Pages: 1 2 3 4 5 6 7 [8] 9 10 11 12 13 14 15 16 17 18 19 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 44 post(s) |
DeathwindRising
ROGUE RELICS
952
|
Posted - 2015.04.02 06:21:00 -
[211] - Quote
Vrain Matari wrote:DeathwindRising wrote:
A long time ago, eve online mission agents were divided into tiers of quality. Higher quality agents paid more isk. The requirements for access to higher quality agents was based on personal standing with said agents.
What if we could place EOM rewards on a system where rewards be reduced or increased? For players that team kill or leave matches early, they would soon find themselves with reduced rewards. Playing and completing matches would increase you're standing or security status and grant you increased rewards over time.
A limit could be allowed so players could quit a match if needed or if they're disconnected due to some other reason. Say the limit is once per every 4 hours you can quit a match early without being penalized.
It works and it's immersive. Since we can't choose the corporations we fight for it's a little different in Dust. It's more like the New Eden Corporations are hiring out of a merc 'union hall'. We're really starting to feel the lack of a contract system in Dust. It would answer a lot of the game's needs in a completely immersive fashion, and if built with an eye to the future could eventually be our primary content generator.
Player contracts would be awesome! I feel like a lot could be done breath life into the game again once we get to generating content again |
|
CCP Rattati
C C P C C P Alliance
19569
|
Posted - 2015.04.02 06:28:00 -
[212] - Quote
We are still doing experimentation, and are now increasing the refill ratio (which is also a factor of not being put into a lost battle), you can't have it both ways guys
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
STYLIE77
KILL-EM-QUICK Rise Of Legion.
506
|
Posted - 2015.04.02 06:36:00 -
[213] - 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/
|
|
CCP Rattati
C C P C C P Alliance
19571
|
Posted - 2015.04.02 06:41:00 -
[214] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Zaria Min Deir
0uter.Heaven Back and Forth
1285
|
Posted - 2015.04.02 06:48:00 -
[215] - Quote
CCP Rattati wrote:We are still doing experimentation, and are now increasing the refill ratio (which is also a factor of not being put into a lost battle), you can't have it both ways guys Sure, we can... there has to be some sort of a cut off line though Frankly, replacing a squad (or more) that left at the very beginning of a battle =/= putting people into a match that is already over. Furthermore, I don't consider, say a dom, where one MCC is barely into armour and the other has most of its shields to be "almost over" or "lost", there is still time to turn it around, if the team is willing to try (assuming no catastrophic clone losses on either side). I do consider a dom where the blue MCC has 2 ticks of armour and the objective is red to be more than over. There is quite a difference between putting new players into the two, yes?
That latter scenario seems to primarily happen if queued solo... is the matchmaker simply more easygoing with putting solo players where ever they fit, than whole squads?
Also, is it possible to tweak the matchmaker so, that once a battle has started, it would be less strict? As in, if a battle loses players at the very beginning, it would primarily try to find a squad (or squads) of roughly appropriate size to replace those players, maybe on a widened "scope" so to speak? Or, at the very least, try to put more players in at least within the first few minutes of the battle, length depending on the game mode, obviously.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
|
STYLIE77
KILL-EM-QUICK Rise Of Legion.
506
|
Posted - 2015.04.02 06:54:00 -
[216] - 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/
|
Wilhelm Klingspor
DUST University Ivy League
853
|
Posted - 2015.04.02 07:04:00 -
[217] - Quote
CCP Rattati wrote:We are still doing experimentation, and are now increasing the refill ratio (which is also a factor of not being put into a lost battle), you can't have it both ways guys
We are being experimented upon?
But seriously, i hope this works, A longer waiting time is no problem if i am put in a event match. Waiting 2 minutes to see an MCC explode is far worse so i heartily approve of it.
