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Problems with matchmaking

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Hoja Lateralus:

--- Quote from: Wundsalz on October 31, 2014, 09:23:07 pm ---Matchmaking has been out for about two weeks now.
So far the system has failed to put me into an enjoyable match EVEN ONCE. That's right. I did not enjoy a single match your system tossed me into. Many matches are still rather one sided and those matches which are not one sided ALWAYS (not a single exception) involved either quitting co-captains, or co-captains which don't communicate whatsoever.

I do not like playing Guns of Icarus anymore.

Fix your shit!

--- End quote ---

This. Have my salute, Sir.
As sparklefish now I only use custom match option because matchmaking is no fun. Also situations where we have a great discussion in the lobby and timer just ends make me a sad panda :<


--- Quote from: Gilder Unfettered on November 01, 2014, 01:31:16 am ---This is what happens when you have matchmaking with no consequences. MMOs purposely put cooldowns into their LFG queues to prevent players from bouncing from match to match. They usually kick in if a player leaves within 5 mins of group start. Its reasonable to put, say a 10 min cooldown on MM if players abuse it. It forces them to stay in matches.

Either that or what you do is you have a cooldown which increases the more time players abuse it. So they maybe only get to leave 3x before they have to sit there for the full length and then after that it takes an hour for it to reset.

--- End quote ---

Well, we would surely love to see something like this but for now it's not going to happen. Muse almost desperately needs new players, so we have to be caring about noobs untill player count will naturally drop from sale 900-ish to regular 200-300ish. Noobs would be like "Oh, this game make muh wait, dis stupeed, gunn' play some CoD, hurr durr" or sth like that :D

Luckily Muse agreed that making matches with clan members visible in custom matches is a good idea. So maybe next patch/hotfix we'll see some improvement, at least with matchmaking workarounds.

Byron Cavendish:

--- Quote from: Wundsalz on October 31, 2014, 09:23:07 pm ---Matchmaking has been out for about two weeks now.
So far the system has failed to put me into an enjoyable match EVEN ONCE. That's right. I did not enjoy a single match your system tossed me into. Many matches are still rather one sided and those matches which are not one sided ALWAYS (not a single exception) involved either quitting co-captains, or co-captains which don't communicate whatsoever.

I do not like playing Guns of Icarus anymore.

Fix your shit!

--- End quote ---


--- Quote ---fuck it. no one cares about what we think.
we can never play conveniently with people again and we should get over it.
play competitive only or have play-dates with friends.
fuck this game. fuck fighting for it. just go play hawken. same fucking shit. some pew pew some teamwork and it's the same ovaries-busting work to organise a good lobby so why bother.
it's any game now and i know it's hard to accept.

but oh how wonderful the new players are so pleased.
after the sale it's back to 30-300 always.
last sale we had what? 1.5k? meant nothing. so this means nothing either. just to rain all over your enthusiasm over the numbers (of what? 700?) online.
breaking news. people buy cheap games! no shit.
the only thing good about this is that some goes to charity. but none of you cared.

--- End quote ---

Both these posts mirror how I feel and the same conclusions I have made. The game is super frustrating to play as a pilot, if I want to set up a pick up crew. And when I've tried solo queuing my gunner, the majority of times my pilot quits mid game after I've begged for arcs. Matchmaking was supposed to create lobbies of equal skill levels, but all they've done is create balanced mixed teams, so each side has equally frustrated vets. After a few days of this I concluded it's just not fun. If I wasn't in a clan, I wouldn't play this game, and if I were new, I would never stick with it. I have resolved to now only play competitively and when I can create a full pre-made clan team. Matchmaking has done a good number on any passion I have for this game. I am concerned that in the long run this will have killed this game.

Squidslinger Gilder:

--- Quote from: SaintR.L. on November 01, 2014, 03:29:11 am ---
--- Quote from: Gilder Unfettered on November 01, 2014, 01:31:16 am ---Yeah all those stomp matches I had were stomps because most of the other team left. There was no players to replenish. Heck one, lowbies took a galleon and charged in with it. When they exploded after being focused down by 3 ships, they left. Heck I was just sitting back with a sniper boat so I wasn't even in close to mine them and they left.

