Admin > Dev App Testing

Goals and Ramifications of Matchmaking

<< < (12/21) > >>

Tropo:
with some of the above comments sounds like you might as well make it a pissing match and call it cod 6 or some other crap and start new game for all the little kiddies that don't have patience

there must be a way to merge both idea with out change the base geographic of the players

ready button
match list
join game in motion

and if we are having all this crap i want a kick button because some people don't listen would rather not play with them

Dev Bubbles:
@tropo, I have already articulated the  drawbacks of the current system and with the ready button.  If you have a concern about potentially not having enough time to ready for example, sure that's a valid concern.  If you disagree, and think that you would like us to consider any merit that the ready button has, you're welcome to articulate it.  Otherwise, it's really hard for me to know how to respond to address your concerns. 

Also, if you think that an attempt to design a system that will try to address issues with wait time, imbalance, performance, etc. is crap, ok, you can opt out of it.  You do not have to use match making.  Like Urz pointed out, you do not have to use match making at all.  If there is then an ease of use concern with custom match, then we can try to figure out what that is and work on a better solution.  If you do not want to participate in testing, that's also fine, you don't have to at all. 

I'm really not trying to be defensive or confrontational, but I would appreciate it if you can at least consider the pros and cons, look at what we are trying to do and understand by maybe trying it out once, before you just dismiss everything we are doing as crap.  I've never dismissed or disrespected anything you said, and I hope that I've always listened and considered your feedback.  I'm just saying it would be helpful for me if we can at least have a civil debate and understand your issues clearly so we can note it and think it through. 

Thanks a lot, Howard

Omniraptor:
Bubbles, could you explain what you mean by 'putting the burden of a system on players'?

IMO The ideal way of accommodating different prep times is simply to handle the prep before being paired up with your opponents. That way every team has as much or as little time as they want to prepare.

The best way to implement this is probably to have a system of two tiers- team formation, and then matchmaking between different teams.

For example, once the user clicks play button, they pick a map to play on and are put into 'crew formation', where 8 people gather together and make a coherent team of ships for that map. Once both captains on the team click the ready button, the game pairs them up with another team on the map and the game begins.

The problem bubbles seems worried about is if everything works as I just described, and two captains of different skill are put into the same team formation, one ship will have to wait for the other. I think it's a worthy tradeoff because it's easier to organise 8 people than 16 people, and because it's a necessity for fun gameplay- ships need to be tailored to each other.

The other problem is that you can't tailor your team towards your opponents, but some of the best comp teams have shown there's no real need to do that anyway :P

I think this two-tier system the best compromise, because you absolutely HAVE to have ships that work well together, or else nobody will ever fly specialised ships such as squid or spire. However, you also don't want to wait for your opponents to ready up, and it solves that issue.

Tropo:
so with what you just said there could be a pyra/pyra vs squid goldfish  which would get stomped

Dev Bubbles:
@Omni, oh I mean that, in the current system, the readiness of a match is completely reliant on the individual players.  And because everyone's mindset, needs, are variable, then to start a match is completely negotiated between players.  This system creates an inherit burden on the players.  So the system doesn't do anything or do its job in helping the players get into a match, there is no mediation, facilitation, or anything. So that burden of mediation or facilitation is passed onto the players.  If conflicts arise because of this, which it quite often does, it is actually the system's problem.  The match making system is multistage, so there is prep time.  Yeah the time it takes to prep is definitely something we look at. 

Thanks! 

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version