Also, aside from people making new char's and Militiastomping the crap out of nublets, i think 1 academy per account is a great idea. Do lengthen the time in academy though. I think the " i have no idea what i'm doing " time of a new player ( speaking also for myself back in the day) is a bit longer than it is now.
and, about the leaving of the battles, is there a way of differentiating between a disconnect and a voluntary leave of the battle? A penalty for this in terms of reward is great for this i think. we're mercenaries after all. But maybe an SP or a waiting time penalty is better.
GûæGûæGûæGûæGûæGûæ DON'T PANIC GûæGûæGûæGûæGûæGûæ
|
Iron Wolf Saber
Den of Swords
19086
|
Posted - 2015.04.02 07:10:00 -
[218] - Quote
DeathwindRising wrote:
A long time ago, eve online mission agents were divided into tiers of quality. Higher quality agents paid more isk. The requirements for access to higher quality agents was based on personal standing with said agents.
What if we could place EOM rewards on a system where rewards be reduced or increased? For players that team kill or leave matches early, they would soon find themselves with reduced rewards. Playing and completing matches would increase you're standing or security status and grant you increased rewards over time.
A limit could be allowed so players could quit a match if needed or if they're disconnected due to some other reason. Say the limit is once per every 4 hours you can quit a match early without being penalized.
This was removed for various reasons.
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
|
|
CCP Rattati
C C P C C P Alliance
19572
|
Posted - 2015.04.02 07:11:00 -
[219] - Quote
Zaria Min Deir wrote:CCP Rattati wrote:We are still doing experimentation, and are now increasing the refill ratio (which is also a factor of not being put into a lost battle), you can't have it both ways guys Sure, we can... there has to be some sort of a cut off line though Frankly, replacing a squad (or more) that left at the very beginning of a battle =/= putting people into a match that is already over. Furthermore, I don't consider, say a dom, where one MCC is barely into armour and the other has most of its shields to be "almost over" or "lost", there is still time to turn it around, if the team is willing to try (assuming no catastrophic clone losses on either side). I do consider a dom where the blue MCC has 2 ticks of armour and the objective is red to be more than over. There is quite a difference between putting new players into the two, yes? That latter scenario seems to primarily happen if queued solo... is the matchmaker simply more easygoing with putting solo players where ever they fit, than whole squads? Also, is it possible to tweak the matchmaker so, that once a battle has started, it would be less strict? As in, if a battle loses players at the very beginning, it would primarily try to find a squad (or squads) of roughly appropriate size to replace those players, maybe on a widened "scope" so to speak? Or, at the very least, try to put more players in at least within the first few minutes of the battle, length depending on the game mode, obviously.
There are quite a few edge cases, and polish we are trying get done, but overall, you are on the right track and we agree.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
jade gamester
Dead Man's Game RUST415
229
|
Posted - 2015.04.02 07:39:00 -
[220] - 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. kdr means so much to a large percentage of this game, which is dissapointing honestly, when playing domination or skirmish players are happy to sacrifice the win for there kdr most veterans have unlimited isk
exposedsquad
|
|
G Clone
Amarr Templars Amarr Empire
34
|
Posted - 2015.04.02 07:57:00 -
[221] - Quote
@Ratatuille: While not explicitly "Matchmaking", could you simply add a message about "Leaving the battlefield early has been noted on your permanent records" in case people/squads leave before the match has ended? Simply something that shows up, when back int he merc quarter, on-screen.
This would be enough to make some people less inclined to leave matches. |
Deathviper420
research lab
7
|
Posted - 2015.04.02 08:56:00 -
[222] - 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
The matchs have been great today , besides people leaving battle . On that note what about adding a sp penalty for leaving battle , say 100k or 250k . Cause it has to be something that would discourages them from leaving . I know that sometimes scotty screws 1 person in the squad , most off the time when that happens to the squads i run with we cancel deployment . |
Mregomies
Beer For Evil Mercs
369
|
Posted - 2015.04.02 09:34:00 -
[223] - 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. Oh my lord! I joined battles with the best mercs in DUST514 last night! I'm so proud of my self. I don't consider my self as "the elite merc"
Suomi, Finland, PERKELE!
