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Thread Statistics | Show CCP posts - 6 post(s) |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
885
|
Posted - 2013.06.30 00:25:00 -
[31] - Quote
I'm happy to see this getting the attention it deserves. We need the young blood to stick around. Nothing wrong with a good bait n switch after the academy but we need these new players to really get into the bait. |
Telcontar Dunedain
Imperfects Negative-Feedback
482
|
Posted - 2013.06.30 01:08:00 -
[32] - Quote
CCP Nullarbor wrote:Aeon Amadi wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). Thanks so much Nullarbor. Any changes youre thinking about as far as Faction Warfare? The new player slaughter is just as bad there, unfortunately. What about a system like Eve in which only certain dropsuits can entire certain sites? Militia/Standard for one site class, allow advanced in for another and then finally Prototype for a no-limits applied style? Queueing for faction warfare would be great if we can provide it, maybe even full team sync although this is particularly difficult to get working correctly. The problem with divisions like certain classes of items is it splits up the pool of available players for the matching system to work effectively. So customization comes at the cost of reduced match quality or potentially long waiting times. This is all part of our experimentation at the moment though and balanced matches is the primary success criteria.
I'm genuinely confused why people want to continue to hold newbs hands even in lowsec.
I'm also worried that CCP would take requests like this seriously as if it would be a good thing.
At some point the training wheels come off and its time to fight and figure out how to getgoodGäó and you don't do that without playing "scary" players.
I'm concerned about the current very low population combining with this new queuing code.
When I asked Foxfour he said there is no method by which you attempt to keep people from being matched with the same people OVER AND OVER AND OVER again.
If you deploy this and its horrible...you have a backout plan? You really don't need to leave something like this in place for a month and run the rest of us out of this game.
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CCP Nullarbor
C C P C C P Alliance
1545
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Posted - 2013.06.30 01:14:00 -
[33] - Quote
Telcontar Dunedain wrote:CCP Nullarbor wrote:Aeon Amadi wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). Thanks so much Nullarbor. Any changes youre thinking about as far as Faction Warfare? The new player slaughter is just as bad there, unfortunately. What about a system like Eve in which only certain dropsuits can entire certain sites? Militia/Standard for one site class, allow advanced in for another and then finally Prototype for a no-limits applied style? Queueing for faction warfare would be great if we can provide it, maybe even full team sync although this is particularly difficult to get working correctly. The problem with divisions like certain classes of items is it splits up the pool of available players for the matching system to work effectively. So customization comes at the cost of reduced match quality or potentially long waiting times. This is all part of our experimentation at the moment though and balanced matches is the primary success criteria. I'm genuinely confused why people want to continue to hold newbs hands even in lowsec. I'm also worried that CCP would take requests like this seriously as if it would be a good thing. At some point the training wheels come off and its time to fight and figure out how to getgoodGäó and you don't do that without playing "scary" players. I'm concerned about the current very low population combining with this new queuing code. When I asked Foxfour he said there is no method by which you attempt to keep people from being matched with the same people OVER AND OVER AND OVER again. If you deploy this and its horrible...you have a backout plan? You really don't need to leave something like this in place for a month and run the rest of us out of this game.
Actually the motivation for queueing in FW is more to improve the experience of getting into a battle because at the moment it is tricky to get an open spot. We are also designing out some changes to FW which should see it move to being more of a challenge than instant battle.
