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Author |
Thread Statistics | Show CCP posts - 44 post(s) |
Maken Tosch
DUST University Ivy League
11337
|
Posted - 2015.04.01 15:40:00 -
[1] - Quote
I find it absolutely ludicrous that people will come up to the forums and say "if you implement better matchmaking it will split the small player base and kill Dust".
The irony of this claim is that what's really killing Dust is the lack of any matchmaking. In fact, lack of any matchmaking was the main reason why we have a small player base to begin with. Any veteran will tell you that. If the matchmaking that you are testing out is indeed working then there is hope because this means I will be less likely to enter a match where I'm either the hammer or the nail.
Also, waiting 120 seconds for a match is not that long anyways. At least I will better knowing that the match I'm entering is more balanced because there are less blueberries in the match.
I have played a few matches last night and have been in at least a couple of redline situations for my team. Thankfully my team was still pushing rather than giving up and we weren't losing as many clones compared to the opposing team. In one match we nearly cloned out the other team even if we didn't have much control over the objectives. So I do feel that matchmaking is working somehow.
The only problem I still see are people leaving the matches. The last match I played last night we lost about 7 players on our team while the opposing team only lost a few. It's possible that most of those 7 players were a squad that didn't want to take on a challenge. This is a serious problem that no proper matchmaking could ever possibly fix because player behavior such as this is something that Scotty can't predict. And this can affect the entire remaining team as every player counts.
I get the feeling we'll have no choice but to implement a lock into the match in which no one leaves. But then that only brings up more issues as how to tell apart a player who intentionally disconnects from the game to avoid a match from those who accidentally disconnect due to either shoddy internet or their PS3s locking up.
That said, I'm afraid there is no real solution to the problem of players leaving early due to risk aversion. However, I think there is something we can do to help the players who accidentally disconnect. If it's skirmish match, those players should be given the option of being able to return directly to the same match that they left and be able to continue from there. This way, if they have a good match and get disconnected, they could just reconnect and join back in on the match as long as they are able to rejoin before the match ends. And since they were already picked by matchmaking, they should get priority to re-enter the same match without having to wait at all.
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Maken Tosch
DUST University Ivy League
11338
|
Posted - 2015.04.01 16:03:00 -
[2] - Quote
byte modal wrote:Neat! FWIW, last night wait times went +3mins and into 5 most times. NOT complaining, just noting. Also, it felt matches were fairly even compared to averages a week or more back. That happens from time to time though so who knows. I did get in a match that started full but ended with my team sitting with 5 players only. The other team had way more than 5 players ;) By the end I was wondering why the hell I kept facing entire squads on my own. Odd thing was though, it still wasn't a one-sided match. Sure, it was hard to face 5+ players at once, but even as bad as I am, I was holding my own. My point: it wasn't protostomp mode. We did get them to armor, so I'm not sure why everyone jumped ship. Life is a funny funny mystery. + for the post! - me (lazy solo-pupper)
What I'm guessing here is that we're likely seeing people who are quivering at the first sign of resistance and then leave. If this was happening only on the tunnel map, I would understand. But this is happening on every map so it can't be because of bad map design.
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Maken Tosch
DUST University Ivy League
11338
|
Posted - 2015.04.01 16:03:00 -
[3] - Quote
DR DEESE NUTS wrote:Well at least now the new players have a chance.
I like to hear their thoughts on this.
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Maken Tosch
DUST University Ivy League
11338
|
Posted - 2015.04.01 16:32:00 -
[4] - Quote
Peter Hanther wrote:byte modal wrote:Maken Tosch wrote:
What I'm guessing here is that we're likely seeing people who are quivering at the first sign of resistance and then leave. If this was happening only on the tunnel map, I would understand. But this is happening on every map so it can't be because of bad map design.
It wasn't the map, or really even the opposition---I don't think. With just 5 players we weren't stomped. There was at least one full squad on the other side, but they weren't hardcore by any means. I'm still confused as to why anyone bailed. I think it would have been a fairly even match that we could have won. But hey, that's just a one-off. Anecdotal at best. Just sharing for what it's worth, if anything :) The current theory is that the leaving squads were looking to stomp people, not that they were afraid of being stomped
That's what I'm thinking. If those people keep doing that at this rate, they'll never find a match to stomp in.
