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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.07.05 21:21:00 -
[541] - Quote
Leither Yiltron wrote:Adipem Nothi wrote:Kain Spero wrote:At it's core though the indication is that issues with the team builder breaking down are not based in any kind of real math. This is a textbook optimization problem, and optimization is a very real kind of math, Kain Spero. Restricting input sizes to 4, 8 or 16 would absolutely result in less process time and - more importantly - substantially lesser odds of oddly shaped inputs getting hung up in queue while awaiting complementary pairs. If you think I'm trying to fool you, ask Demens Grimwulff. Or get Leither in here to defend his theory. Leither's math is fun and appears to be accurate, but for these purposes, it is incomplete and assumptive. Edit: You've got a billion Isk, right? Care to make a wager? You're completely right that the problem is irrelevant, but you kinda say: "The problem is irrelevant" and then "The problem is actually relevant" in two subsequent sentences. Your statement "substantially lesser odds of oddly shaped inputs getting hung up in queue while awaiting complementary pairs" is unclear for two competing reasons:
- It is precisely a statement which is equivalent to the counting problem I attempted to detail in my discussion. It's clear that the problem is difficult, and that the results don't necessarily match your claimed intuition about the impact of larger squad sizes has on the proportion of "good" squad partitions. In fact, my proof was incorrect for a number of reasons, though I've finally turned up what looks to be a paper by an undergraduate or graduate student pair that can be used to put the question to rest for a few basic examples. https://www.rose-hulman.edu/mathjournal/archives/2008/vol9-n2/paper5/v9n2-5pd.pdf ; I'm checking it and then I'll have to futz around with some CAS stuff.
- All of the discussion of proportions of valid partitions is completely irrelevant to the problem at hand. We have absolutely no clue as to how frequently groupings of particular sizes typically arrive in the queue. If solo players turn up excessively often then the entire discussion is meaningless. This isn't a matter of optimization, it's a matter of queuing theory, and a complicated matter at that even if we had the information that we're missing.
There are so many better points of contention in this discussion space than trying to make an argument based on mathematics that none of us have the time to synthesize. The statement is entirely vacuous without more information and more analysis. Even further, it completely ignores the psychological aspect of how the queuing environment will probably change as players respond to new conditions. I'm not entirely caught up on this thread because it has run so long. Perhaps you were suggesting that we should just restrict groups to sizes of 4, 8, and 16 wholesale in FW. That might not be a terrible idea for a number of psychological and gameplay reasons, but in terms of math? I'm not so sure.
First of all I will say that making it so that only 1 - 8 and 16 man squads can deploy would entirely work and null my entire argument. I will go even further and say that I would 100% support that if it were the discussion on the table.
Back to the math stuff. The simple issue here is that you are trying to calculate based on a clean slate which is simply not the case. We already have squad prioritization in effect which means that would have to be reworked as well before 16 man can be added.
Before someone tries to say it:
Not once have I argued against team deploy in this thread. I have argued against just throwing it into the current system as fast as possible without even thinking about what else needs to be there besides " a UI change " as Kain claims is all that is needed.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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Kain Spero
Negative-Feedback
5
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Posted - 2015.07.05 21:33:00 -
[542] - Quote
deezy dabest wrote: Before someone tries to say it:
Not once have I argued against team deploy in this thread. I have argued against just throwing it into the current system as fast as possible without even thinking about what else needs to be there besides " a UI change " as Kain claims is all that is needed.
Well, then after all this argument it's good to know that we all basically support team deployment then.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1
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Posted - 2015.07.05 21:35:00 -
[543] - Quote
Wow..... People are still blathering away at this?
Most basic concepts for this:
Public Matches --- for entry/earning money -- used to repel newcomers like the plague because of Proto squads
Faction Warfare-- supposed to be a "step up" but those same Proto squads made it so a good majority of people didn't want to show up.... they were bored of the same old same old.
Planetary Conquest --- The endgame target--- clearly only meant for experienced players
Bluntly put--- Proto squads are living proof that a full deploy would be bad for FW people ready to move up from disorganized squads would ALWAYS be in a loosing group so here's a question: Why would you even try to continue a game mode if everything you do ends in failure?
