Admin > Dev App Testing

Goals and Ramifications of Matchmaking

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Tropo:
so i have just been in the dev app and this is testing and match making related not for sake of complaining i have oready shown my concern

frist thing i have notices is 4, 6 or 8 people dosen't get a match started
-how this will effect me some times in the peck time i play at and other australians there are only 40 people online with two matchs running that means the remaining people may have to wait up to 2 hours till the euro people start coming online
- idea lower the frest hold to 4 captains to start a match

second  not able to join running matchs
-this effects me massively as i found out today when i dc and didn't make it back in by the rusume time aloud
-idea increase that time being that no one esle can take your spot

3rd thing was ui which needs some more work maybe ?
-make matching or what eva should be  called join queue

also noticed that when i did have a match that ground sound
and all the ships where red weird bug


also when i had everyone together other people judge your system and made me think of more things i see as a problem or concern

here it is your rating system never going to be perfect and if its only judge off of 4 or 5 matches it could be really bad
because any match can swing any way for any reason
-main reason you are removing the match list and stuff is because it will mess with your match making system
-idea why don't you have a match list area with unranked game like every other game with match making

muse hold me tight im scared for the future of my now favorite game of all time



ramjamslam:

--- Quote from: awkm on February 21, 2014, 04:36:46 pm ---...
Problems to Solve and Goals of Matchmaking:
...
- Ease of finding a match
- Information overload (related to above)
- Time for match to Ready Up
- Teams being stacked
- Reduce performance overhead
...

--- End quote ---
Of those points above, the matchmaking system does look like information overload to me: there is a ton of buttons and switches, then you have to enter/exit queues to change it.  How about three buttons: e.g. "Join Now as Engineer" "Queue Now as Gunner" and "Join Now as Pilot" for a situation where there are available pilot and engineer slots, but no Gunner slots.  Or at least those three buttons for the 'I don't care just let me play' players, then an advanced screen, expand section or whatever with the information overload.


--- Quote from: Tropo on February 22, 2014, 11:00:10 pm ---frist thing i have notices is 4, 6 or 8 people dosen't get a match started
-how this will effect me some times in the peck time i play at and other australians there are only 40 people online with two matchs running that means the remaining people may have to wait up to 2 hours till the euro people start coming online
- idea lower the frest hold to 4 captains to start a match

second  not able to join running matchs
-this effects me massively as i found out today when i dc and didn't make it back in by the rusume time aloud
-idea increase that time being that no one esle can take your spot

--- End quote ---
No matches were found when we were testing (around 6 people) in matchmaking even when we were all pilot class.  As Tropo stated, this could be a problem for us in the off peak hours (8pm my time is about 5am or 6am EST I think) as sometimes there is only 1-3 active matches going.  A lot of times we will get a match started with only pilots and the game will fill up with crew as we play the next few matches.  It's a bit of a worry if matchmaking doesn't work unless there are 16 people (of the right classess) to start a match.

Also during these off peak times there can be no novice matches going at all, so under this system there might be 8 people waiting in non novice matchmaking and some people waiting in novice matchmaking and they will never see each other and a match will never start.  It seems that the matchmaking filters (e.g. novice and server location) could be a problem in off peak times and during off peak times for your preferred server location.

I hope what we experienced with 4 pilots in matchmaking and no match starting was just a bug, or at least the bug is that for some of the filters there is no "Any/I don't care" option.

Edit: so it looks like I can write walls of text too.  Also, I felt the need to comment since they are obviously naming the new matchmaking system after me :D

Velvet:
yeah, I'm not sure what the role of the Novice filter is now that matchmaking is being added. I don't see where it will benefit the system and ramjamslam has pointed out the definite negative effect.

Javrak:
The most disconcerting issue I see is the inability to join a custom game in progress. A lot of times I hop on, and see what friends are on, if they are currently playing I will try and fill a role in that match, just to hang out and get something going afterwards, sometimes even just spectate(which is also a good way to see how other pilots fly and pickup some pro-tips). After reading the entirety of these postings I see that the idea is to get rid of Match List for performance reasons, I'm not happy about it, but I understand that this is what puts food on the table for Muse and they have crunched numbers to come out with a positive in player retention.

However, both losing Match List and the ability to join custom matches midgame in one shot is a tough pill to swallow. As Tropo stated, we had 6 people in the queue, 4 pilots and 2 engineers, in non-peak hours these people would have to start a custom match in order to play, yet there isn't a social system in place to facilitate this properly, and the match making system doesn't facilitate this either(at least not currently). I understand that this is an outlier situation when considering statistics, but it will still end up being a negative impact when people must sit in the queue for extended periods of time just to fight for the small number of slots available during non-peak hours.
 

N-Sunderland:
If it does in fact end up being the case that players can't join matches in progress, wouldn't it be best to remove the rejoin timer and let the player who's dropped rejoin at any point? The whole purpose (as far as I can tell) of the current rejoin timer is to allow somebody else to replace the DCed crew member after they've been gone too long. So if replacements can't happen, why not have an infinite rejoin timer?

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