Logibro
Logibro2
|
Haerr
Negative-Feedback. Negative-Feedback
2683
|
Posted - 2015.04.02 09:39:00 -
[224] - Quote
Someone suggested that you change the button for cancelling queue from O to +ö. I think this is a good idea. If you can also make the squad 're-queue' automatically when someone joins and/or leaves the squad, or if you make it so that anyone that joins the squad is automatically put into the queue with the rest of the squad that would be awesome.
There also _needs_ to be a lore reason for matchmaking... (Oh, I something, something money, come on give me lots of honey.)
Someone also mentioned the idea of a reward for 'sticking it out', perhaps a high 'doesn't leave battles' rating would entitle mercs to demand that their employers reimburse them part of the value of the fittings that they lose in battle? Since it would only mitigate part of the ISK loss it wouldn't be directly exploitable. (It would have to be less than on par with simply selling the things & stuff.) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7776
|
Posted - 2015.04.02 09:58:00 -
[225] - Quote
I haven't had a chance to log in since the new logic dropped but I have been hearing about 6v10 matches that were more or less close, even fights.
Whatever the hell you guys are doing? Apparently your anal retentive microdetail obsession with math is doing something right, assuming I'm not being fed a line of crap.
HOpefully I don't get dropped in with the low brackets. I know I suck at most of the game but fighting newbies is never fun. Especially newbies trying to learn to use a vehicle properly.
I take great joy in pasting goos tankers but... not some battle academy kid just learning.
Just how fast do you expect the overlap separate themselves from tge wrong queues?
If you fixed the matchmaking, that's the oldest, festering wound DUST has. Stitching that up is a big step. Here's hoping your matchmaker stays stable and improves the quality of battle.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7776
|
Posted - 2015.04.02 10:11:00 -
[226] - Quote
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?
if you kill me in an AV fit I lose 150k ISK, which I've already written off as a loss the instant I spawn.
Allow me to offer that I don't give the tiniest f**k how much that kill costs. You pays your money , you takes your chances. If you deploy a 200k ISK dropsuit or 800k ISK tank sooner or later it's getting torched. If you're worried about your wallet, downgrade to advanced.
If you can't run roughly even in advanced drop to standard and re-leard the basics until you can hold your own.
And to those who drop because their KDR will suffer? Just get out of any match you see me in. I live for costing people thertheir perfect game stats.
AV
|
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
672
|
Posted - 2015.04.02 10:19:00 -
[227] - Quote
Rattati, what is your take on the OB mechanics, now that one major part of redlining has been removed?
They are anti-comeback at their very core and are generally used whenever the losing team dares to re-group. In pubs they also increase the power of squads, which are already overpowered due to teamwork. |
Nevyn Tazinas
Company of Marcher Lords Amarr Empire
62
|
Posted - 2015.04.02 10:39:00 -
[228] - Quote
CCP Rattati wrote: 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.
A leave ratio also punishes people who get put into a badly lopsided match for whatever reason. (Regardless of paper values some matches will just be lopsided). Since it means if you quit because you are getting utterly stomped (possibly because said protosquad quit at the start of the match) and don't want to keep playing 'feed the other sides protostomp squad' you are penalised for that.
You need to do significant carrot work to encourage staying and fighting even against a really bad stomp before any kind of penalty could be added, otherwise it just harms everyone and mostly misses your main target since half the time they will be getting a clean stomp. |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2616
|
Posted - 2015.04.02 10:52:00 -
[229] - Quote
Haerr wrote:Someone suggested that you change the button for cancelling queue from O to +ö. I think this is a good idea. If you can also make the squad 're-queue' automatically when someone joins and/or leaves the squad, or if you make it so that anyone that joins the squad is automatically put into the queue with the rest of the squad that would be awesome. There also _needs_ to be a lore reason for matchmaking... (Oh, I something, something money, come on give me lots of honey.) Someone also mentioned the idea of a reward for 'sticking it out', perhaps a high 'doesn't leave battles' rating would entitle mercs to demand that their employers reimburse them part of the value of the fittings that they lose in battle? Since it would only mitigate part of the ISK loss it wouldn't be directly exploitable. (It would have to be less than on par with simply selling the things & stuff.) Edit: Can you make our ELO-ratings from before matchmaking being implemented decay over time, or rather as we play more matches under the new matchmaker, as it would be 'fair' if the old newbie-farming-ratings mattered less than the new up-against-peers-ratings. Oh and can you put our ELO-ratings on the EOM screen? Great points & ideas all round. Love the idea of mitigating loss for mercs who stick it out.
