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8437
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Posted - 2015.04.01 17:56:00 -
[1] - Quote
@ CCP R.
Have noticed at large percentage (> 50%) of partially filled Ambush matches this morning. Low headcounts make for very slow fights, many of which are ending by time-out.
PS: Very much enjoying these changes so far. Or so I think.
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Posted - 2015.04.01 18:04:00 -
[2] - Quote
Balistyc Farshot wrote: I like to go rewarding those that stick out losing fights better ... killing that super merc is a big pay day. ^ This. Carrot > Stick.
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8438
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Posted - 2015.04.01 18:28:00 -
[3] - Quote
Kevall Longstride wrote:Luther Mandrix wrote:Kain Spero wrote:Yeah, I've been seeing full squads leave battle and then we end up with 12 v 3. So you are saying Some full squads want to Fight on easy mode? Or they are afraid of losing their Win Loss %. Need that new leader board stat Left Battle Early Like this idea. The Cowardly Cowards Leaderboard. For those 3 mercs who remain, each should earn face value of the equipment/gear he destroys. I'll give Kain Spero's stompsquad a great time, so long as it pays to play. Otherwise, I'm throwing away my Isk and stats for nothing as the pubstompers pad theirs.
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8445
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Posted - 2015.04.01 21:00:00 -
[4] - Quote
Dragonet Minamoto wrote:I'm out of the academy, but consider myself still a newb. Came back to DUST after a longer break and had not muc success in the last days, but oday was a blast. For low SP in Militia/Standard gear this was the first day I had the impression the enemies had my skill level and were not killing me over and over with two or three shots in much better gear.
I really enjoyed that day, if this was because improved matchmaking: Thumbs up, it worked!
Waiting time was longer, but always under 2 minutes in EU prime time. Had no match were both teams were not even in numbers. Matches were overall also way much longer and ended closer.
^ This makes it all worthwhile.
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8447
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Posted - 2015.04.01 21:19:00 -
[5] - Quote
Vell0cet wrote:As far as quitting early, CCP could suspend passive SP gain for 24 hours if you quit match x number of times per day. X would be a reasonable number, decided by the community (3-4 perhaps?).
You wouldn't have to punish anyone if it actually paid well to stick-it-out and fight in the lopsided battles. I can and do top the leaderboard against Carne Con Papas, but it costs me half a million Isk to do it. Why am I paying to entertain a 500MSP stompsquad? I should be getting paid.
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8452
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Posted - 2015.04.02 01:59:00 -
[6] - Quote
Thor Odinson42 wrote:It's going to take penalties for leaving matches. Put people that leave matches a lot in a queue that throws them into matches already in progress. Two birds, one stone. You guys are looking at this all wrong, and pandering to stompsquads won't earn you any points with the casuals. People play games to have fun. There's nothing fun about pubstomps, so people aren't playing them. Forcing players to feed the beast simply won't work.
CCP Rattati wrote:When I see one of these veterans, I will spend all the battle just getting a single kill on them, because if they go 20/1, it was me that got that kill. How much does that one kill cost?
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8452
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Posted - 2015.04.02 02:10:00 -
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Thor Odinson42 wrote: This is the biggest problem with everything. That dial needs to be turned down so people are more willing to throw down. If you want people to throw down, make it worth their while. Punishing the non-stompers will create more problems than it'd solve.
Carrot > Stick
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8452
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Posted - 2015.04.02 02:16:00 -
[8] - Quote
CCP Rattati wrote:Adipem Nothi wrote:CCP Rattati wrote:When I see one of these veterans, I will spend all the battle just getting a single kill on them, because if they go 20/1, it was me that got that kill. How much does that one kill cost? IDGAS With respect, sir, that isn't sustainable over the long-run if you're playing lots of matches every day.
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8453
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Posted - 2015.04.02 03:17:00 -
[9] - Quote
Nevyn Tazinas wrote:Change the mechanics that let Protostomps happen and people will fight more. 1. 4 Man squads. 2. Give all suits the same number of slots
#1 makes sense to me. #2 does not.