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Maken Tosch
DUST University Ivy League
11341
|
Posted - 2015.04.01 17:59:00 -
[5] - Quote
Balistyc Farshot wrote:DiablosMajora wrote:Possible solution to help address issues of squads leaving and making it a 3v10 (or whatnot):
1) Add option to surrender the match with a supermajority vote? Like 66%, or something similar. 2) Add 'cooldown' to searching for new battles for those that leave matches early (~5-10 mins before being able to join another?)
Obviously there could be problems if situations like 'being forced into a losing battle' pop up. This sounds good but punishing people who are getting stomped sounds a little rough. I like to go rewarding those that stick out losing fights better. Why not make each kill add 5 WP until the next death. Then killing that super merc is a big pay day. Also, make capping a point work similarly but with time. If it hasn't been capped for 10 minutes, when you cap it, WP from the sky.
Seems reasonable. Another alternative is something I mentioned earlier in the thread.
Allow players who have accidentally disconnected (either because of bad internet or PS3 locked up) to be able to jump right back into the exact same match they just left without having to wait in queue since they were already picked by matchmaking. This is assuming that the match has not finished yet.
Also, if a player leaves, the spot they left open should be reserved only for them for the next 5 minutes to allow them time to rejoin if they get accidentally disconnected. If a player intentionally disconnected, it's clear they're not coming back and the 5 minute timer will lapse and allow another player to take his/her place.
Because of the above recommendation, I would suggest doing all the calculations for the rewards AFTER the match is over. As an added bonus, any ISK that a player -- who disconnected and never came back -- was about to earn would have their ISK earnings handed over instead to the remaining players who chose to stick around to the very end and to those who finally managed to re-join the same match.
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Maken Tosch
DUST University Ivy League
11345
|
Posted - 2015.04.01 18:53:00 -
[6] - Quote
A little update on how I played.
https://twitter.com/Henry_Haphorn/status/583339403512156160
I can't say for certain that there were no squads in my team as it's possible there was at least a squad filled with randoms. But the opposing team clearly did have squads though they came in 3 pairs. This was in the tunnel map with Alpha in the center.
The first 5-7 minutes of the match seemed balanced as both teams were constantly going back and forth with the objectives switching sides more often than a politician. At this point I thought to myself "Huh, a real challenge. Nice."
But then after that it was getting slow for some reason as the objectives stopped switching sides so often with only one being captured once in a while. The opposing team was at least holding onto the Alpha objective but they were losing.
What I found a little strange was that we were missing players in our team and they had 3-player advantage with clearly known squads. So I expected them to make a rebound at the second half of the match but nothing much happened. The opposing team eventually lost.
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Maken Tosch
DUST University Ivy League
11372
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Posted - 2015.04.03 04:16:00 -
[7] - Quote
Recent Match I Finished
Despite what it looks like, my team actually kicked ass. We got the enemy MCC down to at least half armor before we eventually lost. We didn't die too much as we forced the opposing team to work for their victory the whole match while objectives are being hacked back and forth.
NOTE:
My team had about 7 people at the beginning while the opposing team had about 14 at the start as well. We had only 2 quiters while the opposing team saw about 6 quiters leave theirs.
This was in skirmish on the bridge map known as Spine Crescent
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Maken Tosch
DUST University Ivy League
11372
|
Posted - 2015.04.03 04:21:00 -
[8] - Quote
David Spd wrote:CCP Rattati wrote:why not all switch to Frontline suits and mercilessly bleed the opposing team? In my experience, this simply doesn't happen. Even against small proto squads they are usually using a fitting DESIGNED to get quick kills against teams that simply don't have the gear to compete. Core grenades are a BIG thing. If you're in a militia suit and get tagged by a core you're done, end of story. Normally best bet in combat is to simply AVOID the people pubstomping and try to damage lower tiered suits. Still, that's not as easy as you make it sound. They get around the battlefield incredibly quickly, and if they even catch a glimpse of you any starter fit will take significant damage even from peeking. Once they get their eyes on you they will chase you down with an unbelievable amount of bloodlust. They don't let people go. And this is if there aren't any proto snipers around. Good luck "bleeding" anything but the inside of your own suit in those scenarios... I'm beginning to think you may be a bit of a masochist, Rattati.
