Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Joel II X
Dah Gods O Bacon
953
|
Posted - 2014.02.11 18:49:00 -
[1] - Quote
I'm getting sent to late matches that last 5 seconds more often, now.
I did, however, get a Cala's from that. But still, I rather play than get stuff I can't even use! |
Denn Maell
PIanet Express Canis Eliminatus Operatives
163
|
Posted - 2014.02.11 18:58:00 -
[2] - Quote
I seriously doubt we have the active player numbers to institute matchmaking the way a number of people on the forums seem to be suggesting.
At this point I'd settle for a simple sorting algorithm that divides squads between sides before filling in the 'randomns'.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
|
Maken Tosch
Edimmu Warfighters Gallente Federation
6788
|
Posted - 2014.02.11 19:00:00 -
[3] - Quote
We just don't have enough people online. The matchmaking works wonders when you have enough people online. Unfortunately, 4,000 concurrent users at one time is not enough.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
|
Repe Susi
Rautaleijona Top Men.
1014
|
Posted - 2014.02.11 19:01:00 -
[4] - Quote
At the moment of writing this, the timer for ambush is 3:20 still searching. :X
Life is pleasant. Death is peaceful. It's the transition that's troublesome. ~ Isaac Asimov
|
Hecarim Van Hohen
Bullet Cluster Legacy Rising
421
|
Posted - 2014.02.11 19:02:00 -
[5] - Quote
I've had opposite experience so far, matches have just started, teams are both full or close enough and matches are tight though I might just have been lucky
I will show you fear in a handful of dust.
1.7 best match (HMG): 40/9/9 (K/A/D)
|
Master Smurf
Nos Nothi
94
|
Posted - 2014.02.11 19:08:00 -
[6] - Quote
Denn Maell wrote:I seriously doubt we have the active player numbers to institute matchmaking the way a number of people on the forums seem to be suggesting.
At this point I'd settle for a simple sorting algorithm that divides squads between sides before filling in the 'randomns'.
Maken Tosch wrote:We just don't have enough people online. The matchmaking works wonders when you have enough people online. Unfortunately, 4,000 concurrent users at one time is not enough.
Correctamundo
And with all this supposed logic we still get more unbalanced games than not. Just very simple matchmaking and let whatever happens happen.
The last minute deployments are detestable though.
"Shine bright like a diamond"
|
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1175
|
Posted - 2014.02.11 19:25:00 -
[7] - Quote
Joel II X wrote:I'm getting sent to late matches that last 5 seconds more often, now.
I did, however, get a Cala's from that. But still, I rather play than get stuff I can't even use!
There is a very simple way to not be sent in to these type of matches. When launching a match in the battle finder, once you get the "waiting for deployment" message, the battle finder will display how many mercs are currently qued for this battle. If you see 31/32 immediately cancel deployment, wait a few seconds, then redeploy. I do this for anything 28-31. These numbered mean that more than likely you are taking the spot of someone that has just left a battle that is already in progress. Follow this rule and you will never be put into another match that is already in progress.
{:)}{3GÇó>
|
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
802
|
Posted - 2014.02.11 19:31:00 -
[8] - Quote
If someone rage-quits near the end of the match, why does CCP's algorithm think it's a good idea to queue me into that same match?
Is it so hard to implement something that a) prevents people from quitting a game near the end of a match or b) prevents people from joining a game that's nearly over? |
Joel II X
Dah Gods O Bacon
954
|
Posted - 2014.02.11 19:44:00 -
[9] - Quote
Son-Of A-Gun wrote:Joel II X wrote:I'm getting sent to late matches that last 5 seconds more often, now.
I did, however, get a Cala's from that. But still, I rather play than get stuff I can't even use! There is a very simple way to not be sent in to these type of matches. When launching a match in the battle finder, once you get the "waiting for deployment" message, the battle finder will display how many mercs are currently qued for this battle. If you see 31/32 immediately cancel deployment, wait a few seconds, then redeploy. I do this for anything 28-31. These numbers mean that more than likely you are taking the spot of someone that has just left a battle that is already in progress. Follow this rule and you will never be put into another match that is already in progress. I did this yesterday. Had to cancel a match 15 times in a row.
10 of those times was the same exact match. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1175
|
Posted - 2014.02.11 19:48:00 -
[10] - Quote
Joel II X wrote:Son-Of A-Gun wrote:Joel II X wrote:I'm getting sent to late matches that last 5 seconds more often, now.