PSN: RationalSpark
|
Grimmiers
839
|
Posted - 2015.04.02 11:02:00 -
[230] - Quote
Iron Wolf Saber wrote:DeathwindRising wrote:
A long time ago, eve online mission agents were divided into tiers of quality. Higher quality agents paid more isk. The requirements for access to higher quality agents was based on personal standing with said agents.
What if we could place EOM rewards on a system where rewards be reduced or increased? For players that team kill or leave matches early, they would soon find themselves with reduced rewards. Playing and completing matches would increase you're standing or security status and grant you increased rewards over time.
A limit could be allowed so players could quit a match if needed or if they're disconnected due to some other reason. Say the limit is once per every 4 hours you can quit a match early without being penalized.
This was removed for various reasons.
Crap I made a post suggesting something like this. I don't remember this ever being in dust though. Why was it removed exactly? |
|
Nevyn Tazinas
Company of Marcher Lords Amarr Empire
62
|
Posted - 2015.04.02 11:04:00 -
[231] - Quote
Vrain Matari wrote: Great points & ideas all round. Love the idea of mitigating loss for mercs who stick it out.
So how does this not directly benefit the protostompers at least just as much, since it means even if you get that kill on them it's worth less as they get isk back? |
Mad Syringe
ReDust Inc.
700
|
Posted - 2015.04.02 11:14:00 -
[232] - Quote
To prevent people from leaving, you need to fix the people getting dropped from squad deploy issue!
To prevent people to drop because of hard matches, we should have a coresponding stat, call it the contract violation ratio.
To further incentivize not leaving a match, this stat should influence your payout, so if you leave regularly, you will get less ISK per battle. If you constantly stay in, you will get more ISK. Together with the increase in warpoints for actually pushing the objective, this should hopefully give enough incentive to neither leave, nor AFK in the redline. If people stay for more than two thirds of the match in the redline, they should get no payout whatsoever. And yes I think sniping (in a tank or as infantry) is not helping your team enough to justify any payout! |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7777
|
Posted - 2015.04.02 11:40:00 -
[233] - Quote
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.
AV
|
Yeeeuuuupppp
993
|
Posted - 2015.04.02 11:46:00 -
[234] - Quote
So boring facing the same people over and over again who use the same tactics every single time. I could only play 2 matches without losing interest. I liked the competition ;-;, now it's just rooftop camps and VERY slow paced game play. Q_Q
Sheeba Sheeba
PSN: GMANCASH
"I played Dust so long i grew a f--king afro"
|
Operative 1174 Uuali
Y.A.M.A.H
567
|
Posted - 2015.04.02 11:57:00 -
[235] - Quote
Great job. I will forgive you for the myofib jumping, but fix that stuff.
To fix the proto squad dropping battle simply don't allow premade squads at all. Casuals and new players don't run in squads usually so this would, as a natural side effect, help to better matchmake and insure people who actually want to stay in the battle will do so. It will simply cut out the problemed players.
No reason to have full 16 player teams either. How about have team numbers decided by the total players logged on at any one time? Some players will likely not actually be playing so the metrics should undercut the estimate.
For example:
If there were 20 players logged on then the matchmaking mechanic would decide that only 10 players are active and queue for two teams of 5.
Having a variation of teams would make for more intresting and varied gameplay. Different dynamics would emerge for depending on how many players are on a team. It'd be like effectively having new game modes simply due to how players must behave with lower numbers.