...until they found a dedicated corporation. But do you know how long it takes to search through the Dust system to find a reliable one without coming to these forums? Many people get rejected just because of KD/R, which is absurd. Having an 8 man means you don't need a full corp just to enter battle, but a semi-organized corp with partially casual players can join to engage and learn the ropes if needed. Much easier to find one of this value.
Aside from removing mid-level play... a full team would also prevent faction rewards from meaning anything. Most likely the skins and such would all have to be removed. On top of that... the repellant nature of excessive competition would stop all new entrants from even looking at FW. Then you'd start launching complaints as to why FW battles don't ever seem to start, or take an hour to launch.... The more players there are in a mode, the faster it launches. The more players you repel from a mode the slower it launches.
If I recall... in the past people complained because they had to "Kickstart" Matches? Imagine if this switched to a daily occurrence.
I mean think people. Seriously. Do you want to play, or stare at an empty match screen?
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.07.05 21:35:00 -
[544] - Quote
Aeon Amadi wrote:deezy dabest wrote:Aeon Amadi wrote:Kain, you down to get the NF boys together and Q-synch 32 people, 16v16? I can record it. The most profitable scenario would be 16 people each from two corps who are both land holders. They would then be able to lock up districts and sell clones at will with no risk other than one of the squad leaders not hitting X at the right time. Yes this would take a somewhat considerable amount of effort. But hey everyone is too lazy to exploit things in this game right? No one uses modded controllers because they are too expensive for Dust either. O.o????? The hell are you going on about now with this clone selling business? Land holders? The hell does any of that have to do with Faction Warfare????
It has to do with exactly the point I made earlier about intentional CP farming through the same exploits. Considering CP is required for almost every move you make in PC as well as provides access to discounted clone packs any CP exploit is a serious one that has the means to offset the many months now that has been spent trying to work out PC 2.0.
CP is required to sell clones. No CP no passive ISK from clone generation, more CP more passive ISK and district credits to spend in the "unique market"
CP is required to change timers. If you want to lock districts through moving timers around you need a large flow of CP exactly what exploiting this could provide.
CP can be used for cheaper clone packs which can also be used to launch locking attacks as well as give any corp a larger advantage than their corporation activity is meant to dictate.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.07.05 21:39:00 -
[545] - Quote
Kain Spero wrote:deezy dabest wrote: Before someone tries to say it:
Not once have I argued against team deploy in this thread. I have argued against just throwing it into the current system as fast as possible without even thinking about what else needs to be there besides " a UI change " as Kain claims is all that is needed.
Well, then after all this argument it's good to know that we all basically support team deployment then.
I thought I had made it clear a few times but in the mess that this thread has become I can see it being missed.
I 100% support persistent team play.
I 0% support just tossing it into the current system to rush it in and potentially screw over a large portion of the player base.
Also with team deploy in place at the right time CCP would have the time to explore counter measures above the ones which currently exist and would not properly limit advantages that come from nothing more than manipulating bad mechanics.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.05 21:40:00 -
[546] - Quote
deezy dabest wrote:Aeon Amadi wrote:deezy dabest wrote:Aeon Amadi wrote:Kain, you down to get the NF boys together and Q-synch 32 people, 16v16? I can record it. The most profitable scenario would be 16 people each from two corps who are both land holders. They would then be able to lock up districts and sell clones at will with no risk other than one of the squad leaders not hitting X at the right time. Yes this would take a somewhat considerable amount of effort. But hey everyone is too lazy to exploit things in this game right? No one uses modded controllers because they are too expensive for Dust either. O.o????? The hell are you going on about now with this clone selling business? Land holders? The hell does any of that have to do with Faction Warfare???? It has to do with exactly the point I made earlier about intentional CP farming through the same exploits. Considering CP is required for almost every move you make in PC as well as provides access to discounted clone packs any CP exploit is a serious one that has the means to offset the many months now that has been spent trying to work out PC 2.0. CP is required to sell clones. No CP no passive ISK from clone generation, more CP more passive ISK and district credits to spend in the "unique market" CP is required to change timers. If you want to lock districts through moving timers around you need a large flow of CP exactly what exploiting this could provide. CP can be used for cheaper clone packs which can also be used to launch locking attacks as well as give any corp a larger advantage than their corporation activity is meant to dictate. none of the preceding argument means a goddamn thing in the context of team deploy in faction warfare.