Suits are closer to balanced now than they'd be if they all had the same slot counts.
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8460
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Posted - 2015.04.02 13:39:00 -
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Breakin Stuff wrote:Perhaps when a squad ditches the match like that we can have the ISK payouts spike dramatically based on the end-of-match Mu disparity.
People aren't going to scream overmuch if their payout jumps x2-x3 in ISK/SP (insert amount based on how lopsided) when the mu ratio between teams becomes heinously lopsided.
Because what happens in the end is going to be pro squad wimps out leaving the miscellaneous masochists to pick up the slack. If there was a situation like that you'd see me gleefully playing last man standing vs. 16 bads without complaint. ^ This. An underdog bonus. The steeper the odds are against you, the more you get paid for your actions.
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8460
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Posted - 2015.04.02 14:02:00 -
[11] - Quote
Scotty is having issues right now.
Sat in queue for Ambush for 5 minutes. Got the MM Error Message. Re-queued for Ambush. Got the MM Error Message. Queued for Skirm. Got the MM Error Message.
Typed to see if others were having problems. Scotty pulled me from MQ without warning into an Ambush match. Scotty then kicked me from the Ambush match and returned me to MQ. Scotty then pulled me from MQ without warning in Skirm match. Scotty then kicked me from the Skirm match and returned me to MQ.
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- Ripley Riley
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8461
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Posted - 2015.04.02 14:27:00 -
[12] - Quote
Flint Beastgood III wrote:Adipem Nothi wrote:Scotty is having issues right now (for me at least).
Sat in queue for Ambush for ~5 minutes. Got the MM Error Message. Re-queued for Ambush. Got the MM Error Message. Queued for Skirm. Got the MM Error Message.
Typed to see if others were having problems. Scotty pulled me from MQ without warning into an Ambush match. Scotty then pulled me from the Ambush match and returned me to MQ. Scotty then pulled me from MQ without warning in Skirm match. Scotty then pulled me from the Skirm match and returned me to MQ. A few seconds passed between each pull.
:: Relogging :: The squad I'm with now said this happened to them too.
Relogging fixed the problem. Will update the post above.
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8471
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Posted - 2015.04.02 17:23:00 -
[13] - Quote
Mode: Ambush Server: Americas
The frequency of players leaving battle seems to be way down right now compared to this time yesterday.
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8494
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Posted - 2015.04.03 02:27:00 -
[14] - Quote
The past 12 hours or so have been a blast. Ran lots of matches solo. Ran lots of matches in a small squad. Ran a few matches in a full squad. A few stomps here and there, but matches were largely full and fun. The "proto standard" from yesterday seems to have given way to advanced gear today.
Ran 80% advanced suits and BPO guns today. Ended the day with more Isk than I began, and had fun pretty much every match.
(Wonder if I got demoted to a lower tier. )
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8512
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Posted - 2015.04.03 16:56:00 -
[15] - Quote
IAmDuncanIdaho II wrote:No matchmaking algorithm from even a mathematical genius would fix players' willingness to look good instead of fight hard.
Your opponent wasn't stacked. I wonder if there wasn't another explanation for that squad leaving.
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8515
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Posted - 2015.04.03 17:24:00 -
[16] - Quote
IAmDuncanIdaho II wrote: Not sure what you mean by stacked
Examples of stacked: https://youtu.be/tLXSCUcBwB8?t=245 https://twitter.com/YoJollyRoger/status/567818226651127808
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8554
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Posted - 2015.04.04 23:43:00 -
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Booby Tuesdays wrote:I solo queued for 5 matches today. I was placed into all Doms, and my team never had more than 10 people. By the end of some matches I had 5 or 6 people on my team. Lost every single match by a landslide. I was one of the only players doing anything on my side every time. I got the train map 4 times, 3 in a row at one point. The other map was the meat grinder. The other team had no less than 14 players each time, and every one of the opposing team contributed. I hardly ever run with squads, there is no way my Mu can be that high. Frustrating... At least pay me well for sticking around and trying. I was still only getting 200-300k for being in the top 3 and being one of the only mercs on my team trying, and not caring about their kdr. Turning off the console and doing better things with my time.