Or, have a suit lock in before the match with a choice of a secondary fit and those are the fits you must stick with. Therefore, proto stompers would get matched with proto stompers and base suits with base suits. Skill would then be truly represented.
Death is a serious businessGǪ So is running a shoddy, half-baked game company.
|
Operative 1174 Uuali
Y.A.M.A.H
567
|
Posted - 2015.04.02 11:59:00 -
[236] - Quote
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.
Hell ya! More sp would be nice. However, would we then have people abusing it as a sort of new version of boosting?
Death is a serious businessGǪ So is running a shoddy, half-baked game company.
|
Operative 1174 Uuali
Y.A.M.A.H
567
|
Posted - 2015.04.02 12:01:00 -
[237] - Quote
Sole Fenychs wrote:Rattati, what is your take on the OB mechanics, now that one major part of redlining has been removed?
They are anti-comeback at their very core and are generally used whenever the losing team dares to re-group. In pubs they also increase the power of squads, which are already overpowered due to teamwork.
Yes, reduce OBs. Or, how about giving the OBs as reward for the losing team that has player drops?
Death is a serious businessGǪ So is running a shoddy, half-baked game company.
|
Flint Beastgood III
GunFall Mobilization
1561
|
Posted - 2015.04.02 12:15:00 -
[238] - Quote
CCP Rattati wrote:We are still doing experimentation, and are now increasing the refill ratio (which is also a factor of not being put into a lost battle), you can't have it both ways guys
What are you classing a "lost" battle though?..... Because battles have stopped filling for me when there is still no clear winner. A battle is not lost if you still are within 20 clones if it's going down to clone count (less if MCC damage is also a factor) is it? And as for winning by damage - it shouldn't be classed as a "lost" battle unless one MCC has 100% (maybe 85-90%) more MCC HP (ie. 50% shield / 100% armour against 50% armour).
Just my thoughts. Obviously numbers are just arbitrary values, but under similar circumstances I have seen comebacks happen.
Rare Item Trades
|
Flint Beastgood III
GunFall Mobilization
1562
|
Posted - 2015.04.02 12:20:00 -
[239] - Quote
Mad Syringe wrote:To prevent people from leaving, you need to fix the people getting dropped from squad deploy issue!
To prevent people to drop because of hard matches, we should have a coresponding stat, call it the contract violation ratio.
To further incentivize not leaving a match, this stat should influence your payout, so if you leave regularly, you will get less ISK per battle. If you constantly stay in, you will get more ISK. Together with the increase in warpoints for actually pushing the objective, this should hopefully give enough incentive to neither leave, nor AFK in the redline. If people stay for more than two thirds of the match in the redline, they should get no payout whatsoever. And yes I think sniping (in a tank or as infantry) is not helping your team enough to justify any payout!
Great points! +1
The redline is a separate issue, but removing weapons fire damage of any sort (incoming or outgoing) inside the redline and also removing the redline turrets is what I've always advocated.
Rare Item Trades
|
Tesfa Alem
Death by Disassociation
989
|
Posted - 2015.04.02 12:38:00 -
[240] - Quote
Out of 6 macthes with a 4 man squad.
4 out of 6 matches the matchmaking starts off the matches okay, it wals consisntently 16 v 16 but haflway through people start to quit.
A particular game stood out, Cap Aq was on both sides, prima gallicus was on the other in a 5 point skirm. We barely managed managed to get all 5 points hacked, and even though MCC, and the clone count was even but entire red team left battle. There was only one player left by the end.
This pattern was consistent. The 'bigger' the corp, the more likley they were to abandon matches they fell behind in. With no clones to replaces them, it ends in a massive stomp.
The last two macthes, matchmaking failed incredibly. Fighting militia suits wasn't fun, to the point where i had to stop shooting them. Those were massive stomps, i'm talking about adv basic suits.
tl;dr, of course it needs some tweaks, but the overriding problem is replacing quitters.
Redline for Thee, but no Redline for Me.
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 [8] 9 10 11 12 13 14 15 16 17 18 19 :: one page |
First page | Previous page | Next page | Last page |