I'm a masochist as well. For god sake I bring a knife to a gun fight.
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Maken Tosch
DUST University Ivy League
11373
|
Posted - 2015.04.03 04:46:00 -
[9] - Quote
https://drive.google.com/file/d/0BzEVPtkJAkmPLXhXMU1RMnI3ME0/view?usp=sharing https://drive.google.com/file/d/0BzEVPtkJAkmPMHc3Q3gzZ25wNGc/view?usp=sharing
I just finished a domination match in Manus Peak. We lost mainly because we were unable to capture and hold the objective. Other than that, no one left. It was the same exact number of players you see in the EOM screen as it was since the beginning. I was surprised to see no one left and everyone on both sides were at the very least pushing for control of the CRU at the top of the pyramid structure. In fact, the CRU seemed like the intended objective the whole time.
Both sides ended the match with 77 clones one side and about 79 or 80 on the other side. It was a very even match in terms of clone count and effort.
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Maken Tosch
DUST University Ivy League
11374
|
Posted - 2015.04.03 04:52:00 -
[10] - Quote
CCP AquarHEAD wrote:Balistyc Farshot wrote:Ok, if everyone hasn't figured it out, CCP is tweaking the settings while looking at all the data for the matches. Give them a break and stay positive.
This is them hearing the radio stations are fuzzy so they are twisting the rabbit ears. You listen and try to tune in to the best it will ever be. Some people will still complain when this is done, but bow down to Ratiti Wheaton because he has yet again made an awesome change we have been begging for since beta. Nice move!!
Overall I hear all of our newer corp members talk about how much better the matches have been. Usually they want to squad up so the vets can even the playing field against other vets but this lets them play on their own when they want to grind.
I am sure we will see the same thing with simple trading. Implement then fine tune.
Please be sure to keep this logic out of FW. The vets need somewhere outside of a PC to fight anyone they want. FW logic isn't touched, and no plan for that in forseeable future either. So enjoy it as always
Thank you.
By the way, HELLO! You look new here... at least for the forums. Time to train up your Forum Warrior Skillbook to Level V!
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Maken Tosch
DUST University Ivy League
11378
|
Posted - 2015.04.03 05:00:00 -
[11] - Quote
Tebu Gan wrote:And as far as getting vet to play vets, man I don't know what's up. But I can tell you, just maybe everyone and your own line of reasoning is a bit off. It's just so unbelievable to me that people leave cause they think there might be a fight involved. It's just too crazy to me, there's gotta be something else going on. I don't know. I personally NEVER check who I'm fighting before hand. A fight's a fight, good players play bad and bad players play good. Never know what you will actually get. I just can't believe that people are leaving because they are up against a fight. Dom and skirm are the worst, ambush tends to keep pretty even team numbers. Yes, though, get that figured out, then figure out how to encourage using a tier of gear worthy of your skill. No rush (cough cough, hurry up fool! ) Splendid job in any case thus far! You are doing great Mr. Wheaton.
Some players just care about their KDR and ISK efficiency too much to the point that it doesn't even matter what map it is. If they' see they are evenly matched, they just leave.
But that's not to say that everyone who leaves is simply like that. Sometimes players experience a bad connection and get disconnected mid match. Sometimes a player in a squad is left behind because teambuilding only allows up to 16 players and thus it becomes annoying to see your third squad lose a player or two because there wasn't enough room for them.
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Maken Tosch
DUST University Ivy League
11378
|
Posted - 2015.04.03 05:43:00 -
[12] - Quote
https://drive.google.com/file/d/0BzEVPtkJAkmPb2F5eWVoMS16bUU/view?usp=sharing https://drive.google.com/file/d/0BzEVPtkJAkmPcEliWGxXUkhKU2M/view?usp=sharing https://drive.google.com/file/d/0BzEVPtkJAkmPWGVRZHlRSVR4dTA/view?usp=sharing
God damn it. My team had one ******* job. We were so close to winning too. All they had to do was fall back and save clones long enough for our MCC to do enough damage against their MCC to destroy it. But no, they just wanted Alpha that badly.