I did, however, get a Cala's from that. But still, I rather play than get stuff I can't even use! There is a very simple way to not be sent in to these type of matches. When launching a match in the battle finder, once you get the "waiting for deployment" message, the battle finder will display how many mercs are currently qued for this battle. If you see 31/32 immediately cancel deployment, wait a few seconds, then redeploy. I do this for anything 28-31. These numbers mean that more than likely you are taking the spot of someone that has just left a battle that is already in progress. Follow this rule and you will never be put into another match that is already in progress. I did this yesterday. Had to cancel a match 15 times in a row. 10 of those times was the same exact match.
You, can't reque immediately. You have to give it time to put some other poor shlub in that match, or it's just going to keep putting you right back in there. I usually wait about a minute or so befor requeing. I don't seem to have any problems.
{:)}{3GÇó>
|
|
Darken-Soul
BIG BAD W0LVES
544
|
Posted - 2014.02.11 19:50:00 -
[11] - Quote
Maken Tosch wrote:We just don't have enough people online. The matchmaking works wonders when you have enough people online. Unfortunately, 4,000 concurrent users at one time is not enough.
this is bullshit. I fought molon labe and nyan chan as a random. CCPcould have had them face each other but instead paired them up against randoms.
Who wants some?
|
Arkena Wyrnspire
Fatal Absolution
9285
|
Posted - 2014.02.11 19:55:00 -
[12] - Quote
To those people saying 'We don't have enough people'...
That is not an excuse for matchmaking this poor. It truly is terrible. It puts multiple squads on one side. This is not an issue of there not being the people present - they are present, they're being put in the wrong places.
Putting people in matches 5 seconds away from ending is likewise unacceptable.
ZATARA CARRIES US ALL
Lenin of the glorious armoured revolution
MAG Raven
|
BAD FURRY
SVER True Blood
464
|
Posted - 2014.02.11 19:55:00 -
[13] - Quote
Joel II X wrote:I'm getting sent to late matches that last 5 seconds more often, now.
I did, however, get a Cala's from that. But still, I rather play than get stuff I can't even use! teams of 6 vs 16 now WTF !
Yes i am a Undead Hell Wolf ... nice to meat you!
|
HAICD
Dogs of War Gaming Zero-Day
93
|
Posted - 2014.02.11 19:59:00 -
[14] - Quote
When's the best time to bring out your proto gear?? When you have 5 proto players that have your back!
If you make the squads smaller like 4 players it will be harder for one squad to run the whole match and if team try to q sync they should be against each other in a pub match.
DOWG
|
pyramidhead 420
Carbon 7 CRONOS.
320
|
Posted - 2014.02.11 20:06:00 -
[15] - Quote
it was a bug fix, NOT a tweak to matchmaking. most likely fixing a bug that had you fighting an empty team and nerver adding anybody |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1178
|
Posted - 2014.02.11 20:20:00 -
[16] - Quote
I never thought about it like that. Deep man, deep.
{:)}{3GÇó>
|
Joel II X
Dah Gods O Bacon
959
|
Posted - 2014.02.12 01:02:00 -
[17] - Quote
Son-Of A-Gun wrote:I never thought about it like that. Deep man, deep. I agree. He obviously knows what he's talking about!
In all seriousness though, now half of my matches are started late (ranging from 3/4 of MCC health to 2%). I had one match where it was me and my squad buddy against 3 dudes out of the academy and a guy on his Python with proto missile turret.
Yup. |
LEHON Xeon
Ahrendee Mercenaries EoN.
205
|
Posted - 2014.02.12 01:32:00 -
[18] - Quote
I didn't see much of any matchmaking fix at all today. All I saw was still heavily unbalanced matches in which some friends told me they were still going up against major q-synced squads in Ambush. Another match I was in consisted of all Sver and OSG all on one side while my half was all random scrubs. So what I saw was no fix at all, except now a huge wait time tacked on for pub matches of well over 2-3 mins in some cases. Looks like another disaster to me.
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
|
Darken-Soul
BIG BAD W0LVES
561
|
Posted - 2014.02.12 01:53:00 -
[19] - Quote
Maybe on the 514th try.
Who wants some?
|
Jimbo Boilstaff
THE MASSIVE DYNAMIC
95
|
Posted - 2014.02.12 03:42:00 -
[20] - Quote
No its not ideal at all joining matches that are so close to the end....
But i assume you're all queueing as individuals rather than a squad....
