Admin > Dev App Testing
Goals and Ramifications of Matchmaking
Thomas:
I'm seeing the captain loadout thing showing up a lot. And there's some pros and cons for it. First you have to decide whether it's suggested or mandatory (ie: forced upon the crew). If it's mandatory, you're open to lots of trolling and players lose a lot of control. It'd be a lot less fun all around. If it's only suggested, then you get the players who will straight up ignore it. Essentially it'd just be a faster way of saying "hey, you should bring x, y, and z" and having them not do it (whether they don't know how, or don't want to). And it ends up solving very little, except saving the captain 10 seconds to type or say the loadouts they recommend.
Right now, the longest thing holding most matches from starting is the lack of a full match. Once a match is filled, it usually only takes a little time to get going. This can be extended if there's a player or two not doing exactly what the captain wants, and in my experience is usually caused by those players speaking a different language, or actually being afk/tabbed out since the match was taking so long to start.
With matchmaking, you get put into a full match instantly, cutting out a huge amount of time that would be spent waiting for the match to fill; and also providing more incentive for players to stick around instead of wandering off while they wait.
As for new players needing to learn to change their loadouts and such, that's probably something to toss into a tutorial, helping them learn the interface; something a lot of them have issues with for a short while when they start playing.
Keyvias:
Hey Omni,
With Matchmaking the newbies who don't know anything should not be placed with the vets so vets won't have to take the time to try to completely teach the game to a new player.
There will still be novice matches and even if they don't select novice matches they'll be matched with people around their level.
If the amount of time we give isn't enough we can always change it. We could even make it a different time for novice matches than for normal ones.
If you're being matched up and have to train newbies though than matchmaking has failed.
As for slowly introducing players to the UI, that shouldn't be the job of the players either. We love and appreciate every vet who goes out of his way to explain why using explosive ammo in a gatling isn't the best idea, but it should be our job as developers to explain. Currently entirely new tutorials are being made because you're right the community has to do a lot of self teaching, but really what we want the community to do is focus on simply playing and having fun.
Tropo:
takes me over 60 second to type instructions to a new player they offern don't read them
mabye a button that people can invite the player on there ship to take the correct load out
but im a little worried trolls would abuse that
here is my idea
edit: took me about 40 mins to do above work and some people posted some what of the same thing while i was doing that
Captain Smollett:
Something like Tropos idea could be an incredible time saver.
Byron Cavendish:
Ya but Matt, remember that sometimes we want to be with the newbies. Either for recruitment or to teach new friends joining the game, whatever the reason, we will need to spend time intentionally at the low levels. Nevermind at the less than optimal times when no one is on and 3 games are running.
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