This is what happens when you have matchmaking with no consequences. MMOs purposely put cooldowns into their LFG queues to prevent players from bouncing from match to match. They usually kick in if a player leaves within 5 mins of group start. Its reasonable to put, say a 10 min cooldown on MM if players abuse it. It forces them to stay in matches.

Either that or what you do is you have a cooldown which increases the more time players abuse it. So they maybe only get to leave 3x before they have to sit there for the full length and then after that it takes an hour for it to reset.

--- End quote ---
So how exactly would this deter good ol' fashioned turn-off-computer ragequits?

--- End quote ---

It won't, it just makes sure they can't do it over and over to multiple people. That is where rage quitters get off. They rage quit a match because they can easily move to another more easier match with no consequences. Remove that ability and the rage quitter has to sit there waiting. They don't like that. Often times they have little to no patience. They're more than willing to put up with a battle than they would to sit waiting for a timer to tick down. Even if it may be faster to quit and sit in a timer, the need for instant gratification won't allow them to see that.

Problem comes in with how do you treat disconnects/etc? The reconnect timer is helpful but you are bound to have some caught by the system. Unless of course, you allow reconnects, or as said, you limit the rage quit timer to 5 mins. Meaning they have to sit in the match for at least 5 mins before they can rage quit without a timer. Course you could increase that time if it ended up being too little or too much.

SaintR.L.:

--- Quote from: Gilder Unfettered on November 01, 2014, 05:31:55 am ---It won't, it just makes sure they can't do it over and over to multiple people. That is where rage quitters get off. They rage quit a match because they can easily move to another more easier match with no consequences. Remove that ability and the rage quitter has to sit there waiting. They don't like that. Often times they have little to no patience. They're more than willing to put up with a battle than they would to sit waiting for a timer to tick down. Even if it may be faster to quit and sit in a timer, the need for instant gratification won't allow them to see that.
--- End quote ---
Personally I think you could also create an incentive to stay in your match by putting a time restriction on when you can join a new game after quitting a game. Even if you logged out, closed the program, or outright turned off your computer you would still not be able to join a new match after logging in again until the time penalty is up.

Is that what you meant in your previous post? I was a bit unsure at what you meant. I don't play those kinds of MMO's and I'm not sure what you mean by time limits before being able to leave.


--- Quote from: Gilder Unfettered on November 01, 2014, 05:31:55 am ---Problem comes in with how do you treat disconnects/etc? The reconnect timer is helpful but you are bound to have some caught by the system. Unless of course, you allow reconnects, or as said, you limit the rage quit timer to 5 mins. Meaning they have to sit in the match for at least 5 mins before they can rage quit without a timer. Course you could increase that time if it ended up being too little or too much.

--- End quote ---
With the idea I mentioned above, the grace rejoin time seems to be fine as you'll be simply going right back to the game you were in instead of joining a new one. If the connection problem persists past the grace rejoin time, waiting to join a game is not that big a deal. The rejoin time is a few minutes at the highest I've seen and waiting a few more before being able to join another game is not that big a deal for someone who just wants to play and will stay in a game. This is dependent on the time penalty of course but if you're dc'd for that long you're probably not going to come back right at the second the rejoin time limits is up.

Mezhu:
I assume the reason why we keep getting put with ppl <lvl 10 (except from their obvious abundance) is that MM considers a lvl 8 player with 70% win ratio to be as capable as a lvl 40 with the same win/loss. Thing is, a game's outcome depends more on experience rather than actual skill, and it's only after a significant amount of games that actual skill becomes discernible and matters more than playtime. A quick solution, as others have suggested, would be to have people below a certain average level be put into a different matchmaking pool, and lift this restriction only in cases of low population.

I'm pretty sure that with time, if proper tweaks are made to the MM system (restrictions it places, rating deviation it allows, factors it includes when calculating rating etc), and as each players' rating stabilizes, average lobby quality will improve. Eric has, after all, already stated that the future goal would be to allow matching players only from the same 'leagues' or skill tiers. This combined with a stricter matchmaker has to quarantee some lobby balance and quality, or at least so I hope.

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