The new queueing is specifically designed to handle lower population which is one of the flaws of the current system. |
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Telcontar Dunedain
Imperfects Negative-Feedback
482
|
Posted - 2013.06.30 01:26:00 -
[34] - Quote
CCP Nullarbor wrote:Telcontar Dunedain wrote:CCP Nullarbor wrote:Aeon Amadi wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). Thanks so much Nullarbor. Any changes youre thinking about as far as Faction Warfare? The new player slaughter is just as bad there, unfortunately. What about a system like Eve in which only certain dropsuits can entire certain sites? Militia/Standard for one site class, allow advanced in for another and then finally Prototype for a no-limits applied style? Queueing for faction warfare would be great if we can provide it, maybe even full team sync although this is particularly difficult to get working correctly. The problem with divisions like certain classes of items is it splits up the pool of available players for the matching system to work effectively. So customization comes at the cost of reduced match quality or potentially long waiting times. This is all part of our experimentation at the moment though and balanced matches is the primary success criteria. I'm genuinely confused why people want to continue to hold newbs hands even in lowsec. I'm also worried that CCP would take requests like this seriously as if it would be a good thing. At some point the training wheels come off and its time to fight and figure out how to getgoodGäó and you don't do that without playing "scary" players. I'm concerned about the current very low population combining with this new queuing code. When I asked Foxfour he said there is no method by which you attempt to keep people from being matched with the same people OVER AND OVER AND OVER again. If you deploy this and its horrible...you have a backout plan? You really don't need to leave something like this in place for a month and run the rest of us out of this game. Actually the motivation for queueing in FW is more to improve the experience of getting into a battle because at the moment it is tricky to get an open spot. We are also designing out some changes to FW which should see it move to being more of a challenge than instant battle. The new queueing is specifically designed to handle lower population which is one of the flaws of the current system.
If by "challenge" you mean some kind of wager like the old system? I don't like that. Complicated hasn't worked out so far. Leave it in PC.
Why not just have FW be simple.
We queue whatever size group we want into whatever side we want. Size 1-16 WHO CARES.
Matchmaking happens.
We either get a stacked team if available OR the queuing system brings together the best it can.
Fight.
Simple and gets us team fights.
Yes people might run into organized groups! SHOCKING
The might LEARN that its better if they organize by finding another squad to join them in queing first! What a concept.
Lets get some fights going.
Don't make it complicated.
"Hisec is where individuals learn to squad, lowsec is where squads learn to team"
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CCP Nullarbor
C C P C C P Alliance
1548
|
Posted - 2013.06.30 01:31:00 -
[35] - Quote
Telcontar Dunedain wrote:If by "challenge" you mean some kind of wager like the old system? I don't like that. Complicated hasn't worked out so far. Leave it in PC.
Nope.
Telcontar Dunedain wrote:Why not just have FW be simple.
We queue whatever size group we want into whatever side we want. Size 1-16 WHO CARES.
Matchmaking happens.
We either get a stacked team if available OR the queuing system brings together the best it can.
Fight.
Simple and gets us team fights.
Yes people might run into organized groups! SHOCKING
The might LEARN that its better if they organize by finding another squad to join them in queing first! What a concept.
Lets get some fights going.
Don't make it complicated.
"Hisec is where individuals learn to squad, lowsec is where squads learn to team"
Something more like this, there is more to it but we're not ready to reveal details just yet. |
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Noc Tempre
Imperfects Negative-Feedback
2048
|
Posted - 2013.06.30 01:33:00 -
[36] - Quote
If there isn't something to fight over, that people want, that didn't exist before the fighting started, it isn't a good incentive.
Clones don't cut it. Gobs of ISK don't even really cut it. Heck maybe you should just give away ~10 AUR per 1000 WP in FW and call it a day. |
ZDub 303
TeamPlayers EoN.
526
|
Posted - 2013.06.30 01:36:00 -
[37] - Quote
CCP Nullarbor wrote:The new queueing is specifically designed to handle lower population which is one of the flaws of the current system.
Null... since i know you're reading this read. All i'll say is... I really hope what you've got in mind works. Proper matchmaking is definitely an issue in this game for IBs. You seem aware of the problems and have a plan to solve them.
So here's to hoping it all works well! Thanks for letting us all know whats up here. Dev communication is a really big help in keeping confidence in this game (for me at least). |
ZDub 303
TeamPlayers EoN.
