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Thread Statistics | Show CCP posts - 1 post(s) |
Joel II X
Dah Gods O Bacon
965
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Posted - 2014.02.12 16:05:00 -
[31] - Quote
CCP Draco wrote:Hi, I'd like to offer a short explanation of what yesterday's matchmaking fix was all about.
In essence, there was a problem with squads getting added on the wrong team in public and academy battles.
So if you had a 4:8 battle and joined with a 4 player squad, it would sometimes put that squad on the team with 8 players, causing it to be 4:12. That should no longer happen with the fix.
However, you may still end up with temporary imbalances if someone joins with a 6 people squad on an already balanced match, say 10:10, as it won't break up the squad. Thus you'd get a 10:16 (or 16:10) match until more players join the queue.
Similar imbalances might happen if you have an 11:16 battle and all players in the queue are 6 player squads, as they would not fit into that battle.
Thanks, CCP Draco
Oh. Well, that explains things.
I just hope another fix comes to stop the late matches.
Lock the matches after 2 minutes passed! |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1559
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Posted - 2014.02.12 16:47:00 -
[32] - Quote
Vespasian Andendare wrote:CCP Draco wrote:Hi, I'd like to offer a short explanation of what yesterday's matchmaking fix was all about.
In essence, there was a problem with squads getting added on the wrong team in public and academy battles.
So if you had a 4:8 battle and joined with a 4 player squad, it would sometimes put that squad on the team with 8 players, causing it to be 4:12. That should no longer happen with the fix.
However, you may still end up with temporary imbalances if someone joins with a 6 people squad on an already balanced match, say 10:10, as it won't break up the squad. Thus you'd get a 10:16 (or 16:10) match until more players join the queue.
Similar imbalances might happen if you have an 11:16 battle and all players in the queue are 6 player squads, as they would not fit into that battle.
Thanks, CCP Draco
So there's no fix coming for the all-too-common situation of "2 full proto squads on one side vs all lone wolves on the other"? Surely, a better fix would be to make sure that each team has a premade squad before adding an additional premade to a team with one already. I mean, listen, I'm all for Dust being difficult, and I get that there will always be gearing imbalances. But stacking squads on one side of the match doesn't really make the game more fun or even challenging. Those well-coordinated squads just end up stomping the other team, driving them to the redline, then harassing the redline once they have total domination. It's not fun, and well, this is a game after all. It should be fun. And before all the fanboys come in with "oh Vespa you should join a squad!," I normally do play in squads. My corp is very active, and there's always guys to run with. But sometimes you queue up solo. Sometimes it's faster than waiting for the squad queue or sometimes you want to play a different game mode (FW) than the squads blitzing ambush matches. It happens, and when it does, it should at least be fun and competitive. I think this fix was a (relatively) quick and easy mechanical fix.
Fixing the balancing calculations of the matchmaker is a much stickier problem, genuinely tough given the number of variables we have in DUST.
On that topic, the dev mention of sp/fit variables being used by the matchmaker is deeply troubling to me. There are far more predictive variables that the matchmaker could use. My choices would be the win/loss records of the mercs and their historical final match scoreboard rank, weighted by allies and enemies historical rankings.
If i actually had the job of writing a matchmaker for DUST i would use a far more rigorous approach based on calculating the mutual information between candidate variables and the distribution of match outcomes. Once st up that approch is easy to work with and yields good results. If the problem proved more difficult, one could step up the analysis to elicit synthetic variables that demonstrated more predictive power. It's very unlikely this problem is that hard, however.
What i would avoid at all costs is relying on my intuition to try and kludge together a matchmaker. That's a common error born of hubris and inexperience. In this matter the developer of the matchmaker should think of themselves as a slave to the empirical data and the mathematics.
I support SP rollover.
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Bragoltur Valaruina
Immortal Guides
0
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Posted - 2014.02.12 18:39:00 -
[33] - Quote
What about some kind of penalty for the people who quit in the middle of matches? For example you could set it so that if someone quits a match that is still going (or is removed for idling) they are not permitted to try again until the match is over. This would go for people who quit while waiting to deploy. Not a perfect solution granted, but it would help stop game hoppers from taking up spaces in new matches and quitting to find another one if they don't like what they see. |
Bragoltur Valaruina
Immortal Guides
0
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Posted - 2014.02.12 18:45:00 -
[34] - Quote
The advantage would be that the person quitting would get nothing from quitting. They don't get their isk payout and they can't join another match until the current one is over anyway. |
Django Quik
Dust2Dust.
2186
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Posted - 2014.02.12 20:32:00 -
[35] - Quote
Bragoltur Valaruina wrote:The advantage would be that the person quitting would get nothing from quitting. They don't get their isk payout and they can't join another match until the current one is over anyway. Thus trapping poor souls who find themselves on the wrong side of a horrendous redlining against a full team of protostomping squads with 9 tanks. GG
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Bragoltur Valaruina
Immortal Guides
0
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Posted - 2014.02.12 23:43:00 -
[36] - Quote
Django Quik wrote:Bragoltur Valaruina wrote:The advantage would be that the person quitting would get nothing from quitting. They don't get their isk payout and they can't join another match until the current one is over anyway. Thus trapping poor souls who find themselves on the wrong side of a horrendous redlining against a full team of protostomping squads with 9 tanks. GG
Good point, but that isn't the normal situation, (In my experience) and when I am in that situation, I have always stuck it out until the end out of respect for the people who I know will be deployed into the match after I leave. I do think that rage quitting (even though I have come very close to it myself) is one of the main things that causes the matchfinder to fail.
