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Goals and Ramifications of Matchmaking

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Crafeksterty:

--- Quote from: awkm on February 21, 2014, 05:17:41 pm ---Yes, that is Custom Match.  You will be able to invite your friends into it or have friends join on you (we will also offer password support if we really need to, the user flow for the specifics of join on friend is still being ironed out ).  And yes, Custom Match bypasses matchmaking completely.

--- End quote ---

This is what i was saying i feared, If the only way we can join is thru FRIENDS then it is flawed. Mostly for us competetive folk. We are going to have to friend almost each and every single person that are in competetive gameplay. Im not talking tournaments, but scrimmages. Scrimmages are essentialy 8 people, apart from the other 8 duking it out. To join, we have to join thru friends. By the end where a competive player or an orginized group plays orginized games, they will have to have everyone as friends on the friends list where it is hard to filter out your current online friends and constant friend coming online messages popping up etc etc.

That is unless you do something with the friendslist, where that is more orginized and whatnot.



Uh, i may sound against the matchmaking concept, im not. I actualy love the idea, i saw every thing good about it. I just want an addition that does not take away orginized play or making us hassle with the friend/friendslist function by too much. Allready some of us have so many friends on friendslist we cant find eachother no more :|


Addittion Edit:

Holy crap, alot of people are against matchmaking, to various degrees. Im not a good person at explaining things. But what matchmaking does is kill the game that is Lobbies of Icarus. Should be apparent since it is so high up in the thread. And makes having people, and playing the game alot quicker.

To me, that is the MAIN dish of the new system. Make you play the game. They even added in with filtering what you dont want and want. Which again, is a secondary dish where you no longer end up on Labyrinth if you just wanna play deathmatch games.

There is not many problems with the stated matchmaking features. In comparison to todays lobbies.


My only concern is 8 people who arent really friended with the other 8 people who want to duke it out. Now, imagine when there are ALOT more competetive players who want to play orginized play. Your friendslist will have to be reserved only for people who, are just contacts than actual FRIENDSLIST. Other than that, if there is an answer to that, im happy. Atleast i will become happy :3

Dev Bubbles:
@Gilder, thanks a lot, really appreciate it.  Yeah this is what motivates us to open this system up for testing as much as possible.  I think there might be another confusion about how much testing we intend to do, or how long this is staying in dev app before we release.  Let me just clarify, we are not releasing match making in a week (people have come to expect things staying in dev app for a week before release, and with match making, it is not the case), or even 2 weeks, or 3 weeks, etc.  We intend to test and iterate for a while.  If anyone feels like, oh my god, this thing is on dev app, Howard is going to release it next week, please do not stress.  In dev app, with matching making, you may even say the UI is not even polished yet, and as you will see from the test document, that is totally by design.  We wanted you guys to help test the usage flow and functionality first before we even polish the final UI.  We think that it's smarter to go back to our alpha roots for a system this big, and to get you involved at the earlier stages.  It's risky, because we are relying on you guys to not be biased by work in progress UI for example, but we think it'll turn out well. 

The reason why this thread exists, and that the match making is in dev app testing, is precisely because we want to work with everyone.  And if there are issues, or if anyone finds inadequacies in supporting the use cases of organized teams and clans, we'll definitely need to take a look and improve. 

Overall, I think this is great.  This thread alone helps us to understand more precisely what your concerns are.  It actually really useful for us. 

Have a great weekend everyone!!  Howard

Dev Bubbles:
@Crafeksterty, yeah I hear you.  You concern is actually shared by the others who commented, and it's valid.  And it's something we definitely have to take into consideration.  Thanks a lot!

Dev Bubbles:
@Velvet, thanks a lot.  We're not being hasty actually.  If I was really being hasty, I would have called for design and implementation a few months back.  So rest assured that we're not trying to be hasty.  I think for now, we really want to focus on testing the system first.  With rollout, I don't think having incongruous systems in juxtaposition is a good idea based on experience, but I really think we can debate that at a later time.  For now, I think the goal for us should be to test the system, and find the inadequacies in both supporting use cases as well as in the things that it is designed to do (ex. wait time, match balance, etc.).  As far as skill rating, we should be accounting for this, but this is something we definitely want to test for effectiveness as well. 

Dev Bubbles:
@Puppy Fur, yeah you're right.  But I think it's ok for now.  We'll need to have a different way to collect, organize, and filter test results.  Internally, we might use Trello this time because of the scale, and we'll need to make sure the pipeline for feedback isn't messy. 
Thanks!

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