Confirming Chewbacca Defense in action.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Leither Yiltron
Molon Labe.
1
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Posted - 2015.07.05 22:03:00 -
[547] - Quote
deezy dabest wrote:Leither Yiltron wrote:Adipem Nothi wrote:Kain Spero wrote:At it's core though the indication is that issues with the team builder breaking down are not based in any kind of real math. This is a textbook optimization problem, and optimization is a very real kind of math, Kain Spero. Restricting input sizes to 4, 8 or 16 would absolutely result in less process time and - more importantly - substantially lesser odds of oddly shaped inputs getting hung up in queue while awaiting complementary pairs. If you think I'm trying to fool you, ask Demens Grimwulff. Or get Leither in here to defend his theory. Leither's math is fun and appears to be accurate, but for these purposes, it is incomplete and assumptive. Edit: You've got a billion Isk, right? Care to make a wager? You're completely right that the problem is irrelevant, but you kinda say: "The problem is irrelevant" and then "The problem is actually relevant" in two subsequent sentences. Your statement "substantially lesser odds of oddly shaped inputs getting hung up in queue while awaiting complementary pairs" is unclear for two competing reasons:
- It is precisely a statement which is equivalent to the counting problem I attempted to detail in my discussion. It's clear that the problem is difficult, and that the results don't necessarily match your claimed intuition about the impact of larger squad sizes has on the proportion of "good" squad partitions. In fact, my proof was incorrect for a number of reasons, though I've finally turned up what looks to be a paper by an undergraduate or graduate student pair that can be used to put the question to rest for a few basic examples. https://www.rose-hulman.edu/mathjournal/archives/2008/vol9-n2/paper5/v9n2-5pd.pdf ; I'm checking it and then I'll have to futz around with some CAS stuff.
- All of the discussion of proportions of valid partitions is completely irrelevant to the problem at hand. We have absolutely no clue as to how frequently groupings of particular sizes typically arrive in the queue. If solo players turn up excessively often then the entire discussion is meaningless. This isn't a matter of optimization, it's a matter of queuing theory, and a complicated matter at that even if we had the information that we're missing.
There are so many better points of contention in this discussion space than trying to make an argument based on mathematics that none of us have the time to synthesize. The statement is entirely vacuous without more information and more analysis. Even further, it completely ignores the psychological aspect of how the queuing environment will probably change as players respond to new conditions. I'm not entirely caught up on this thread because it has run so long. Perhaps you were suggesting that we should just restrict groups to sizes of 4, 8, and 16 wholesale in FW. That might not be a terrible idea for a number of psychological and gameplay reasons, but in terms of math? I'm not so sure. Back to the math stuff. The simple issue here is that you are trying to calculate based on a clean slate which is simply not the case. We already have squad prioritization in effect which means that would have to be reworked as well before 16 man can be added.
No, I've never purported that the conclusion here has any bearing on the actual situation from a mathematical standpoint. What I've set about to show is that yours and Adipem's intuitions are absolutely not useful, and that's patently the case. It should be clear to you and Adipem now that the existence of "bad" partitioning configurations is only a single, tiny observation in what would be a detailed investigation. For the length of the history of this discussion, I've been emphasizing that the fact of the matter is that there are no useful conclusions to draw on a mathematical basis without substantial further analysis of a type none of us are going to do.
"There will be odd parts!" is a concern that is neither here nor there without information that we don't have. The problem is not simple, and both of your continuing posting patterns make it clear that you don't really understand the level of analysis necessary to draw even cursory conclusions.
I'm not really going to sit around arguing this point much further, since I'm pretty sure only you and Adipem insist on trying to draw mathematical conclusions without any particular rigorous basis in fact. From the outset, the only conclusion any reader should take away is this: Without proof it's completely impossible to say whether a mathematical statement is true or false. Claiming that a statement is true because of a few observations that make you "feel that way" is a great place to start investigating proof, but it's not a valid place from which to draw a conclusion.
