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Thread Statistics | Show CCP posts - 44 post(s) |
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CCP Rattati
C C P C C P Alliance
19417
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Posted - 2015.04.01 15:05:00 -
[1] - Quote
Dear players,
I want to give a short update on what's happening with Matchmaking.
TLDR; it's working, and it's definitely pitting similar players together. We will share more data once we have collected a full 24 hour cycle from DT to DT.
There is a slight increase in queue time, but that was intended as we are certain players will want to wait up to 120 seconds for a good match, instead of 45 for a bad one. Compared to competitors and ladder/ranked gameplay games like BF/LoL, waiting time can be up to 10 minutes in the higher brackets. Again something we can tune, from now on.
We have been messing around with settings all day and none of them have broken anything, the logic is very stable and issue-free.
We are tuning the minimum teamsize to start games, and also the status of a running game, and whether to refill or simply let it die since it is already lost. There is an unresolved issue of big strong squads leaving battles. If this continues, we may have to figure out a way to "stop" that behaviour.
A few reports of uneven sides, which is to be expected.
Complaints of redlining are 1) anecdotal, if we trust our metrics, and 2) will continue to happen, just not as often against new players. The logic uses a Mu_threshold to split the playerbase into two queues, above and below that Mu_threshold. Players below should NOT be fighting players above, unless in extreme cases such as absolutely no other players can be found to start a new battle, or no eligible refill battle can be found.
I look forward to sharing more data, such as average Mu variation per battle, showing that more similar Mu players are fighting each other, and hopefully, that the winning margins are overall getting lower. That is the real indicator of more balanced matches, that the winning Ambush team was on average less clones than before, and the winning Skirm/Dom team, has less MCC health remaining, indicating that the match was closer than before.
Happy hunting
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Jack Boost
Zarena Family
718
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Posted - 2015.04.01 15:07:00 -
[2] - Quote
good...
Not much time left...
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Joseph Ridgeson
WarRavens
3571
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Posted - 2015.04.01 15:09:00 -
[3] - Quote
So now my little ego is going to be shattered by being not being put up against the super players...
Leave it to a DUST player to find SOMETHING to cry about!
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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CCP Rattati
C C P C C P Alliance
19423
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Posted - 2015.04.01 15:14:00 -
[4] - Quote
Joseph Ridgeson wrote:So now my little ego is going to be shattered by being not being put up against the super players...
Leave it to a DUST player to find SOMETHING to cry about!
If you are "truly" better and close to the threshold, you will quickly graduate to the upper bracket by winning matches, and vice versa, if you were unluckily good as a new player, you may end up dropping (safely) to the lower bracket.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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tal mrak-thanl
Aethan Dor
319
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Posted - 2015.04.01 15:16:00 -
[5] - Quote
Last night I went hardcore slayer in several 24 man matches. I'm not a 20/1 guy, but that happened. I kept thinkng 'something is wrong here...' |
Hysanryu Brave
Random Gunz Rise Of Legion.
51
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Posted - 2015.04.01 15:16:00 -
[6] - Quote
07, thanks for the work ratatti, looking forward to WL1.1
"NAH" - Quote Rosa Parks, 1955
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ROTFL
Crux Special Tasks Group Gallente Federation
3
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Posted - 2015.04.01 15:17:00 -
[7] - Quote
3 vs 10 last night..... epic fail (lost) |
thehellisgoingon
MONSTER SYNERGY
393
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Posted - 2015.04.01 15:19:00 -
[8] - Quote
Sometimes when we deploy a 6 man squad one of us won't make it in. Scotty i guess. So we all back out and queue up again. This is not mercs purposely leaving because of the train map being 6/10 maps we play.
If I play solo and I leave it's because I have better things to do then help worthless mercs win when they don't even try. Or I gotta poop. |
The Dark Cloud
Negative-Feedback.