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Maken Tosch
DUST University Ivy League
11379
|
Posted - 2015.04.03 06:29:00 -
[13] - Quote
https://drive.google.com/file/d/0BzEVPtkJAkmPcEg1SW5ITkJIWUE/view?usp=sharing https://drive.google.com/file/d/0BzEVPtkJAkmPbzNpazViLXF0NGs/view?usp=sharing https://drive.google.com/file/d/0BzEVPtkJAkmPQm04cU5yYkd2ZTA/view?usp=sharing https://drive.google.com/file/d/0BzEVPtkJAkmPdjhHNDk4VWZ0NDA/view?usp=sharing
This was just as epic and equally fun. We were falling behind at first when the opposing team took control of the objective and held it, but we kept the pressure on them just long enough for us to capture it. We lost it again but quickly regained it as I helped destroy any enemy uplinks I found on their side in an effort to at least delay their advance. This was on Manus Peak Domination.
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Maken Tosch
DUST University Ivy League
11392
|
Posted - 2015.04.03 15:17:00 -
[14] - Quote
Vrain Matari wrote:Edgar Reinhart wrote:As I have said so far as a lower tier player I've generally been enjoying the matchmaker. Even though I am a low level player and can't really comment on vets matchmaking and experience, as a general thing, making public contracts more of an ISK sink for vets can only be a good thing. I know people who have the SP for proto want to be able to, and feel that they should be entitled to, run it all the time but the fact is that there are two metrics to what you can and can't do in Dust SP and ISK. Having one doesn't mean you have to have the other, and don't forget there are benefits to having, eg Assault Rifle lvl 5 even if you're only using a std/adv version (this is very apparent in lower tier matches currently by the way). Although I agree with saying that epic public battles should pay out epically in general I feel public contracts will benefit from people having to be more ISK aware leading to more people being in the middle ground between the high and low tiers undulating between the two good week to bad. The economy is broken and some people have more money than they'll ever need, BUT this should be being whittled down unless they're keeping it topped up in regular PC. I've not run it before but I know PC needs fixing to be genuinely fun and accessible...... Maybe things like Raids if they come in will help too. FW should stay as a 'run what you brung' arena without the new matchmaking logic. Running proto in public contracts should be a good trade off of Risk vs Reward but the emphasis should, in general, be on the Risk. That is just my opinion and I admit that it may change if I ever get to be in that position and do understand why others won't agree/ feel it is wrong for Dust. Aeon suggested using the special contracts tab for one off missions that offer guaranteed payouts/salvage for those completing the battle. These could also offer an option for regular hardcore proto on proto action as people know the risk from the get go. The gamble here should be MAYBE you'll get more from doing a public contract instead but maybe not. Also I like the reappearance of the idea of variable war points for killing higher tiered suits. Saw something similar floated a year or so ago and assumed it had been discounted. Would discourage people dropping into the lower tier of matchmaking and protostomping (I've mentioned that I had a member of Prima Gallicus running full proto min assault in a match the other night against all noobs and going 65/0) esp if there was an inverse multiplier for suits below your tier too?? That'll do for me today, have a good day all. I'm loving this discussion. I've proposed inverse differential payout for players based on mu ratio before, my experience was that the pub protostompers piled onto the topic in a frothing rage. Proposing the same inverse mechanic with meta level may engender the same response. Now when i propose something i make sure to add a cuttoff to the mechanic so as to protect the cowardly stompers, but it leaves me feeling compromised. From the point-of-view of the corporations paying out on our merc contracts, i feel they would push for a payout structure that rewarded destruction of higher tier resources and also higher mu opponents. A corporate recruiter is not hiring a high mu player to harvest noobs, but rather to stop the harvesting of friendly noobs. The big dogs are there to stop the big dogs and this is certainly how the merc contracts would be written & performance reviewed.
@Edgar
I will admit that my wallet has started to take a dive ever since matchmaking has been fixed. I've been replenishing a lot of my protosuits because I felt I kept needing them to stay ahead of the game. I do have a few standard and advanced setups in case of emergencies, but it looks like those will eventually be my regular fits after a while. XD
@Vrain
I'm a proto player but even I would love to see some inverse tiering of the warpoints as well. This will encourage players to start picking on higher-tier suits. Seeing vets protostomping newbies is pretty pathetic and only shows that the player doing it doesn't have the skill to face off against a vet of equal caliber.