Have a pony
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.07.05 22:10:00 -
[548] - Quote
Leither Yiltron wrote: No, I've never purported that the conclusion here has any bearing on the actual situation from a mathematical standpoint. What I've set about to show is that yours and Adipem's intuitions are absolutely not useful, and that's patently the case. It should be clear to you and Adipem now that the existence of "bad" partitioning configurations is only a single, tiny observation in what would be a detailed investigation. For the length of the history of this discussion, I've been emphasizing that the fact of the matter is that there are no useful conclusions to draw on a mathematical basis without substantial further analysis of a type none of us are going to do.
"There will be odd parts!" is a concern that is neither here nor there without information that we don't have. The problem is not simple, and both of your continuing posting patterns make it clear that you don't really understand the level of analysis necessary to draw even cursory conclusions.
I'm not really going to sit around arguing this point much further, since I'm pretty sure only you and Adipem insist on trying to draw mathematical conclusions without any particular rigorous basis in fact. From the outset, the only take away that I want any reader to take away is this: Without proof it's completely impossible to say whether a mathematical statement is true or false. Claiming that a statement is true because of a few observations that make you "feel that way" is a great place to start investigating proof, but it's not a valid place from which to draw a conclusion.
When you take squad prioritization into play it makes a very big difference which is why I mention the fact that you are simply operating from the assumptions of a clean slate being what we are talking about.
The current system was never built to handle just randomly throwing in squad sizes like we are discussing here. If it was built to handle it we would not be having this discussion because CCP would have gone ahead and dropped 16 man deploy into the mix.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.05 22:32:00 -
[549] - Quote
You're making a lot of assumptions about "what, and Why" and forgetting that the previous dev team loved to overcomplicate simple things.
We are currently at the mercy of a mad scientist dev who seems to think that simplicity that even a 12 year old can understand isn't a bad thing if it can add to the game.
There is not "Matchmaker wasn't built to handle 16 man squads. the matchmaker doesn't give a crap if the squad is 16 or 6.
In fact, if there's multiple 16s in the queue all the matchmaker has to do is pull the two highest in the queue, drop them then go back to Mu sorting of the smaller squads and randumbs. Every argument I have seen based on math eitehr needs to sh*t numbers proving the thesis or admit that the thesis is based on an asspull.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.07.05 22:44:00 -
[550] - Quote
Breakin Stuff wrote:You're making a lot of assumptions about "what, and Why" and forgetting that the previous dev team loved to overcomplicate simple things.
We are currently at the mercy of a mad scientist dev who seems to think that simplicity that even a 12 year old can understand isn't a bad thing if it can add to the game.
There is not "Matchmaker wasn't built to handle 16 man squads. the matchmaker doesn't give a crap if the squad is 16 or 6.
In fact, if there's multiple 16s in the queue all the matchmaker has to do is pull the two highest in the queue, drop them then go back to Mu sorting of the smaller squads and randumbs. Every argument I have seen based on math eitehr needs to sh*t numbers proving the thesis or admit that the thesis is based on an asspull.
The team builder in FW is not the match maker in pubs. It does not have Mu or anything else. It simply slams 16 people together as fast as possible while making sure squads get to go in first.
CCP Rattati wrote:Yokal Bob wrote:Matchmaking will probably put a 16 man squad against randoms in FW.
Such is the way of dust there is no matchmaking in FW
Source
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.05 22:49:00 -
[551] - Quote
deezy dabest wrote:
The team builder in FW is not the match maker in pubs. It does not have Mu or anything else. It simply slams 16 people together as fast as possible while making sure squads get to go in first.
OMG! YOU PAID ATTENTION!
It appears you DO seem to understand how the matchmaker works.
Now apply the following logic:
Greater squad size = acceleration to a higher spot on queue.
Priority of deployment:
Full Squads.
THEN partial squads
THEN Randumbs.
It has always been thus, even in FW.
It does not simply roll the random number generator and go "All right, what miserable mismatch can I pop out of my ass today???"
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.05 22:52:00 -
[552] - Quote
Literally the only way to get a pot of randoms in FW vs a 16 would be for THE ENTIRE FW FACTION TO NOT DEPLOY ANY FULL TEAMS
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.07.05 22:59:00 -
[553] - Quote
Breakin Stuff wrote:deezy dabest wrote:
The team builder in FW is not the match maker in pubs. It does not have Mu or anything else. It simply slams 16 people together as fast as possible while making sure squads get to go in first.
