quote
Aikuchi Tomaru wrote:CCP Nullarbor wrote:A small PSA since I suspect there may be some questions about this. We updated the matchmaking for faction warfare today and you should notice a couple of things:
- The battles will be full (mostly), we are putting more emphasis on these being a full scale balanced fight of 16v16 - Waiting times will be longer, especially around downtime when there are not a lot of players on. - Waiting times will be different for different factions. - The estimated time shown on the battle finder should be more accurate and takes into account which faction you are queuing for. - Hopefully no more Scotty errors and endless spamming of the join queue button. If you hit queue you will eventually get in, unless there are not a lot of people playing and you've been queued for more than 10 minutes. - We are giving priority to squads because they are generally harder to fit in to public contracts. We also want faction warfare to be pretty competitive so squads should be right at home here.
If you have any feedback on how its working out please leave it in this thread.
Thanks! Does this mean squads are more often teamed up against other squads?
In faction warfare yes, squads seem to be balancing out a whole lot better.
CCP Nullarbor // Exotic Dancer // Team True Grit
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CCP Nullarbor
C C P C C P Alliance
3450
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Posted - 2013.12.19 11:32:00 -
[7] - Quote
R F Gyro wrote:If a player has all 4 factions selected, what algorithm is used to decide which faction they will fight for? Is it alphabetical at all (ie. Amarr first, then Caldari)?
There is no bias towards any particular faction if that is what you are getting at.
However you will more likely get matched to an underpopulated faction just so we can get battles happening faster.
CCP Nullarbor // Exotic Dancer // Team True Grit
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CCP Nullarbor
C C P C C P Alliance
3458
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Posted - 2013.12.19 18:54:00 -
[8] - Quote
NINJAPIRATEROBOTZOMBIE wrote:Jadd Hatchen wrote:NINJAPIRATEROBOTZOMBIE wrote:CCP Nullarbor wrote:Yagihige wrote:I don't think this does anything to change the fact that FW matchmaking by default makes one faction inevitably control 100% of the territory.
I'd like that to be looked at too. There are some subtle changes to the way it constructs matches which I expect will fix this problem too. That is unless 1 faction is just better all of the time in which case they deserve full control. The problem with this is that the instant you win a match that district becomes under attack and you lose control majority of the time unless you immediately jump right back in. I have played where we took a district and then instantly went right back in to FW and defended the same district 7 times!!! Making absolutely no progress because most of the Gal matches are defense and as soon as the Cal take a district its attack on that one district until its over run and back to defending. There has to be a period of time set on a district that is taken as there is in PC that allows for progress in these fights other wise you will see the same two factions raining control of these regions in New Eden. I have organized some of the deadliest players in the game and formed a "special forces" for the Caldari and we win match after match after match and when you look at the star map its just depressing to see that all your hard work is for nothing. Hotfix this ASAP and put in a locked period for these districts so we can see some real Faction Warfare Competition. Also it is never in the advantage of those that attack. Maps always lean more to the defenders benefit and if we (Caldari) are always attacking because of the current situation of being unable to control anything the Gal will always have an unfair advantage. Additionally, being in the military there is one thing that has always remain the most important above all else and that is communication why are team chats and comms in general still bugged. We have to make channels just to have team comms and no comms with pilots. I thought the basis for the land fights was due to FW pilot activity in space. They complete a FW "complex" in that system, it results in opening up a ground battle on a planet in that same system for DUST. Or did they change that? As for the comms issues I cannot agree with you more. The single most important thing to anyone in combat, business, or even competitive sports is communication. It is what we use to generate situational awareness and without it you are trying to fight blind. Here is a link that has more details on a lot of the broken or borked up aspects of the current comms implementation: https://forums.dust514.com/default.aspx?g=posts&t=120222&find=unread Yes this changed with 1.4. Matchmaking for us has nothing to do with pilots plexing anymore. They fight over space stuff we fight over land and they benefit from supporting us as do we from the orbital strikes.
Actually this is incorrect, the systems that spawn faction warfare battles are based on plexing except when there are no other options. With 2 of the factions having full warzone control that means they don't get any choice.
For the 2 factions trying to fight back however, those battles are being chosen based on plexing in that system.
Also re comments about not being able to fight back, that will happen when those sides start winning more than 50% of their battles.
CCP Nullarbor // Exotic Dancer // Team True Grit
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