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Maken Tosch
Dust University Ivy League
11404
|
Posted - 2015.04.04 03:42:00 -
[15] - Quote
Soldner VonKuechle wrote:Kaeru Nayiri wrote:Cross Atu wrote:Breakin Stuff wrote:Welp.
Ran a few matches solo. Also ran a match squad with a few psychos. Of dubious yet amusing character.
The matchups were a mixed bag, no stomps. Most of the times I got my ass kicked I was simply using the wrong fit for the maps and opposition.
Matchmaking was remarkably even and not one sided. Had a few blue dots who were able to figure out how to capitalize on my headlong rushes, berserker rages and destructive impulses.
All in all... vastly improved.
Killing proto in quafe is just magical as always.
You're welcome And yes The Snuggle (as well as the duel Quafe insertion) Is Real! I WAS THERE DUST IS REAL DUST WAS THERE I AM REAL
What is real?
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Maken Tosch
DUST University Ivy League
11408
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Posted - 2015.04.04 17:51:00 -
[16] - Quote
Ok, after some more testing on the matchmaking I decided to create a new alt on my account (third slot was empty) that I named TESTDRONE PLZIGNORE.
I wanted to test matchmaking from a new player perspective and see how it went from there.
After jumping into the academy I noticed that everyone I was facing off against was in equal footing as I was and the matches were all pretty even. Not a single team was stomping the other and it seemed like everyone enjoyed themselves. I disregarded my final score in each match because those scores were only the result of years experience playing the game and I knew how each weapon is best used.
But after only 3 matches along with a little more than 5,000 WPs I was immediately taken out of the academy and thrown into public matches where I was then given the option to choose a match type other than domination. I guess the system saw that I was too good playing in an academy and thus moved me over to a higher tier.
So far, 2 defeats and 1 victory. Not bad.
Anyways, I then moved on and selected ambush to see how it goes now that I was moved to a higher tier.
It was a stomp.
At first I was thinking that maybe the system just has not gotten to know me well enough so I went ahead and grind for 7 matches total in ambush expecting that the matchmaker will put into a better game. Unfortunately, I just kept dying and I kept on losing. A lot of the players I was pitted against were in squads and had some beefy guns. I did use some of the AUR weapons I managed to salvage from the previous matches but they were only marginally better given my low SP and hardly any points yet placed into core skills.
So far, 7 defeats and no victory. I think something is wrong here. I'll give it another try for maybe a week to see if it improves. Hopefully it does. If not, I think we got a problem.
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Maken Tosch
DUST University Ivy League
11415
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Posted - 2015.04.04 22:26:00 -
[17] - Quote
As I fight in my main character with tons of SP invested in it, I see balanced matches. However, looking at it from my newbie alt, it's completely different story. What I suspect is going on here is that the matchmaker is accidentally pitting new players against maybe low-tier veterans who are not as good compared to the high-tier veterans, but are still overwhelmingly powerful against a newbie because they happen to have better weapons overall.
Remember, I managed to leave the academy in just 3 matches in a new character. That is nowhere near enough time for a new player to be able to build up enough SP to optimize their fittings.
What I recommend to remedy this problem is to split the academy into two tiers. Low-tier new players would stick around for a while even after grinding (let's say) 20 matches so they can get a chance to build up their SP before moving onto the second tier where they then face off against slightly-better new players for about the same amount of time or maybe longer. By the time they graduate from the academy, they should be able to accumulate enough SP to at least beef up their core skills and maybe some of their guns.
Also, the tutorial system needs to be re-enabled to help the players better understand the game.
A new player should never have to face off against a veteran after just 3 matches in the academy.
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Maken Tosch
DUST University Ivy League
11415
|
Posted - 2015.04.04 22:55:00 -
[18] - Quote
Leither Yiltron wrote:Arkena Wyrnspire wrote:CCP Rattati wrote:On a related "stomp mentality" that I find absolutely pathetic.
Story time:
I was playing as a new character this morning, to try out the lower Mu bracket.
After a while, I start seeing familiar names on the killscreen, going maybe 20/5, which is basically an exit criteria on its own.
I got curious, and looked up the top ranking players on both sides for my matches.
They were ALL alts of veteran players, freshly created today!
Not only that, but I could see all of their second alts, were scheduled for removal.