526
|
Posted - 2013.06.30 01:37:00 -
[38] - Quote
Noc Tempre wrote:If there isn't something to fight over, that people want, that didn't exist before the fighting started, it isn't a good incentive.
Clones don't cut it. Gobs of ISK don't even really cut it. Heck maybe you should just give away ~10 AUR per 1000 WP in FW and call it a day.
FW officer weapon variants purchasable with loyalty points, in addition to increased SP/ISK rewards would go a long way in making FW the place to be for well geared players. |
Noc Tempre
Imperfects Negative-Feedback
2048
|
Posted - 2013.06.30 01:38:00 -
[39] - Quote
ZDub 303 wrote:Noc Tempre wrote:If there isn't something to fight over, that people want, that didn't exist before the fighting started, it isn't a good incentive.
Clones don't cut it. Gobs of ISK don't even really cut it. Heck maybe you should just give away ~10 AUR per 1000 WP in FW and call it a day. FW officer weapon variants purchasable with loyalty points, in addition to increased SP/ISK rewards would go a long way in making FW the place to be for well geared players.
They already said no to Loyalty Points. And the last thing we need right now is another broken market. |
Avinash Decker
BetaMax. CRONOS.
51
|
Posted - 2013.06.30 01:40:00 -
[40] - Quote
CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak).
CCP Eterne wrote:
Improving overall gear balancing so there is no "best" choice and there are tactical choices to make
[.
So does this mean matchmaking won't take gear in consideration? Because I think its a good thing if it doesn't and just split population and create longer ques for proto , etc .
I think its better to balance the gear levels so one isn't better that the other . |
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Telcontar Dunedain
Imperfects Negative-Feedback
484
|
Posted - 2013.06.30 01:50:00 -
[41] - Quote
CCP Nullarbor wrote:Telcontar Dunedain wrote:If by "challenge" you mean some kind of wager like the old system? I don't like that. Complicated hasn't worked out so far. Leave it in PC. Nope. Telcontar Dunedain wrote:Why not just have FW be simple.
We queue whatever size group we want into whatever side we want. Size 1-16 WHO CARES.
Matchmaking happens.
We either get a stacked team if available OR the queuing system brings together the best it can.
Fight.
Simple and gets us team fights.
Yes people might run into organized groups! SHOCKING
The might LEARN that its better if they organize by finding another squad to join them in queing first! What a concept.
Lets get some fights going.
Don't make it complicated.
"Hisec is where individuals learn to squad, lowsec is where squads learn to team"
Something more like this, there is more to it but we're not ready to reveal details just yet.
You waited quite a while on PC to talk to us and all anyone could help with was fiddle numbers...
I'd like to be able to tell the boys that they will be able to login and get a team queue in 1.3
That and the FPS basics are what we need most.
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CCP Nullarbor
C C P C C P Alliance
1554
|
Posted - 2013.06.30 01:53:00 -
[42] - Quote
Avinash Decker wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). CCP Eterne wrote:
Improving overall gear balancing so there is no "best" choice and there are tactical choices to make
[. So does this mean matchmaking won't take gear in consideration? Because I think its a good thing if it doesn't and just split population and create longer ques for proto , etc . I think its better to balance the gear levels so one isn't better that the other .
I'm not going to go into the details of how it works because it's complicated and will probably start a huge misinformed discussion. However the end result should be irrespective of whether a player is good because of their gear or their ability to shoot straight or out think the other player, they should be matched with equally challenging opponents.
Time (and many simulations) will tell if we are able to achieve that balance. |
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Noc Tempre
Imperfects Negative-Feedback
2048
|
Posted - 2013.06.30 01:55:00 -
[43] - Quote
Telcontar Dunedain wrote:CCP Nullarbor wrote:Telcontar Dunedain wrote:If by "challenge" you mean some kind of wager like the old system? I don't like that. Complicated hasn't worked out so far. Leave it in PC. Nope. Telcontar Dunedain wrote:Why not just have FW be simple.