4244
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Posted - 2015.04.01 15:20:00 -
[9] - Quote
You wont stop squads leaving matches cause they actually face competition. Alot of players dont want competition they just want to stomp the bad players into the ground. And if you are at it reduce the Faction Warfare minimum team size down to 8 so that FW actually could happend. Its a psychological effect cause when players see 0:00 timers they wont let the que run but if they actually see that they are beeing given a estimated time or actually get deployed in a match thats allready in progress people might be inclined to wait/play FW.
I make the scrubs scream and the vets cry.
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xxwhitedevilxx M
Maphia Clan Unit Pwnycorn
3042
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Posted - 2015.04.01 15:25:00 -
[10] - Quote
Oh...don't think it will change much on EU battle server, good to know it's working!
Guinea Dust Bunnies are watching you, CCP Rouge.
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Maiden selena MORTIMOR
Amarr Templars Amarr Empire
466
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Posted - 2015.04.01 15:26:00 -
[11] - Quote
CCP Rattati wrote:Joseph Ridgeson wrote:So now my little ego is going to be shattered by being not being put up against the super players...
Leave it to a DUST player to find SOMETHING to cry about! If you are "truly" better and close to the threshold, you will quickly graduate to the upper bracket by winning matches, and vice versa, if you were unluckily good as a new player, you may end up dropping (safely) to the lower bracket. What's the new matchmaking based on
mortedeamor ....i'm her slave because Amarrians are the best in the sheets #stamina
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shaman oga
Dead Man's Game
4245
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Posted - 2015.04.01 15:34:00 -
[12] - Quote
Most of the match i've played were 10 vs 10 more or less, this is good imo, less people better frame rate. The MM seem to work well in skirm/dom but not in ambush.
Question: what happen to mixed squad of new and old?
Pimp my Barge
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Union118
Heaven's Lost Property
519
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Posted - 2015.04.01 15:34:00 -
[13] - Quote
CCP Rattati wrote:Dear players,
I want to give a short update on what's happening with Matchmaking.
TLDR; it's working, and it's definitely pitting similar players together. We will share more data once we have collected a full 24 hour cycle from DT to DT.
There is a slight increase in queue time, but that was intended as we are certain players will want to wait up to 120 seconds for a good match, instead of 45 for a bad one. Compared to competitors and ladder/ranked gameplay games like BF/LoL, waiting time can be up to 10 minutes in the higher brackets. Again something we can tune, from now on.
We have been messing around with settings all day and none of them have broken anything, the logic is very stable and issue-free.
We are tuning the minimum teamsize to start games, and also the status of a running game, and whether to refill or simply let it die since it is already lost. There is an unresolved issue of big strong squads leaving battles. If this continues, we may have to figure out a way to "stop" that behaviour.
A few reports of uneven sides, which is to be expected.
Complaints of redlining are 1) anecdotal, if we trust our metrics, and 2) will continue to happen, just not as often against new players. The logic uses a Mu_threshold to split the playerbase into two queues, above and below that Mu_threshold. Players below should NOT be fighting players above, unless in extreme cases such as absolutely no other players can be found to start a new battle, or no eligible refill battle can be found.
I look forward to sharing more data, such as average Mu variation per battle, showing that more similar Mu players are fighting each other, and hopefully, that the winning margins are overall getting lower. That is the real indicator of more balanced matches, that the winning Ambush team was on average less clones than before, and the winning Skirm/Dom team, has less MCC health remaining, indicating that the match was closer than before.
Happy hunting
Bout time. SLACKER!
Starter Fit Suits are OP :-)
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Kain Spero
Negative-Feedback.
4922
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Posted - 2015.04.01 15:39:00 -
[14] - Quote
Yeah, I've been seeing full squads leave battle and then we end up with 12 v 3.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Maken Tosch
DUST University Ivy League
11337
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Posted - 2015.04.01 15:40:00 -
[15] - 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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1913 DfLo
ScReWeD uP InC Smart Deploy
336
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Posted - 2015.04.01 15:43:00 -
[16] - Quote
Sweet o7
We're ScReWeD uP
New To Dust? Sign Up
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Joseph Ridgeson
WarRavens
3573
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Posted - 2015.04.01 15:43:00 -
[17] - Quote
CCP Rattati wrote:Joseph Ridgeson wrote:So now my little ego is going to be shattered by being not being put up against the super players...
