|
Author |
Thread Statistics | Show CCP posts - 44 post(s) |
STYLIE77
KILL-EM-QUICK Rise Of Legion.
501
|
Posted - 2015.04.02 01:55:00 -
[1] - Quote
That is hilarious... just look at the PC corps on the side that stayed.
http://caughtyouflinching.ytmnd.com/
|
STYLIE77
KILL-EM-QUICK Rise Of Legion.
501
|
Posted - 2015.04.02 02:08:00 -
[2] - Quote
Thor Odinson42 wrote:STYLIE77 wrote:That is hilarious... just look at the PC corps on the side that stayed. Something has to give. This just wouldn't have happened a year ago. I don't understand why droves of players just derp around solo and expect it to be easy. Does Dust attract entitled personalities?
Absofukinlutely.
http://caughtyouflinching.ytmnd.com/
|
STYLIE77
KILL-EM-QUICK Rise Of Legion.
502
|
Posted - 2015.04.02 02:16:00 -
[3] - Quote
CCP Rattati wrote:Adipem Nothi wrote: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. Most people play games to have fun. There's nothing fun about lopsided matches, so people aren't playing them; trying to force players to play simply won't work. There are better ways to address this. 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
#Devhax
http://caughtyouflinching.ytmnd.com/
|
STYLIE77
KILL-EM-QUICK Rise Of Legion.
506
|
Posted - 2015.04.02 06:36:00 -
[4] - Quote
Just spent the night working on missions on many accounts.
One account has 600,000sp and was fighting against veteran players for some reason.
Apparently the small time I played on it I must have done pretty well.
Aside from that, all the other accounts seemed to be pitted against groups that were on paper equally skilled.
The high SP accounts (20mil SP +) saw most matches ending with 6-10 players on either side.
The mid and low SP accounts saw most matches ending with 12+ players on each side and not one instance of redlining.
That is not to say that some matches ended up with clone counts of 20 vs 100 ect, but that was usually due to a few guys that obviously were in the wrong weight class.
Most of my waits for battles were under 3 minutes which is fine for me, as a MAG veteran I used to wait 30-35 minutes for a domination match.
I am willing to wait up to 5-7 minutes if that allows the queue to set up full evenly balanced teams.
From a New Player Experience perspective this change will definitely help the new player attrition rate and grow our playerbase.
As a veteran, I can say that the longer wait times and squads backing out of almost every match is a pain in the ass.
Until word spreads that they are not going to be able to dodge other proto squads and stomp on new players all day... the long waits and low player count at the end of match won't change.
http://caughtyouflinching.ytmnd.com/
|
STYLIE77
KILL-EM-QUICK Rise Of Legion.
506
|
Posted - 2015.04.02 06:54:00 -
[5] - Quote
CCP Rattati wrote:STYLIE77 wrote:Just spent the night working on missions on many accounts.
One account has 600,000sp and was fighting against veteran players for some reason.
Apparently the small time I played on it I must have done pretty well.
Aside from that, all the other accounts seemed to be pitted against groups that were on paper equally skilled.
The high SP accounts (20mil SP +) saw most matches ending with 6-10 players on either side.
The mid and low SP accounts saw most matches ending with 12+ players on each side and not one instance of redlining.
That is not to say that some matches ended up with clone counts of 20 vs 100 ect, but that was usually due to a few guys that obviously were in the wrong weight class.
Most of my waits for battles were under 3 minutes which is fine for me, as a MAG veteran I used to wait 30-35 minutes for a domination match.
I am willing to wait up to 5-7 minutes if that allows the queue to set up full evenly balanced teams.
From a New Player Experience perspective this change will definitely help the new player attrition rate and grow our playerbase.
As a veteran, I can say that the longer wait times and squads backing out of almost every match is a pain in the ass.
Until word spreads that they are not going to be able to dodge other proto squads and stomp on new players all day... the long waits and low player count at the end of match won't change. Thanks for the work and update. This is in line with what we are expecting. Once the system has run for a few weeks, the heavyweights will graduate to the upper bracket, and vice versa. In a few threads, the idea of a "leave ratio", that starts at 1, but deteriorates if you leave, goes up to 2(?) if you always complete, and is a multiplier on rewards, just for pubs could work as an incentive to keep players in battles at all times. That begs the question, are the protosquads dropping because their KDR will suffer, or ISK. Something tells me that KDR is more important.
Mainly KDR imo, a bit of ISK but most of these guys have plenty of ISK they just don't want to play vs players they know they can't beat.
Most of the guys backing out in the matches I was in didn't want to fight a few small squads or a full squad of recognized PC corps.
If you have a way to track it, just watch Outer Heaven and Nyain San squads and watch how many other corp squads back out when they see them in the beginning of the match.
Had they stayed they would have to go full proto and treat the match like a PC battle, and they would lose around 1 million - 3 million isk and still lose the match... so they leave to save face, save kdr, and save isk.
Having played them in PC most veterans know who they can and cannot beat.
Most of the backing out is positively cherry picking opponents to increase W/L and KDR results which of course translates into better ISK efficiency.
http://caughtyouflinching.ytmnd.com/
|
STYLIE77
KILL-EM-QUICK Rise Of Legion.
512
|
Posted - 2015.04.03 09:05:00 -
[6] - Quote
CCP AquarHEAD wrote:Vrain Matari wrote:Kain Spero wrote:So, I was brainstorming ideas about the whole leaving match issue.
Why not just keep putting the people that leave back into that same match until they get the idea?
Flag their MU rating as a squad. If they left because they needed to pick up someone then their MU rating will have changed.