Are these problems specific to Dom?
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8555
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Posted - 2015.04.05 00:43:00 -
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Booby Tuesdays wrote:Adipem Nothi wrote: Are these problems specific to Dom?
Unknown yet. I will give 5 Skirm, and 5 Ambush a go tomorrow. I'll post my findings, but I'm not very hopeful right meow. Played a few Doms yesterday; all were bad and partially filled. But had excellent match quality in Ambush. ~5 good matches for every 1 bad. 8-9 out of 10 seemed to be full from start to finish. Didn't get the opportunity to test Skirm quality yesterday.
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8559
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Posted - 2015.04.05 13:13:00 -
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Jathniel wrote: I would argue though... that the Academy is a fun place to play, because it feels balanced ... Everything is balanced, and gameplay boils down to tactics.
Tactics: Popping red dots as they learn the controls. Popping red dots as they shoot at the MCC. Popping red dots as they fire small arms at vehicles. Popping red dots as they marvel at your L33T wiggle-wiggle skillz. Being the one guy in the Academy match who calls in an HAV.
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8582
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Posted - 2015.04.06 14:42:00 -
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Will be capped for the week in one more match. I've played more Ambush than anything else; here's my take on the state of the mode as it relates to Scotty 2.0 ...
Of all modes, Ambush is presently offering the highest likelihood of full headcounts and goods fights. The mode supports solo play as well as squad play. The odds of being put into a half-lost, uphill battle are lower than with the Dom and Skirm. Participants are much more likely to stick out a lost fight. Overall, match battle quality today is vastly improved over that of matches served by Scotty 1.0.
But the mode is not without its issues.
Stomps and steamrolling still occur. When a 5-6 man veteran squad is opposed by another large veteran squad, the ensuing fight is fantastic and fast-moving, and its payouts are typically high. When a large veteran squad is not met by like type -- as was the case with Scotty 1.0 -- there's a high likelihood of low battle quality. The instances of stomps and steamrolling I've observed thus far (both with and against) have consistently involved 5-6 man veteran squads.
I've been pulled into quite a few half-completed and often spawn-trapped matches where a steamroll is underway. This is annoying, but it is also understandable; these matches would timeout if not fed fresh fodder. My strongest criticism is that SP and Isk payouts for late arrivals are almost always very low, even when those late arrivals manage to give the opposition hell.
The payout issue, in my opinion, is secondary to a larger problem. Only when a stomp is underway have I seen multiple players leaving match, battle durations drawn out, wide spreads in end-of-match killcounts, and good vets not meeting minimum WP. Since Scotty 2.0, I've yet to see soloists or small squads steamroll a match, and I am of the opinion that large squads are causally linked to low battle quality. While Ambush matchmaking has improved with Scotty 2.0, there remains room for further improvement.
Suggestion: Reduce Ambush max squad size to 4.
TL;DR: The quality of matches served by Scotty 2.0 is vastly improved over that of Scotty 1.0. Instances of low battle quality are directly linked to large squads. Reducing squad size would further improve battle quality.
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8592
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Posted - 2015.04.06 23:32:00 -
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CCP Rattati's Big Board wrote:... how about a smart idea, leave ratio, that starts at 1, but deteriorates if you leave, goes up to 2 if you always complete, and is a multipler on rewards, just for pubs. Carrot + Stick! That'd probably work on me.
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8651
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Posted - 2015.04.09 00:59:00 -
[22] - Quote
E-Rock wrote:The KTM DuKe wrote:CCP AquarHEAD wrote:E-Rock wrote:
... and getting pulled into battles that I haven't queued up for. ...
Not sure what you mean by this, is it like you joined Ambush when you only select only Domination? the ping? or your team always lose? I think he log in and without start queing he deploys in a game yes. this is exactly what happens Experienced this issue a few days back. Logging in/out resolved the problem. Haven't experienced the issue since.
https://forums.dust514.com/default.aspx?g=posts&m=2707795#post2707795
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8742
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Posted - 2015.04.14 22:58:00 -
[23] - Quote
I share Stylie's concerns.