So tomorrow, they will have a fresh alt, and schedule today's alt for removal.
I am competitive, but what drives players to do this, slaughter players that are in many cases patently helpless?
The Academy is for new players to get their bearings, relatively risk free. Learn the maps, drop an uplink, spawn on uplink, try out the starter fits, scan, and hack.
Whatever, just writing this makes me furious. Just thought I would share that some will go to incredible lengths to grief, or pad their self esteem. What the ****. I'm not condoning the mentality behind this behavior, but your level of shock and disgust is really surprising. You realize you're working for the same company that produced this: https://www.youtube.com/watch?v=VgvM7av1o1Q
That doesn't have anything to do with this. What's being pointed out here by Rattati is the fact that veterans are constantly recycling their alts in an effort to stay in the academy to continue stomping new players into the ground. I spotted a glimpse of this during the 3 matches in the academy when I create a new alt for the sole purpose of comparing matchmaking for new players vs that of veterans. One of the matches had a group of players that seemed to know what they're doing far better than what they were suppose to know as new players. This was evident in their tactics.
If what Rattati is saying is true, then we have a deeper problem than I thought and it's a problem that no amount of proper matchmaking is ever going to fix. So not only are we seeing certain veterans leaving matches when facing against equally-skilled players, we are now seeing veterans doing their very best to stay in the academy while stomping new players. This is damaging.
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Maken Tosch
DUST University Ivy League
11423
|
Posted - 2015.04.05 19:41:00 -
[19] - Quote
Leither Yiltron wrote:[...] Stop using language meant to stereotype. There is a ton of insidious "us" vs. "them" rhetoric going around currently, and I feel like the posts I've seen from you have perpetuated it non-stop. This language is making good conversation about matchmaking and its effects completely impossible, and instead turning into a mutual whine-fest. I'm a "vet", and I've never "cycled alts" to stomp academy players. Nor has the vast majority of people I've ever associated with in Dust, and that is quite a large number. The observation that some tiny insane fragment of the playerbase do something awful is literally the essence of New Eden. [...] This quote has similar themes, and really the theme is similar to all of your posts. If I were playing right now, I would probably be leaving matches- not for my KDR. My KDR has been ticking down for years, IDGAF. Rather, it's because there's absolutely zero fun to me to have to "escalate" my gear and tank my ISK efficiency while still potentially losing a match, all so that I can scrape together the resources to have an enjoyable match. The mountain of confirmation bias coming from MM supporters is monstrous. It's like the preference is to stick fingers in ears and create this rich internal narrative about the "awful veterans" and their "KDR bias" while the "simple player" just tries to "make in-game ends meet". Matchmaking isn't a political jousting match about social inequality. People leave matches because they're not having fun. I've said it once and I'll continue saying it until I'm blue in the face. There are a gigantic mountain of factors which culminate into discouraging players to finish out a Dust match that they're losing. Even if you try to force people to stay in match, they're going to end up sniping. Here are just a few on that list:
- Gear tiers with far too much additional effectiveness as one goes up in tier
- Lack of secondary objectives, which allow entrenched defenders to easily gain and maintain a lead in matches
- Lack of proper dynamic spawning, again allowing entrenched defenders to maintain their positions. Additionally exacerbates the pain of dying, since finding a safe spawnpoint near to the action is hellish
- Map designs that emphasize defensive, CQC play
- Mostly very short range on all credible anti-infantry weaponry
These things are, and have been for the last two years, crippling, glaring flaws in Dust's in-game, public match (even PC match) experience. Their combined effect is to discourage losing teams to fight back if they don't have a sincere chance of turning the match around. Typically, turning a match around takes far more coordination than any public match team is going to exhibit. Even in PC it takes an incredible effort with very low chances of success. Dust is a game that encourages snowball matches in general, and in public matches the gear tiers and incentives further reinforce the issue. Thinking that matchmaking can make up for that is like thinking if you have some really good glue, you can put a shattered pane of glass back together. @Rat in particular, your "I can make the proto guy go 20/1" mentality is incredibly uncommon, and even further it's not even backed up by facts. For years I played with that theme, thinking "man, I'm taking ISK off this high roller" whenever I killed a proto guy. Fact is, there are plenty of people out there who can easily eat the cost of hundreds of proto suits due to PC glitches. It really doesn't matter to them. Meanwhile, spending the match trying to outplay someone not just a little bit, but gigantically so that you can overcome their suit's natural advantage...that's not fun gameplay. Frankly, that's real life. I come to play games for balance, and if I wanted to grind against inequity I would just chalk up those hours to activism instead.