The mechanic is clearly broken for individuals now,,,, but you hardly ever get this problem when joining as a squad (presumably because not enough 'open' spaces become free near the end of games for a squad to be added)
seems to me everyone having this problem should squad together,,, and at least then theres a temporary fix,,, and you can go back to being a loner once they finally sort it
It's an 'MMO' anyway,,, everything in Dust prefers teamplay,,, even match queues! |
|
Joel II X
Dah Gods O Bacon
963
|
Posted - 2014.02.12 05:09:00 -
[21] - Quote
Darken-Soul wrote:Maybe on the 514th try. In the 514th try, I'll get a permanent fetal error.
That's what I think. |
Dreniella
Expert Intervention Caldari State
21
|
Posted - 2014.02.12 05:24:00 -
[22] - Quote
Joel II X wrote:I'm getting sent to late matches that last 5 seconds more often, now. They did not hotfix that. They hotfixed matches where you'd play 1v16 for entire match. |
|
CCP Draco
C C P C C P Alliance
101
|
Posted - 2014.02.12 05:53:00 -
[23] - Quote
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
|
|
Aeon Amadi
Ancient Exiles. Renegade Alliance
4871
|
Posted - 2014.02.12 06:20:00 -
[24] - 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
It's still doing that.
http://i.imgur.com/WleLjMZ.jpg
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
|
Repe Susi
Rautaleijona Top Men.
1014
|
Posted - 2014.02.12 06:58:00 -
[25] - Quote
That... doesn't seem TOO imbalanced. There seems to be 2 squads on the enemy side and maybe 3 squads on your side. What looks to be the problem in this pic, is the squad sizes.
Life is pleasant. Death is peaceful. It's the transition that's troublesome. ~ Isaac Asimov
|
Aeon Amadi
Ancient Exiles. Renegade Alliance
4871
|
Posted - 2014.02.12 07:19:00 -
[26] - Quote
Repe Susi wrote:That... doesn't seem TOO imbalanced. There seems to be 2 squads on the enemy side and maybe 3 squads on your side. What looks to be the problem in this pic, is the squad sizes.
Was our squad of Anonymous (and myself) mixed with two other small squads against AE, ANONYMOUS (who we tried to q-synch with) and a squad of Molon Labe. We got annihilated.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
|
nicholas73
Glitched Connection
52
|
Posted - 2014.02.12 13:24:00 -
[27] - 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
I thought matchmaking was a complex process. So is it that scotty just queue guys up and throw them into a match?
Dust to Dust
Ashes to Ashes
|
Django Quik
Dust2Dust.
2185
|
Posted - 2014.02.12 13:29:00 -
[28] - Quote
Aeon Amadi wrote:Repe Susi wrote:That... doesn't seem TOO imbalanced. There seems to be 2 squads on the enemy side and maybe 3 squads on your side. What looks to be the problem in this pic, is the squad sizes. Was our squad of Anonymous (and myself) mixed with two other small squads against AE, ANONYMOUS (who we tried to q-synch with) and a squad of Molon Labe. We got annihilated. Draco said the fix was to team numbers, not the balance of the players on either side. You had 16 vs 16. Though the may have been more in squads on one side than the other and those players may have been significantly better, you still had even numbers, which is what the fix was about.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1558
|
Posted - 2014.02.12 15:12:00 -
[29] - Quote
The response from CCP Draco is appreciated, and the fact that the matchmaker is getting attention is appreciated.
But this must be said: given the nature of the error described and the fundamental role it plays in determining player experience, it is absolutely stunning how long it has taken CCP to address this. Furthermore, it was a problem solvable by a hotfix.
The mind boggles and reels with despair simultaneously - if there's an upside it's that this did finally receive attention. Perhaps that's the hand of our new EP at work and hopefully a sign of things to come.
I support SP rollover.
|
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
575
|
Posted - 2014.02.12 15:48:00 -
[30] - 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
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.
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
|
Joel II X
Dah Gods O Bacon
965
|
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
|
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.
|
Bragoltur Valaruina
Immortal Guides
0
|
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
|
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
|
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
|
Bragoltur Valaruina
Immortal Guides
0
|
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.
|
Joel II X
Dah Gods O Bacon
967
|
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
|
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
|
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
|
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. |
|
Kigurosaka Laaksonen
DUST University Ivy League
287
|
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.
|
ratamaq doc
Edge Regiment
386
|
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
|
Bragoltur Valaruina
Immortal Guides
2
|
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
|
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! |
|
|
|
Pages: 1 2 :: [one page] |