We queue whatever size group we want into whatever side we want. Size 1-16 WHO CARES.
Matchmaking happens.
We either get a stacked team if available OR the queuing system brings together the best it can.
Fight.
Simple and gets us team fights.
Yes people might run into organized groups! SHOCKING
The might LEARN that its better if they organize by finding another squad to join them in queing first! What a concept.
Lets get some fights going.
Don't make it complicated.
"Hisec is where individuals learn to squad, lowsec is where squads learn to team"
Something more like this, there is more to it but we're not ready to reveal details just yet. You waited quite a while on PC to talk to us and all anyone could help with was fiddle numbers... I'd like to be able to tell the boys that they will be able to login and get a team queue in 1.3 That and the FPS basics are what we need most.
CCP is still enamoured with the idea that not telling us what they are planning let's our imaginations run wild with wonder. This strategy blew up in their face and now we much assume they are not doing anything every time the tell us "details coming soon". |
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CCP Nullarbor
C C P C C P Alliance
1554
|
Posted - 2013.06.30 01:56:00 -
[44] - Quote
Telcontar Dunedain wrote:CCP Nullarbor wrote:Telcontar Dunedain wrote:If by "challenge" you mean some kind of wager like the old system? I don't like that. Complicated hasn't worked out so far. Leave it in PC. Nope. Telcontar Dunedain wrote:Why not just have FW be simple.
We queue whatever size group we want into whatever side we want. Size 1-16 WHO CARES.
Matchmaking happens.
We either get a stacked team if available OR the queuing system brings together the best it can.
Fight.
Simple and gets us team fights.
Yes people might run into organized groups! SHOCKING
The might LEARN that its better if they organize by finding another squad to join them in queing first! What a concept.
Lets get some fights going.
Don't make it complicated.
"Hisec is where individuals learn to squad, lowsec is where squads learn to team"
Something more like this, there is more to it but we're not ready to reveal details just yet. You waited quite a while on PC to talk to us and all anyone could help with was fiddle numbers... I'd like to be able to tell the boys that they will be able to login and get a team queue in 1.3 That and the FPS basics are what we need most.
We are still in the design phase, first step will be going through it all with the CPM then we can open it up for further discussion with players. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1693
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Posted - 2013.06.30 01:58:00 -
[45] - Quote
IMPS do us all a favor and not come inhere to ***** about **** thats irrelevant to the forum topic, seriously. You see a dev post and instantly go into troll mode, just shut up and not say anything if youre not even going to stay on topic. |
Noc Tempre
Imperfects Negative-Feedback
2048
|
Posted - 2013.06.30 02:07:00 -
[46] - Quote
CCP Nullarbor wrote:Telcontar Dunedain wrote:CCP Nullarbor wrote:Telcontar Dunedain wrote:If by "challenge" you mean some kind of wager like the old system? I don't like that. Complicated hasn't worked out so far. Leave it in PC. Nope. Telcontar Dunedain wrote:Why not just have FW be simple.
We queue whatever size group we want into whatever side we want. Size 1-16 WHO CARES.
Matchmaking happens.
We either get a stacked team if available OR the queuing system brings together the best it can.
Fight.
Simple and gets us team fights.
Yes people might run into organized groups! SHOCKING
The might LEARN that its better if they organize by finding another squad to join them in queing first! What a concept.
Lets get some fights going.
Don't make it complicated.
"Hisec is where individuals learn to squad, lowsec is where squads learn to team"
Something more like this, there is more to it but we're not ready to reveal details just yet. You waited quite a while on PC to talk to us and all anyone could help with was fiddle numbers... I'd like to be able to tell the boys that they will be able to login and get a team queue in 1.3 That and the FPS basics are what we need most. We are still in the design phase, first step will be going through it all with the CPM then we can open it up for further discussion with players.
What makes the CPM qualified to make that kind of decision?