I'm understanding what you mean, but there are is one thing I have to question here that I highlighted in your post.
Then what else would you have me call these people who recycle their alts for the purpose of stomping new players? I'm a veteran as well just like you starting way back from the days of Skirmish 1.0 and I don't recycle alts either. But the fact remains that those who do recycle their alts for the purpose of stomping new players are veterans as well. I don't like this stereotype either but so far it's starting to look true. I have tested out the new player experience with an alt myself just to see and so far I have seen players behave in ways that only a veteran is expected to behave despite being able to play only 3 matches in the academy before the system moved me up to pub matches where I'm back in my own natural habitat.
It pisses me off royally to no end even days later knowing what I saw back there. If you really want the stereotype to end, start with those who recycle their alts just for the purpose of . They're perpetuating it more than me.
On everything else I do agree with you.
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Maken Tosch
DUST University Ivy League
11450
|
Posted - 2015.04.07 03:48:00 -
[20] - Quote
Adipem Nothi wrote: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. Edit: Though it'd still be great if you guys addressed the root causes of players leaving battle.
Which could be any number of reasons including those that are beyond CCP's control such as bad internet on the part of the end-user or the user having to leave early due to [insert real-life issue here]. A lot of times, if you happen to be in the Tunnel/Train map, people will leave early because they made a vow to leave that map already.
Sometimes it could be due to a player who got left behind by his squad and wasn't able to get into a match. Most of the time it's because there can only be 16 players in a team so squeezing in three 6-man squads is impossible without causing two of the players to get left behind. This is something CCP can fix by simply either expanding or reducing the maximum number of players per team to either 18 or 12. Another solution is to reduce squad sizes to 4 so that you can have four 4-man squads in a match. The third option is allow team deploy in a match specifically meant to accommodate such a team.
But inevitably there are those kinds of players who just don't want a challenge and simply chicken out as soon as they see someone on the opposing team can match their skills because they don't care about good fights. They just care about winning at all costs even if the match is perfectly balanced.
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Maken Tosch
DUST University Ivy League
11452
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Posted - 2015.04.07 17:55:00 -
[21] - Quote
Kwartoo wrote:CCP AquarHEAD wrote:We've deployed a fix around refilling, if you still find yourself joining battle like 2 vs 14 or so, let us know, but remember, this is only for Public Contracts. why don't you try to answer my tickets about that .....
Probably because it's better to give results while saying they're working on it in the forums. Also, it's usually not a Dev that responds to you. That would be the job of the GMs.
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Maken Tosch
DUST University Ivy League
11469
|
Posted - 2015.04.09 04:19:00 -
[22] - Quote
E-Rock wrote:CCP AquarHEAD wrote:
Ah... I would say it's some dirty corners in the battle system, our GM and QA had noticed some weird bugs a long time ago, but it's so hard to find a solution or sometimes even reproduce the bug...
Speaking of matchmaking, if you squad up with really really high skill players, then unless there's an equally good squad queueing at the same time, it's doomed to find a battle, because we cannot find 2 balanced teams with enough players... Can you try solo? Is it better?
No. **** that. I personally take offense to that coming from a dev. I was going to cut into you AquarHead, but I erased all of scathing remarks... I have always played this game having a full squad for a myriad of reasons. Would you like me to list some? 1) A well organized squad can single handedly win a skirmish. No question. If you say I'm wrong, your squading with unorganized one or your squad in just terrible 2) Squading with people is a lot of fun. It creates comradeship in your team. 3) Team work is extremely effective in battle 4) this game DC'd people so much that I want to have some people with me in the event that 1 or 2 players gets DC'd, ect. The list goes on, there are no disadvantages to running a squad. I feel that a bunch of the really crappy players that have no corp, no friends, no tactics complain to you devs endlessly that they are facing proto all the time or using some other BS excuse for why they suck and you nerffed matchmaking for these people that don't know how to play, use the same scrub tactics over and over, get countered, a whine and cry when they repeatedly get killed, and can't see this game for what it is: a tactical wargame that requires dicipline, situational awareness, some skill, and a thrist to win a ****ing game that a lone Ramboesqe mercenary cannot win. Now I'm being told to play solo?!?! Is this guy serious?