If they left battle because they needed to log off for a bit it wouldn't effect them.
BUT... if they left because they thought the fight was going to be too hard just keep putting them back in that same match. Like it. A lot. Plus thinking about those squads getting dumped back into the match they ran away from makes me giggle like a matari schoolgirl. May work, but what if when they left some other players got refilled into this battle, then we can't just simply lock those left to an unjoinable battle - because it's now full - I would rather first fix the issue where a squad quit because of a single member didn't make it. That being said, we would try all means that could possibly fix problems and we could work out together the best way for DUST.
Have a like, cuz your name sounds like Air Head.
NewDev hazing aside...
I have noticed two common things that lead to a squad member being left behind.
- They are still in the battle server of a previous match looking at the End Of Match screens
For some reason it may pull others into the new deployment but sometimes one player is returning to the lobby or idling on the EOM screen and they do not get pulled into the next match.
- Squad was in queue and then cancel out due to a player joining the squad while in the queue
Despite cancelling out and then rejoining the queue the new squad member is left behind.
Suggestions:
- Lock out squads that are in queue and add a message to players "Cannot Join Squad In Queue"
We already have an error message which is something like "Cannot join squad currently deployed"
In this way the player can tell others to back out so he can join.
- Do not allow squad leaders to join queue until all players are removed from previous battle
Often the squad leader will return to quarters asap after a finished match and immediately queue up for another match.
Either block the squad leader from joining queue, or auto remove the other players when he does so adding a delay in the background which allows enough time for all the players to be removed.
If stats are important they can verbally tell the squad leader to wait or check out "Last match" while in queue.
http://caughtyouflinching.ytmnd.com/
|
STYLIE77
KILL-EM-QUICK Rise Of Legion.
513
|
Posted - 2015.04.03 09:11:00 -
[7] - Quote
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.
Last night I ran solo on multiple alts, tonight I ran on my 60 mil sp main.
All of the fights I had were winnable except one on the train map.
Won a few lost a few, but they were close.
I ran a 4 to 6 man squad and did not see any redlining as to be expected in a squad.
Train map is a problem as many squads just back out as Corp Policy now, one match it was my 5 man squad and 2 randoms vs 15 players on the other team due to people backing out.
Scottie put a 4 man squad and several single players back in my match on the train map around the time that we had 3/4 armor left and they all just backed right back out.
We were actually close on clones right up till the end despite being outnumbered 2 to 1.
Out of 6 matches I played 3 were on the train map, 2 were back to back train map.
The other fights were very close and challenging. No complaints there.
http://caughtyouflinching.ytmnd.com/
|
STYLIE77
KILL-EM-QUICK Rise Of Legion.
514
|
Posted - 2015.04.03 10:00:00 -
[8] - Quote
CCP Rattati wrote:Henrietta Unknown wrote:I've always wondered why WP's value weren't given out on a tiered basis.
50 WP for MLT/STD, 100 WP for ADV, 150 for PRO. Would shrink protoplayers' payouts/SP if they grab mainly easy kills, and would reward other players for taking a stand and trying to deal losses to the stompers instead of cowering to save ISK, since more WP = more ISK of course. EVen better if there is a "killed by STD", 200 WP for killing Proto in Militia ;) I have never seen or thought this myself. Very excited by this, will evaluate.
You have changed the pay out for the Nanite Injectors rewarding players for reviving with higher tier gear.
You already have the suits ranked by meta.
Group the ranks into tiers.
WP modifier applied for kills based on meta tier.
Kill same or lower tier no change.
Kill higher tier and a modifier is applied.
Example:
STD meta kills a Starter fit. 50wp (no change)
Starter fit kills STD meta +50% modifier or 75wp (+25wp)
Starter fit kills Adv meta +75% modifier or 87wp (+37wp)
Starter fit kills Proto meta +100% modifier or 100wp (+50wp)
Starter fit kills Officer meta +200% modifier or 150wp (+100wp)
Or something like that.
Keep it off the vehicles tho, as I make enough points as is on those.
http://caughtyouflinching.ytmnd.com/
|
STYLIE77
KILL-EM-QUICK Rise Of Legion.
550
|
Posted - 2015.04.14 22:49:00 -
[9] - Quote
CCP AquarHEAD wrote:As promised, we've mini updated the mini update again to allow some slightly unbalanced battles to happen for those who waited long enough.
We've also noticed currently the engine may have problems dealing with some players in special circumstance, we'll fix that in a recent update as well.
I suggest keeping the match maker logic for the new players, however...
For the veterans you should widen the parameters to allow for matches to start off 16 vs 16.
Another issue cropping up here is perception from players that are not watching the forums closely.
https://forums.dust514.com/default.aspx?g=posts&t=199120&find=unread
In that thread a veteran returns to Dust to find half empty matches...
He sees a dying game that doesn't have enough players to even fill a match.
I would get ahead of that by filling these matches up.
Many players have no idea about the new match making and they see these half full games as a sign of a dying playerbase so they just move on to other games.
Troubling to be honest...
http://caughtyouflinching.ytmnd.com/
|
STYLIE77
KILL-EM-QUICK Rise Of Legion.
553
|
Posted - 2015.04.15 01:38:00 -
[10] - Quote
Adipem Nothi wrote: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 misinterpreted as death throws. May not be a bad idea to communicate to players that matchmaking is being retuned.
Well here is another issue, most of the games I play now... both teams lose less than 50 clones.
Reason: YOU CAN"T FIND ANYONE TO SHOOT.
These maps are huge, 7 vs 9 just doesn't work on these maps.
http://caughtyouflinching.ytmnd.com/
|
|
|
|
|