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Noc Tempre
Imperfects Negative-Feedback
2048
|
Posted - 2013.06.30 02:07:00 -
[47] - Quote
Aeon Amadi wrote:IMPS do us all a favor and not come inhere to ***** about **** thats irrelevant to the forum topic, seriously. You see a dev post and instantly go into troll mode, just shut up and not say anything if youre not even going to stay on topic.
Lick some more boots. I do not enjoy the taste. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1693
|
Posted - 2013.06.30 02:20:00 -
[48] - Quote
Noc Tempre wrote:Aeon Amadi wrote:IMPS do us all a favor and not come inhere to ***** about **** thats irrelevant to the forum topic, seriously. You see a dev post and instantly go into troll mode, just shut up and not say anything if youre not even going to stay on topic. Lick some more boots. I do not enjoy the taste.
Nah, see, its **** like that makes CCP Devs afraid to come on the forums, thats why they receive feedback from outside sources like corp forums on Enjin. Just keep your thoughts to yourself if you cant at least be respectful to the devs that chose to work on a free-to-play format without selling out to EA/Activision.
Want to go complain to anyone go complain to Infinity Ward for not doing the smart thing and joining the rest of their team at Respawn. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1693
|
Posted - 2013.06.30 02:25:00 -
[49] - Quote
Noc Tempre wrote: What makes the CPM qualified to make that kind of decision?
A. They were elected for being active inthe community, incidentally enough theyre actually pretty civil too. B. You realize Kane Spero is part of the CPM as well, right? Youre basically questioning one of your own, lol. C. They also dont propose bullshit solutions like 'leave it be' and then complain that its broken. |
ladwar
Dead Six Initiative Lokun Listamenn
684
|
Posted - 2013.06.30 02:28:00 -
[50] - Quote
CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). LOL.... i just have to bring this up because it is a crossover from similar games that can work. Planet side 2(two) has a real tutorial that not all front loaded text wall just thrown in and hey it does work for them, it throws new players with vets which we had before but without a real tutorial. so back to the point when is there going to be a real tutorial for in-game mechanics? the academy is w/e and doesn't scare away people right away but it is a band aid which doesn't help fix the issue just covers the area until new players leave the academy and then they come here dazed and confused while all kinds of scared of dieing a million times or they just leave all together because the skills they were meant to pick in the academy is not there 9 out of 10 and the deep end is not going better with a better match maker. but hey I'm leaving once PS4 comes out because of other more important issues so if you want to walk that road go ahead. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1695
|
Posted - 2013.06.30 02:38:00 -
[51] - Quote
ladwar wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). LOL.... i just have to bring this up because it is a crossover from similar games that can work. Planet side 2(two) has a real tutorial that not all front loaded text wall just thrown in and hey it does work for them, it throws new players with vets which we had before but without a real tutorial. so back to the point when is there going to be a real tutorial for in-game mechanics? the academy is w/e and doesn't scare away people right away but it is a band aid which doesn't help fix the issue just covers the area until new players leave the academy and then they come here dazed and confused while all kinds of scared of dieing a million times or they just leave all together because the skills they were meant to pick in the academy is not there 9 out of 10 and the deep end is not going better with a better match maker. but hey I'm leaving once PS4 comes out because of other more important issues so if you want to walk that road go ahead.
Probably working onall the issues people keep hound dogging about constantly like Aiming, AV grenades and other BS. Do you help retain new players or try to make the experience better for the people who are just driving them away?
Just saying, when it comes to development (previous developer for Atonement) no one is ever happy, and thats with all multiplayer games. Hell, even Warframe - a co-op multiplayer game with no competiive aspect - people still *****.