Waiting 4-6 minutes for a match then being put into a partially filled one ... to players unaware that Scotty is being overhauled, this could easily be interpreted as death throws. At minimum, we should communicate to players that matchmaking is being worked on.
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8747
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Posted - 2015.04.15 03:51:00 -
[24] - Quote
Just sat in queue for over 11 minutes. I'm trying to play Ambush. I'm solo.
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8781
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Posted - 2015.04.16 13:06:00 -
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Haerr wrote:We need fewer queues as we currently have too many for our small playerbase.
Acquisition Ambush + Ambush OMS Domination Skirmish Caldari vs Gallente Amarr vs Minmatar PC
^ Plenty of different queues spreads out the playerbase too much, leading to ridiculous queue times and harder time for Scotty to do his matchmaking magic.
If squad size is reduced to 4 and if we reduced the number of queues to [PUB] Solo queue GÇö Ambush, Ambush OMS [PUB] Squad (4) queue GÇö Acquisition, Domination, Skirmish Lite (3-point) [FW] Amarr&Caldari vs Gallente&Minmatar GÇö Skirmish Proper (5-point) [PC] GÇö Skirmish Proper (5-point)
It would be quicker to find battles and the battles would be better since the playerbase would be condensed into fewer queues. I'd absolutely support these changes, both with and without the proposed adjustment to squad size.
Scotty 2.0 has served some of the best fights I've seen since Chromosome; given the opportunity to do so, Scotty is working and working well. This was not the case yesterday. My wait-time for a Pub yesterday during off-peak hours was 5-10 minutes, and the probability of being paired with/against the same players over and over again was very high. This week's FW Event split the population of available veterans, which perhaps explains Scotty's poor performance; I'd anticipate that daily Raiding down the road will have the exact same effect on the veteran population.
Consolidating queues in advance of Raiding seems like a good idea to me. I imagine most players would prefer readily available (0-3 minute waits) and high quality (16v16, evenly sided) Pubs over sparsely available, partially filled ones. Consolidation would raise concerns about flexibility, but I don't think that a sound argument can be made to the effect that flexibility should be of higher priority than quality and availability.
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8782
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Posted - 2015.04.16 13:32:00 -
[26] - Quote
Haerr wrote: [PUB] Solo queue GÇö Ambush, Ambush OMS
^ If this were to materialize ... idea!
* Add 1-2 minute wait in the warbarge * Make the barge's map table interactive (walk up to it, press X, see overhead map) * Default coms to "On" and "Team"
Given a minute or two to think about it, players would squad up before each battle. Having access to the overhead map of the battlefield in advance would give them something to talk about. This could make for a very interesting (and potentially exciting) pre-battle experience. Think two-minute drill.
I'm not big into coms, but I'd get into this. Perhaps more importantly, newer players would meet people and quickly learn the value of the squad.
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8811
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Posted - 2015.04.16 23:53:00 -
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Raptor Princess wrote:Matches today have been really lopsided and underpopulated. 16 (multiple squads) v 6 was a personal low point of the day. It was seriously boring. And a challenge to reach 150wp. If you're playing Dom, I'd recommend not doing so. I've had pretty good luck in Skirm today. Wait times in Ambush are a 'bit long at the moment, but the fights have been full.
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8821
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Posted - 2015.04.17 03:20:00 -
[28] - Quote
^ This.
Get boned by Scotty and put into a half-finished match. Give it 100% anyway. Get wrecked. Get paid ~60k Isk.
Pretty freakin' aggravating. I understand that Scotty has to fill the empty spots and all, but it still drives me crazy. Wish there was a way for payouts to account for players who arrive mid-match.
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8844
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Posted - 2015.04.17 12:39:00 -
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Flint Beastgood III wrote: Currently, if you leave a battle you still get a small portion of ISK when the battle finishes. So if 6 people leave, then are replaced by 6 people who also leave at some point then are replaced by 6 who stay, the payout at the end is divided between 44 players!