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Joel II X
Dah Gods O Bacon
967
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Posted - 2014.02.13 02:11:00 -
[37] - Quote
Django Quik wrote:Bragoltur Valaruina wrote:The advantage would be that the person quitting would get nothing from quitting. They don't get their isk payout and they can't join another match until the current one is over anyway. Thus trapping poor souls who find themselves on the wrong side of a horrendous redlining against a full team of protostomping squads with 9 tanks. GG Sometimes, we don't even get payed lol
I went 20-6 earlier today and got 0 SP and 0 isk. |
Bragoltur Valaruina
Immortal Guides
1
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Posted - 2014.02.13 02:21:00 -
[38] - Quote
Ouch. I've never failed to get paid in a match when I had done anything... Something I just thought of, once cloaking devices come out, it will be much harder to redline the other team, though you'd probably have to train up to them first. |
Joel II X
Dah Gods O Bacon
967
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Posted - 2014.02.13 02:26:00 -
[39] - Quote
Bragoltur Valaruina wrote:Ouch. I've never failed to get paid in a match when I had done anything... Something I just thought of, once cloaking devices come out, it will be much harder to redline the other team, though you'd probably have to train up to them first. That'd only work for scouts and logistics because no other class will have enough CPU to equip them.
Assuming the logistics nerf won't harm their CPU and PG much.
Here: your first like, by the way. |
Bragoltur Valaruina
Immortal Guides
1
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Posted - 2014.02.13 03:45:00 -
[40] - Quote
Why thank you, I'm fairly new here, but I'm already a huge fan of the game and looking forward to seeing where they go with it. |
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Kigurosaka Laaksonen
DUST University Ivy League
287
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Posted - 2014.02.13 04:16:00 -
[41] - Quote
Aeon Amadi wrote:CCP Draco wrote:Hi, I'd like to offer a short explanation of what yesterday's matchmaking fix was all about.
In essence, there was a problem with squads getting added on the wrong team in public and academy battles.
So if you had a 4:8 battle and joined with a 4 player squad, it would sometimes put that squad on the team with 8 players, causing it to be 4:12. That should no longer happen with the fix.
However, you may still end up with temporary imbalances if someone joins with a 6 people squad on an already balanced match, say 10:10, as it won't break up the squad. Thus you'd get a 10:16 (or 16:10) match until more players join the queue.
Similar imbalances might happen if you have an 11:16 battle and all players in the queue are 6 player squads, as they would not fit into that battle.
Thanks, CCP Draco
It's still having some imbalances. http://i.imgur.com/WleLjMZ.jpg
It looks like 16v16 to me, which is what CCP Draco's explained the fix would address. I'll be keeping my eyes out for any 2v8 matches for a while (I used to get 1 a day like that.)
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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ratamaq doc
Edge Regiment
386
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Posted - 2014.02.13 19:13:00 -
[42] - Quote
It seems like this is a ground up problem. Scotty is taking players 1 or squad at a time and putting them on a side in a match instead of getting a full pool of 32 players THEN putting them on sides.
Maybe this was originally envisioned as the better method because you would be placed in the WB on a particular side as players joined? I know in other FPS games I've played, they would fill the game first, then divide based on balancing.
Edit: I guess a problem with filling is the potential for five 6 man squads which couldn't divide evenly. Scotty would have to be smart enough to stop at four 6 man squads.
I wonder how much of the match making problems are due to the increase in squad size from 4 to 6? 4 divided into 16 nicely. Lets get matches up to 18v18 to help match making!
YouTube
30D Recruiting
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Bragoltur Valaruina
Immortal Guides
2
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Posted - 2014.02.14 01:10:00 -
[43] - Quote
ratamaq doc wrote:It seems like this is a ground up problem. Scotty is taking players 1 or squad at a time and putting them on a side in a match instead of getting a full pool of 32 players THEN putting them on sides.
Maybe this was originally envisioned as the better method because you would be placed in the WB on a particular side as players joined? I know in other FPS games I've played, they would fill the game first, then divide based on balancing.
Edit: I guess a problem with filling is the potential for five 6 man squads which couldn't divide evenly. Scotty would have to be smart enough to stop at four 6 man squads.
I wonder how much of the match making problems are due to the increase in squad size from 4 to 6? 4 divided into 16 nicely. Lets get matches up to 18v18 to help match making!
Current battles +4 = more awesome. >:) |
DJINN Axeman
Hellstorm Inc League of Infamy
21
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Posted - 2014.02.14 03:51:00 -
[44] - Quote
Well, I see the whole matching system is down the toilet! The past couple of days, I have noticed, it takes four to five times as long to get to the "waiting for deployment" stage to see that I am 31/32 or 32/32. This happens over and over. Even if I wait and try again, I see that it is the same thing, but a different planet. Um, that means I could have gotten into that game from the start instead of trying to put me in a late game! Every game has been a mismatch. One team redlines the other within the first minute and just destroys the other which leads to the crybabies that leave the game instead of throwing on a free or cheap suit and sticking it out because they want to pad their stats. So some poor bastard get pulled into their spot instead of going into a fresh game. After a quarter of the game is not played you should be locked into that game until its done. This way, when a game is a quarter over Scotty can't put you in that game anymore. Make Scotty start new game. Even if there is freezes and dc's. That happens far less than people leaving battle halfway through. Go back to 5 second waiting times and put us back on the warbarge! Let the damn matching go randomly just to see what happens. Anything has got to be better than the current system! C'mon! |
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