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Regis Blackbird
Dust University Ivy League
830
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Posted - 2015.05.06 17:57:00 -
[1] - Quote
Summa Militum wrote:I am, as I type, in a Domination match that started off with even teams; it was like 12 versus 11. Immediately an entire squad on the enemy team dropped out putting the match at 12 versus 5. Within another minute 4 other people dropped out of the enemy team.
Guess what happened two minutes later?
The final person on the enemy team dropped out.
I am currently playing a Domination match that is 12 versus 0.
This isn't CCP's fault. You people who drop out of matches right at the start are detrimental to the success of this game. You people need to get your **** together.
It totally sucks when this happen When people start to leave a game, it tend to create a snowball effect like this.
Even if Scotty would try and fill up the game again, what will the squad or solo player do when they join such a game? Leave as well...
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Regis Blackbird
Dust University Ivy League
831
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Posted - 2015.05.06 18:50:00 -
[2] - Quote
Ares 514 wrote:Summa Militum wrote:Ares 514 wrote:This is CCP's fault.
First, 12vs11 is not even.
Second, If people leave a battle, they need to fill it up especially if it happened right at the start.
Pre-MM changes this didn't happen. It was almost always 16vs16. Post-MM changes people consider 12vs11 at the start good. What a joke. A one-person difference is not a game changer. 16 vs 15, 14 vs 13, etc...is not a problem. And it would be much easier to have the matches fill back up quicker with players if there were more people in queue looking for matches.There could be a lot of people online playing this game who happen to already be engaged in a match. By the time their match ends and they choose to play another one should Scotty throw them into the match I was in with an MCC that has already sustained massive damage? The key point is the battle started missing a 4/5 people on both sides when unless we've had a sudden huge player drop at the same time since the MM changes shouldn't happen. Second a squad left for who cares what reason at the start it was not replaced, never less the battle filled up. The MM is so messed up it's funny. The attempts to say it isn't blow my mind. MM is not starting with full battles. MM is not filling up battles when players leave, even at the start. MM is sometimes putting new players on the stacked side (i.e. 12 vs 9 and 2 players join so it's 14 vs 9 instead of 12 vs 11 as it should have done)
As far as I see it, the problem is players logic are flawed, not the matchmaker.
12 vs 11 is really quite even. Would it be a less fun game because it's not full? People have been asking for 8vs8, 6vs6 or hell, even 1vs1 modes.
If no players with qualifying Mu scores are queuing at the time, what should the matchmaker do? Let them wait 10+ minutes, or perhaps better yet give a Scotty error? That is popular... - Blame the Matchmaker
If a squad leaves at the beginning of the battle, what if there are no squads of equal size and strength queing just at that moment, just for that queue? Should it refill with solo players? What do you think the first solo player joining a loopsided game will do? - Blame the Matchmaker
Should it refill contantly until the match end, with people joining with 2 ticks left on the MCC, or better yet just to see a flash of the match over screen? That was really popular, and produced quite a lot of threads before the update. - But hell, blame the Matchmaker.
The sad fact is that people leave because they assume "they" won't have fun, and by doing so they guarantee the rest of the team won't either. Then they blame the matchmaker, which they didn't even give a chance of producing a enjoyable game.
We lived with a game since closed Beta which basically had NO matchmaking, producing some really bad habits along the way. One of them was the notion it's perfectly OK to leave battle if you didn't have fun (which at the time might have been the best cause of action). Now we apply the same logic as before, which totally destroys the logic when it occurs. Stick with it for a week or two, and see if it changes. |
Regis Blackbird
Dust University Ivy League
831
|
Posted - 2015.05.06 19:47:00 -
[3] - Quote
STYLIE77 wrote: I have been in plenty of 11 v 13 and 9 vs 11 matches that everyone stayed... and for the most part it wasn't fun.
These maps were designed with 32 vs 32 and even 64 vs 64 players in mind.
Last night I had a match that was 8 vs 8...
You just can't play a proper match on these huge maps with so little players...
This is due to the great distances you have to run to the objectives and the spawn timers.
Both create a problem for 8 guys trying to get to the objective since they are all spaced out.
Vehicles and uplinks don't help in this case as every vehicle player requires 2 or 3 guys to counter with AV if they are good and run Proto.
Uplinks are easily destroyed or camped if there is even only half your team (4 guys) running uplinks.
See this is the veteran queue, veterans have scans, veterans have proto tanks and proto scout suits and maxed out core skills for the most part.
Logi's and Heavies are starting to become extinct due to all the running required.
All I see anymore is AK.O Scrambler douchebags, Scouts, and Minmatar Assaults with what ever they want to run cuz... Minmatar Assault.
I am not having fun playing 8 vs 8, I can go to COD or BLOPS for that.
I play Dust because of the 16 vs 16 that I SETTLED on, I really wanted 32 vs 32... I was promised 32 vs 32.
And now I am lucky to get a 12 vs 12 match due to the queue starting the matches short handed and players leaving due to the imbalance.
I understand the problem might be bigger with the top tier players, which are not in plenty supply I guess.
Personally I don't think the maps are too big, but this is different from person to person. Especially Skirmish might be an issue since the team spreads out to cover all objectives. Ambush, Domination and Acquisition have very specific "focal points" which can provide hectic fights even with lower player count.
I normally take a cheap (BPO?) LAV to get around, and dump it to go by foot when I get closer to the objective to avoid getting owned (by basically everything).
And let's not forget most veterans (with high Mu) tend to run in squads of 6, which does not evenly fit the within the 16 team limit. If squad size was 4 in pubs, I think the matchmaker would have an easier time filling the full 16.
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