He was just saying that there might be a fault somewhere in the battle system. He also said said that because there are just so few players available, it's hard to find a balanced match based on the squad you're in if you happen to be with vets in your squad. Have you tried squading up with other players of your tier and see you might get better matches?
Also, he was just making a suggestion about going solo to give it a try. Nothing wrong with doing that. I have been going solo for a long time now and so far I have not had much problems with matchmaking recently with only some minor exceptions. However, it seems to me that there might be a problem with mid-tier players finding a good match. Players in the low and high tiers seem to have less problems compared to mid-tier. At least that's what me and one other player think so far.
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Maken Tosch
DUST University Ivy League
11470
|
Posted - 2015.04.10 05:28:00 -
[23] - Quote
CELESTA AUNGM wrote:CCP AquarHEAD wrote:Kinyuhk Goluhh wrote:1. I just seem to find em all. So it encourages people to be bad or be thrown in with Vets using gear suited for fighting low ranks. Nice. CCP AquarHEAD wrote:4. When fighting against higher ranking players, if you lose, it's kind of expected, so you won't lose much ranking, but if you win, your ranking would increase by a lot, so losing a few matches because of vets isn't that much of an issue from ranking point of view. Of course it's expected that I lose, I'm not saying I should win, I'm saying I don't wan't the "opportunity" to try and beat them. You replaced "skill" with ranking..now I'm confused..I think I want to say I don't wan't the chance at higher ranking by fighting Vets, I want the ranking for fighting my own low ranks so I can actually enjoy the video game I'm playing. *Intense staring* :D I don't know how you interpret it to this, what I'm saying is the player's true ranking will be corrected as they play more matches, it's not about "encourages people to be bad", it's about if the ranking is not reflecting his real skill, it will be corrected. Skill is an abstract definition, and we realized it by representing it as "ranking", I just don't want to confuse it with skill points. GǪUmmm. I know we live in a world obcessed with the "transparency" ideal. But I think the ultimate proof of the matchmaking experiments the Devs are coming up with (and, yesGǪthey seem to be a fun improvement) will be for the final structure of the "matchmaking" to be JUST LIKE THE "Aim Assist" system. Meaning, ---It will be SO fluidly "in the background", that players no longer will sense that it's working for them, and how well it's working. --It, like the "Aim-Assist", will work better when players DO NOT learn the full details of what it's measuring-----so as to minimize any players starting right away to try to circumvent it. No offense, Devs, but please don't give it all away. You have a promising mechanic going on here, and I'd like to see it succeed. We are PS3 Dust Players, and we're not at all as benign and harmless as you think we are. Seriously, sometimes keeping your lips closed about some areas of a new invention is BETTER. Pretty-Pleeeassee
Yet people go around wanting to know how exactly it's working. People just can't seem to make up their minds.
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Maken Tosch
DUST University Ivy League
11470
|
Posted - 2015.04.10 05:32:00 -
[24] - Quote
IAmDuncanIdaho II wrote:
Yes they deserve a balanced battle, but if that is not possible inside an expected duration, surely they deserve a battle instead of an error and then having to queue again, without any idea how long it's going to take. At the end of the day they want a fight, and Scotty has to serve up the best opposition he can find.
Also if I've read you right, the Scotty error is not actually an error on these occasions, it's that a timer elapsed. That message should reflect what just happened - right now I bet everyone thinks it's a bug rather than there's nobody of your rank to fight.
With that knowledge, if that is the case, then shouldn't that squad be able to split into two equal parts (how the mercs in squad are going to know what that is I do not know) and guarantee a battle? Albeit against each other? Perhaps then there's some options that could be suggested there.
I agree that if the issue with Scotty is the timer, the error message should reflect that so players can get a better idea of what's going on. From the looks of things, matchmaking will get better if we can somehow get more players to join the game.
I'm not saying CCP should go out and do full marketing since I don't feel that Dust is ready for that again. Not yet at least. We just need to have the players convince new players to join and stay in the meantime.
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