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Parson Atreides
Ahrendee Mercenaries Legacy Rising
186
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Posted - 2013.03.25 06:24:00 -
[1] - Quote
I hope matchmaking makes it near the top of the list in terms of priority development for the next build, because it seems like it's only getting worse.
Just the other day, a few corp members and i jumped into a skirmish match that ended with a 146-36 clone count. Yes, our side lost 4 clones in an entire skirmish match and killed 114.
Before you try to come up with possible reasons why this is, let me say:
1. The game started with 14-16 players per side, meaning we didn't just cap all the letters before anyone arrived and then spawn camp.
2. You can tell by the number of clones our team killed that they were trying to push out, yet by the amount of shields we have left that they never held more than one letter, and even then it was only for a few minutes.
3. This wasn't a case of like 8 players on the other side being away from the controller. You can't see in the below screenshot, but the remaining 5 players on the scoreboard all had several deaths as well.
4. No, they weren't just committing suicide all game.
5. We only really had our corp as a premade in there, so it isn't as if we had four full premades of top corps and just noob farmed.
We all come across red-line games, both for and against, and know the matchmaking system needs work, but this is ridiculous. If I was new and this was one of my first matches, I'd probably never play again (and I don't just mean if I was on the losing end)--it wasn't fun for either side. I actually felt bad for these guys because they were trying to push and just couldn't do anything because we all clearly had way better gear, way more skill, or both.
Scoreboard
Right before Victory screen |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
189
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Posted - 2013.03.25 11:20:00 -
[2] - Quote
Sigberct Amni wrote:I'll +1 this and add some points that probably keep matchmaking below priority #1.
TL;DR, matchmaking effects newbs badly, but there are enough vets keeping this game on radar to make dust profitable in the long term. Thus, matchmaking is on backburner.
It doesn't need to be priority number one, but it does need to be higher than they seem to be treating it now. The vast majority of players and games played now (and games that will be played after PC and FW are introduced) are at the mercy of this matchmaking system.
In EVE there is plenty to do without ever having to fight another player, unlike Dust where PvP is the only mode, not to mention they get monthly subscription fees--with free-to-play games, the business model is different. You assume W number of players will try the game, X number will continue to play, of which Y percentage will spend Z amount. Because CCP is a business, it's important to them to get X as high as possible because even if Y just stays the same, they're still making more money (which is why f2p works at all). That means making the game enjoyable for all players, not just the one interested in meta-game. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
190
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Posted - 2013.03.25 12:47:00 -
[3] - Quote
Mavado V Noriega wrote:the game will have automatic matchmaking once FW and PC comes into play corps and large grps will play those 2 alot more than Instant Battles
I'm not sure exactly how FW will work, but PC has is pretty limited in how often you can play considering there's both a 24 hour minimum timer to attack and defend, and there's a limited resource (clones) that is expended every battle. Even if FW ends up being pretty popular, there's still going to be a large portion of the community who doesn't bother with either.
Now this will probably sort itself out a little bit because better corps will be involved in FW and PC meaning they're less likely to pubstomp, but it's still going to be a problem if healthy amounts of new players are coming in and starting several million SP behind players still doing instant battles. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
190
|
Posted - 2013.03.25 13:30:00 -
[4] - Quote
Rynx Sinfar wrote:Parson I know your not looking to show the losing side but were there many people with no results? Or just 1-2 deaths?
I checked at the end of the game to make sure it wasn't just a lack of players who were actually fighting, and it wasn't. The remaining 5 you can't see all had multiple deaths, which tells me they weren't just AKF farming. The two you can see who have 0 deaths in that screenshot probably joined late because some other people left.
Quote:I ask because I had to stop playing skirmish after so many games where we have amazing pushes against a decent foe, or break through a red line, or have a very strong early position and it just crumbles, and I look at the map while spawning and see... nobody. Like 6-8 players. And I think maybe they are respawning like me... and I wait and see. But the number doesn't seem to go up. We will have 14-16 people but I don't see them and many players end up with almost no kills or deaths.
Usually I see this happen when we try and move from 1 Objective to 2 and we end up faltering. Often the blueberries want to "branch out" which means even if I have my squad hold we keep losing numbers and we are more waiting for a good play from the other side to push us out and we resort to guerilla warfare where we just keep capping abandoned objs while the enemy zerg tries to get what points they can.
Granted I could be crazy and maybe the map always looks like that on a bad game, but too often I know we are pretty much all centered in a location and I just wonder "where is everyone". Probably some snipers that I am not looking at but that is when I see the worst beatings in Skirmish these days aside from a way solid team formup on the other side.
We all have those games where blue dots are no where to be found, and even when you do catch the rare glimpse, they seem to be doing nothing, but this match was particularly bad simply because these guys were actually trying to fight and still only managed to kill four clones. Most players just give up once they get red-lined and try to snipe--and there were several this game, but they still had plenty of people trying to push us back to a letter, yet met with absolutely no success because the sides were so incredibly uneven. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
193
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Posted - 2013.03.26 11:53:00 -
[5] - Quote
Sigberct Amni wrote:Another problem lies in the fact that you can't effectively match make against skill. You can setup a system based on K/D, WP/D, gear meta, whether or not mics are being used, squads or not, etc etc...
You may not be able to pinpoint a person's skill on a scale from 1-100, but the stats we have, and those some people have suggested, should be a roughly accurate reflection of how good a player is or how far they've progressed. KDR, WP/D, total WP, total kills, total SP, etc might be some (though not all) of the criteria for creating a better system.
Quote:In the end, how hard would it be to simply roll a new alt and use that to farm isk in the lowest tiers. Lower the amount of isk received in the lowest tiers you say? So newbs will be even further behind. Eh. I've yet to see an effective FPS matchmaking system that isn't min/maxable.
A new alt will be on a much more level playing field because they'll be using low level gear, which is its own sort of evening-out. In fact, they'll probably be at a disadvantage in the beginning because everyone will have more SP and better gear.
At the very least, it shouldn't put three corp premade squads on one side and none or only one on the other, which I've seen many times. The new system doesn't need to be perfect, but clearly it needs to be better than what we have now. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
197
|
Posted - 2013.03.30 22:03:00 -
[6] - Quote
Moejoe Omnipotent wrote:Nerfing shield mods and damage mods would instantly solve a lot of the pubstoming issues.
I'd hesitate to promote any solution that involves simply nerfing stuff.
For one, the nerfs are still going to have an effect on the team getting red-lined. It may have a more pronounced effect on the side with the better gear, but the nerf isn't exclusive to them.
The other problem is, it still doesn't address the underlying issue, which is that some teams can be stacked with 3 full premades while the other team has only one or none. Or one side seems to simply dominate a match without any successful mounted retaliation by the losing team.
I actually played a game on an alt earlier that had 3 full premades from pretty well-known corps on each side. Neither side held all three points at any time during the game, and objectives were switching hands for most of the match. It was a lot of fun because we had all the corps in team chat working together, and it wasn't just a case of insta-red lining an enemy with no chance. |
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