But youre leaving (no youre not, no one ever really leaves) so its a moot point. Send me your ISK on July 2nd, plz. |
ladwar
Dead Six Initiative Lokun Listamenn
686
|
Posted - 2013.06.30 03:03:00 -
[52] - Quote
used to help retain new players but at this point i just don't want to deal with the DEV team or their way of thinking because its not leading to a good game in my eyes just more very beta game play and trying to compete with AAA games when it can't. and no you can't, its going to my corp. |
Iron Wolf Saber
Den of Swords
5474
|
Posted - 2013.06.30 03:12:00 -
[53] - Quote
ladwar wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). LOL.... i just have to bring this up because it is a crossover from similar games that can work. Planet side 2(two) has a real tutorial that not all front loaded text wall just thrown in and hey it does work for them, it throws new players with vets which we had before but without a real tutorial. so back to the point when is there going to be a real tutorial for in-game mechanics? the academy is w/e and doesn't scare away people right away but it is a band aid which doesn't help fix the issue just covers the area until new players leave the academy and then they come here dazed and confused while all kinds of scared of dieing a million times or they just leave all together because the skills they were meant to pick in the academy is not there 9 out of 10 and the deep end is not going better with a better match maker. but hey I'm leaving once PS4 comes out because of other more important issues so if you want to walk that road go ahead.
I never had a tutorial in planetside 2 ever and people still ask silly questions like how deploy sunder? |
ladwar
Dead Six Initiative Lokun Listamenn
686
|
Posted - 2013.06.30 04:00:00 -
[54] - Quote
Iron Wolf Saber wrote:ladwar wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). LOL.... i just have to bring this up because it is a crossover from similar games that can work. Planet side 2(two) has a real tutorial that not all front loaded text wall just thrown in and hey it does work for them, it throws new players with vets which we had before but without a real tutorial. so back to the point when is there going to be a real tutorial for in-game mechanics? the academy is w/e and doesn't scare away people right away but it is a band aid which doesn't help fix the issue just covers the area until new players leave the academy and then they come here dazed and confused while all kinds of scared of dieing a million times or they just leave all together because the skills they were meant to pick in the academy is not there 9 out of 10 and the deep end is not going better with a better match maker. but hey I'm leaving once PS4 comes out because of other more important issues so if you want to walk that road go ahead. I never had a tutorial in planetside 2 ever and people still ask silly questions like how deploy sunder? they have it now. |
Zhul Varju
Templars Old Guard
1
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Posted - 2013.06.30 06:01:00 -
[55] - Quote
CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). And if someone enjoys using BPO fits and has a ton of WP or are trying to earn more ISK? They're stuck being protostomped. |
Eldest Dragon
D3LTA ACADEMY
43
|
Posted - 2013.06.30 06:08:00 -
[56] - Quote
Jathniel wrote:+1
The OP speaks blistering truth.
Some of the guys in my corp have decided to make alts and try to reach out to these players. They would squad up with them and play. Some of the new players felt it proper to just jump in an LAV and run people over. They literally would say things like: "It's better to just use the LAV, and run them over. Best way to get kills." "My gun doesn't seem to do anything." "I'm aiming at him but it won't hit." "I'm going to skill into dropships because they seem really cool."
So from this we are seeing: 1. They have no idea how gun ranges work in this game (and the game offers no information on it). 2. Many issues with aiming and hit detection remain. 3. In light of the first 2, new players are resorting to LAVs and playing bumper cars, just to score. 4. They have no idea what they should skill into... Dropships is a BAD way to spend your money and SP as a noob.
That's just the tip of the iceberg. 10k WP later they leave academy, not even aware that they have "graduated", and get raped so hard (like in the match Aeon describes), that they quit.
Problem? Oh yeah....
That is probably the most true and realistic, funniest sht I have read, in a long time lmfao.....+1 for you =) |
TEXA5 HiTM4N
ROGUE SPADES EoN.
77
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Posted - 2013.06.30 07:14:00 -
[57] - Quote
i would do matchmaking with 3 levels(until loads of people start hitting the 20 mill sp range):
1. they stay in the academy until they reach 15000 and have something like 1 million sp. if either of these if statements are not met they stay in academy.