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Posted - 2015.04.17 12:51:00 -
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Will test. If he's right, I'm hoping the payout is really low.
Even so, EOM pay is determined by time-in-battle and relative WP. Even if the above concern were addressed, in most cases a merc who arrives halfway through is still going to get paid pennies regardless of his contribution.
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Posted - 2015.04.17 14:04:00 -
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Flint Beastgood III wrote:Adipem Nothi wrote:Will test. If he's right, I'm hoping the payout is really low.
Even so, EOM pay is determined by time-in-battle and relative WP. Even if the above concern were addressed, in most cases a merc who arrives halfway through is still going to get paid pennies regardless of his contribution. Yes, also true. And yes, it is a very small sum (the most I've seen is ~80K), BUT you still get a win or loss depending on the outcome, which is unique to this game - on any other game, if you leave the match prematurely it counts as a loss.
Confirmed. Scotty just put me into nearly completed Ambush stomp. Spawned. Died within seconds. Left battle. Wallet now shows I was paid 9,783 Isk (contract payment for the loss of a battle). I had no idea this was happening. Wow.
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8871
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Posted - 2015.04.17 23:50:00 -
[32] - Quote
In case it hasn't been mentioned yet, the soloist queue needs work. I'm being put into partially completed (often nearly completed) matches more often than not. This has been the case pretty much all day today.
From a soloist's perspective, Scotty 2.0 was working very well immediately prior to the FW Event. Whatever was changed during last week's FW Event screwed Scotty up, and he has yet to recover.
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8904
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Posted - 2015.04.18 15:33:00 -
[33] - Quote
IAmDuncanIdaho II wrote:Adipem Nothi wrote:Flint Beastgood III wrote:Adipem Nothi wrote:Will test. If he's right, I'm hoping the payout is really low.
Even so, EOM pay is determined by time-in-battle and relative WP. Even if the above concern were addressed, in most cases a merc who arrives halfway through is still going to get paid pennies regardless of his contribution. Yes, also true. And yes, it is a very small sum (the most I've seen is ~80K), BUT you still get a win or loss depending on the outcome, which is unique to this game - on any other game, if you leave the match prematurely it counts as a loss. Confirmed. Scotty just put me into nearly completed Ambush stomp. Spawned. Died within seconds. Left battle. Wallet now shows I was paid 9,783 Isk (contract payment for the loss of a battle). I had no idea this was happening. Wow. So if I wanted to make 1m ISK - how long would that take me to do by joining / leaving games? Is there an exploit here that people do? The whole idea of giving people something for not fulfilling (as mercs) the contract is nuts. And giving them a win to boot? Madness. My abort pay was around 10k for spending about 20-30 seconds in battle before leaving. I imagine that the average amount of abort pay varies, but for simplicity's sake ...
Best-Case Scenario 0:30 - 30 seconds in queue 1:00 - 30 seconds load screen (in) 1:30 - 30 seconds in match 2:00 - 30 seconds loadingscreen (out) 10k Isk every 2 minutes --> 1M Isk in 3.3 hours
More Likely Scenario 3:00 - 3 minutes in queue 3:30 - 30 seconds load screen (in) 4:30 - 1 minute in match 5:00 - 30 seconds load screen (out) 10k Isk every 5 minutes --> 1M Isk in 8.3hrs
I've never rubberband AFK'd, but I imagine doing so would generate more per Isk hour with less effort. I don't think that a merc should get a cut of EOM pay after leaving a match, but I don't think this is a mechanic which can be readily exploited.
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9636
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Posted - 2015.05.12 23:25:00 -
[34] - Quote
EVE Time: 2015.05.12 21:00 - 23:00 Server: Americas Mode: Ambush
Scotty is auto-aborting "search for battle" sequences at a high rate (~75%). He is also auto-aboring deployments; "waiting for deployment" is displayed; text in team chat is displayed; "waiting for deployment" disappears and merc remains in merc quarters.
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- Ripley Riley (for CPM2)
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