Leave it to a DUST player to find SOMETHING to cry about! If you are "truly" better and close to the threshold, you will quickly graduate to the upper bracket by winning matches, and vice versa, if you were unluckily good as a new player, you may end up dropping (safely) to the lower bracket. d'aww, I was just joking Rattati. It is the forum dance. We ask for a cupcake, you deliver a cupcake, we cry that there is no cherry on it.
Here's hoping matchmaking makes for better games. In truth, it is important for everyone at every level as it evens out the teammates. Perhaps the days of the 'super blueberry' are numbered as the group as a whole starts to get matched with people of closer tiers.
Nice work there Mr. CCP Man. Go enjoy a good cookie and then come back so we can shoot your characters in the face with a multitude of weapons!
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Flint Beastgood III
GunFall Mobilization
1555
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Posted - 2015.04.01 15:54:00 -
[18] - Quote
TODAY: Every queue has been in excess of 4-5mins, regardless of game mode. Every match has had a poor player count and poor match outcome. Yes, the teams are more balanced in terms of skill and ability but we need full teams.
I'll need to see what it's like over the weekend.
We need to hear from the lower tier guys....
Rare Item Trades
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byte modal
151
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Posted - 2015.04.01 15:59:00 -
[19] - Quote
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)
kitten bacon taco (nom)
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Maken Tosch
DUST University Ivy League
11338
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Posted - 2015.04.01 16:03:00 -
[20] - 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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DR DEESE NUTS
13
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Posted - 2015.04.01 16:03:00 -
[21] - Quote
Well at least now the new players have a chance.
The USS m`dick
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Maken Tosch
DUST University Ivy League
11338
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Posted - 2015.04.01 16:03:00 -
[22] - 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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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2604
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Posted - 2015.04.01 16:08:00 -
[23] - Quote
@ Rattai: sounds good on all points.
-The protostomping kdrwhoring squades are leaving battles, this is the same group who cry vocally on the forums anytime a suggestion is made to balance the power of vets/squads vrs. noobs in pub matches.
-Once things are settled and you've found a happy place for the parameters of the matchmaker, i really like the idea of the mu threshold being 'soft' in an upward direction, meaning that the matchmaker would be reasonably willing to put better low mu players in a high mu match. In the long run it will help players to more accurately calibrate their expectations of where the endgame gamplay is at.
PSN: RationalSpark
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Luther Mandrix
WASTELAND JUNK REMOVAL
465
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Posted - 2015.04.01 16:10:00 -
[24] - Quote
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 |
tal mrak-thanl
Aethan Dor
321
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Posted - 2015.04.01 16:12:00 -
[25] - Quote
I haven't queued longer than 120 seconds in 3 pub matches this AM. |
DR DEESE NUTS
15
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Posted - 2015.04.01 16:15:00 -
[26] - Quote
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 We totally need that new stat.
The USS m`dick
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Peter Hanther
Kottentale Solutions
77
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Posted - 2015.04.01 16:16:00 -
[27] - Quote
CCP Rattati wrote:Dear players, ...There is an unresolved issue of big strong squads leaving battles. If this continues, we may have to figure out a way to "stop" that behaviour...
I wonder if you are able to pull the names of those people and send them a survey on why they are doing that.
Just curious how many would respond and what lie they would give for it
How can Kottentale Solutions help you?
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DR DEESE NUTS
15
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Posted - 2015.04.01 16:17:00 -
[28] - Quote
The new match making might seem weird but just give it a week so it's a bit more stable.
The USS m`dick
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7th Son 7
BLITZKRIEG7
681
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Posted - 2015.04.01 16:18:00 -
[29] - Quote
Thank you baby Jesus
Always mystify, mislead and surprise the enemy if possible........--- Stonewall Jackson
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byte modal
151
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Posted - 2015.04.01 16:19:00 -
[30] - Quote
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 :)
kitten bacon taco (nom)
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