2.From there matchmaking will take over and have a limit of 45000 war points and around 5-6 million skill point. again, if either of these requirements are not met they stay in this level of match making
3. after level 2 you get paired up with people that have more than the previous level's limit.
I think it would be hard for people to be abused if we switch to a similar system like this. could i get some feedback on this suggestion? |
5aEKUXeRJGJ27kCDnDVYak3
Kinsho Swords Caldari State
283
|
Posted - 2013.06.30 07:43:00 -
[58] - Quote
kd ratio determines tiering +1
Throw all the 999/0 snipers against each other YES |
D legendary hero
Strong-Arm
241
|
Posted - 2013.06.30 14:22:00 -
[59] - Quote
starting off with 500,000 SP and 250,000ISK is a horrbible way to keep noobs in the game. what can you do with 500,000 SP?
I suggest that CCP adjust:
1. the new player initial unallocated SP to 2.5 million SP (with that much initial SP even if you randomly wasted it it wuld eventually become useful for you), 2. initial ISK to 1.5 million ISK. 3. they should have no skill CAP while in the academy, 4. should be able to respec at will while in the academy. 5. once they reach 4 million SP, they then graduate the academy and are informed that they are no longer part of the academy and that there will be no respecs, there is a skill CAP, etc.
most players now have way over 7 million SP. the least amoung experiences players is 5 million SP. with 5 million SP, you can take on even the toughest proto bear, if your skills are in the right spot. giving new players the chance to repec while in academy at will will give them a taste for what they like. |
InsidiousN
KILL-EM-QUICK RISE of LEGION
95
|
Posted - 2013.06.30 14:50:00 -
[60] - Quote
CCP Nullarbor wrote:Telcontar Dunedain wrote:CCP Nullarbor wrote:Aeon Amadi wrote:CCP Nullarbor wrote:So as a few people have pointed out in this thread already that the academy itself is fine and actually meets our intended goal which is to provide a safe area to practice the first few games before being thrown in the deep end.
The problem is the deep end is very deep at the moment, and we need an improved matchmaking system to fix this. We are not happy with our current system and so are going back to the drawing board and creating a new matcher to provide more balanced teams. Think of it like a tier system but rather than discrete intervals of 0 - 10,000 WP then 10,000 - 30,000 WP etc we instead have a continuous sliding scale of difficulty and match players based on multiple criteria.
No ETA on delivering this just yet but it is a high priority (I am working on it as we speak). Thanks so much Nullarbor. Any changes youre thinking about as far as Faction Warfare? The new player slaughter is just as bad there, unfortunately. What about a system like Eve in which only certain dropsuits can entire certain sites? Militia/Standard for one site class, allow advanced in for another and then finally Prototype for a no-limits applied style? Queueing for faction warfare would be great if we can provide it, maybe even full team sync although this is particularly difficult to get working correctly. The problem with divisions like certain classes of items is it splits up the pool of available players for the matching system to work effectively. So customization comes at the cost of reduced match quality or potentially long waiting times. This is all part of our experimentation at the moment though and balanced matches is the primary success criteria. I'm genuinely confused why people want to continue to hold newbs hands even in lowsec. I'm also worried that CCP would take requests like this seriously as if it would be a good thing. At some point the training wheels come off and its time to fight and figure out how to getgoodGäó and you don't do that without playing "scary" players. I'm concerned about the current very low population combining with this new queuing code. When I asked Foxfour he said there is no method by which you attempt to keep people from being matched with the same people OVER AND OVER AND OVER again. If you deploy this and its horrible...you have a backout plan? You really don't need to leave something like this in place for a month and run the rest of us out of this game. Actually the motivation for queueing in FW is more to improve the experience of getting into a battle because at the moment it is tricky to get an open spot. We are also designing out some changes to FW which should see it move to being more of a challenge than instant battle. The new queueing is specifically designed to handle lower population which is one of the flaws of the current system.
A real easy way to fix this is to increase the numbers of players in a match, which was promised and obviously never delivered.
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