OMG! YOU PAID ATTENTION! It appears you DO seem to understand how the matchmaker works. Now apply the following logic: Greater squad size = acceleration to a higher spot on queue. Priority of deployment: Full Squads. THEN partial squads THEN Randumbs. It has always been thus, even in FW. It does not simply roll the random number generator and go "All right, what miserable mismatch can I pop out of my ass today???" And correct. Rattati did not apply any new matchmaking logic other than what was already there to FW deployment.
Now remember this and go back to one of my examples and you will see exactly the problem I am trying to point too.
Obviously you have not bothered to read anything I said and instead surmised an opinion based on peoples responses or quick skims.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.07.05 23:08:00 -
[554] - Quote
If we get 16 man deploy any randoms can just search solo and AFK with whatever group they get dropped into.
Do we really want to teach randoms that they can just roll the dice for a match to AFK a free win a portion of the ime because they got dropped in with a 14 man squad who was just short? I thought AFKing was bad enough in FW.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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thor424
Namtar Elite Gallente Federation
635
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Posted - 2015.07.05 23:17:00 -
[555] - Quote
deezy dabest wrote:If we get 16 man deploy any randoms can just search solo and AFK with whatever group they get dropped into.
Do we really want to teach randoms that they can just roll the dice for a match to AFK a free win a portion of the ime because they got dropped in with a 14 man squad who was just short? I thought AFKing was bad enough in FW.
What game are you playing?
This happens all the time already. |
deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.07.05 23:19:00 -
[556] - Quote
thor424 wrote:deezy dabest wrote:If we get 16 man deploy any randoms can just search solo and AFK with whatever group they get dropped into.
Do we really want to teach randoms that they can just roll the dice for a match to AFK a free win a portion of the ime because they got dropped in with a 14 man squad who was just short? I thought AFKing was bad enough in FW. What game are you playing? This happens all the time already.
You obviously missed the portion which I underlined for you.
Since there is already a problem does that mean we should make it worse?
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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thor424
Namtar Elite Gallente Federation
637
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Posted - 2015.07.06 01:20:00 -
[557] - Quote
deezy dabest wrote:thor424 wrote:deezy dabest wrote:If we get 16 man deploy any randoms can just search solo and AFK with whatever group they get dropped into.
Do we really want to teach randoms that they can just roll the dice for a match to AFK a free win a portion of the ime because they got dropped in with a 14 man squad who was just short? I thought AFKing was bad enough in FW. What game are you playing? This happens all the time already. You obviously missed the portion which I underlined for you. Since there is already a problem does that mean we should make it worse?
I don't think team deploy would make it worse. |
Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.06 01:25:00 -
[558] - Quote
Leither Yiltron wrote: I'm not really going to sit around arguing this point much further, since I'm pretty sure only you and Adipem insist on trying to draw mathematical conclusions without any particular rigorous basis in fact.
Whoa now. Let's not get confused about who's drawing conclusions here. Kain Spero is dismissing as "nonsense" concerns about potential queue complications, citing your earlier math as evidence.
My position is and has been that queues would move faster and probability of "hang ups" would be lower if matchmaking were fed blocks of 4, 8 or 16 (for example) rather than 1<=n<=16. From an optimization standpoint, this is a simple and obvious truth.
I'm not arguing for or against team deploy. I'm simply pointing that at present headcounts, the potential for queuing problem exists under 1<=n<=16, and that "blocking" inputs together could be a simple solution for that problem.
Shoot scout with yes. - Ripley Riley (for CPM2)
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CCP Frame
C C P C C P Alliance
7
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Posted - 2015.07.06 01:29:00 -
[559] - Quote
This thread derailed into oblivion from flaming, trolling and I really can't see any more constructive feedback in here.
While we appreciate the OP feedback and its stance on this matter, we will lock this thread for now, and come back to you with an official feedback thread should we consider this feature once again. Until then, keep an eye out for CCP Rattati's forum posts.
Thank you for all your constructive feedback that you had so far guys.
CCP Frame, CCP Community Team
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