Info > Release Notes
Version 1.3.8 Hotfix Release Notes
macmacnick:
As I said earlier in the feedback and suggestions matchmaking thread,
--- Quote from: macmacnick on October 27, 2014, 08:58:07 pm ---...I have been pushing for the idea that there should be two systems: Matchmaking (MM) and Match List (ML) for a long time. The community pushed to have quick join removed for a long time, and the idea of matchmaking was supported mainly as an alternative to quick join. Why should we, the veteran players, those who are part of the reason why this game has such a good community overall, have to suffer? Why are we, the veterans, having to deal with a system that degrades the community experience, strategy, general craziness, and overall fun and entertainment value of the game, why all of this just so that the shorter-term, pick-up, play the game, all of two or some-odd times, not giving half a damn about the community get a system designed with just them in mind, stripped down to provide just a glimpse at the depth of the game? Is it not us, the veterans, those who continually help, by giving assistance, feedback, sending in well-informed reports, self-policing and discouraging toxicity amongst the community. Is it not the veterans who are the ones teaching the newbies, pushing the limits on the depth of the game, and helping nurture the community who hold up the community standards, actually care, growing and sustaining the community with a passion, one that dwarfs any found in most of the largest, most popular games in existence? Why should we, the community as a whole, get off with the short end of the stick, with the social aspects of the games, such as the possibility of meeting someone in a random lobby, someone who could eventually become a new friend, a new acquaintance, or even a person who could become in the future a new clan member, reduced or removed entirely? What exactly was Muse's point when they removed one of the most integral portions of the community the match list, the social hub of the game, by basically ripping out its heart, and trying to replace it with a lesser alternative?
--- End quote ---
Dementio:
Regarding visible and invisible levels, I suggest:
- Remove levels from the chat again. Since every class can have a different level, this feature is very inaccurate.
- During matchmaking, show only the levels of your team and remove every way to look at other peoples levels while you are in a matchmade lobby and the person whose level you are looking at is in the same matchmade lobby. Which means you can still look at the levels of people that write in global chat or at peoples level on your friend list that are not in the same match as you. (Might wanna enable seeing friends level during matchmade levels, because they are friends.)
- During custom lobbies show levels of every person in the lobby, as long as it is not affected by matchmaking that is. Since MM is not active here, the reason to hide levels does not exist here. If it is joined through friend list, the level is known already and so on.
GeoRmr:
@Daniel
What happens to levels in custom lobbies that are then opened to the MM queue? What happens to the levels of people who are match-made into a re-matching lobby? Would then not be able to see anyone else level where the majority of the lobby already knows their levels?
Also - so now we would have to click 5 times to see each persons level instead of just once? Or would you block the ability to add people as friends in pre-game lobbies?
All I can see is even more nonsensical frustration.
As far as I can tell there are 2 options:
Bring the lobby back to how it was pre hotfix and show the levels.
Remove the level system from public view EVERYWHERE including player Profiles.
The thing is, does Muse really want to do the second option after investing so much time, effort, and presumably money into developing the new progression system, while angering around 70% of the active player base? Seems like a waste to me.
What I've personally ascertained from the developers responses so far (on this forum and in-game) is that their decision to hide player levels is simply a motive to hide the failings of the new matchmaking system - unable to successfully create balanced matches under the low player load and rejection by around half of the community who "break balance" by using the social features. (Sorry for wanting to play with our friends and not random newbie strangers)
As an open question - Does anyone know a (successful) multi-player game where the players ranking is hidden from other players in some instances but not others? Personally I don't know any other than the current version of GoI. If you haven't gathered already - I really don't like it.
GeoRmr:
--- Quote from: Wundsalz on October 27, 2014, 08:41:00 pm ---Just check a players glicko2-rating if he tries to join a team and deny his request if it would ruin the balance.
--- End quote ---
Please no...
Please, just no.
Wundsalz:
--- Quote from: GeoRmr on October 28, 2014, 05:28:50 am ---As an open question - Does anyone know a multi-player game where the players ranking is hidden from other players in some instances but not others? Personally I don't know any other than the current version of GoI.
--- End quote ---
The match-making-rating(mmr) is hidden or at least hard to access for the player in many games. Personally I know more games which hide it than games which spam it around. To name a few examples:
- Hawken provides no ingame UI or other tool to let players know their mmr. However there is a 3rd party program with a bot-bridge which allows the user to read ones own mmr and balance information about a lobby
- I've never seen my own mmr value LoL and afaik it's not possible to access it (ranked matches put aside). I haven't played LoL for a couple of years though, so my info might be outdated here
- Afaik Smite doesn't provide access to the mmr used for casual matches either (I haven't played smite for a while either so again this info might be outdated)
- Afaik Robocraft doesn't grant access to the mmr they use for match-making (if they use Glicko or a similar system to begin with - I've neither read anything confirming nor denying this)
--- Quote from: GeoRmr on October 28, 2014, 05:55:45 am ---
--- Quote from: Wundsalz on October 27, 2014, 08:41:00 pm ---Just check a players glicko2-rating if he tries to join a team and deny his request if it would ruin the balance.
--- End quote ---
Please no...
Please, just no.
--- End quote ---
Care to elaborate? Unrestricted joining of existing lobbies is one of the mayor "legacy elements" which inhibits match-making. It allows players to come along and stack a game which otherwise would have been balanced.
Sure playing with friends is a necessity, but I see no harm in having to setup a crew-formation to do so. That way the match-making system at least has got a chance to somehow deal with groups of good players.
That being said, I'd like to leave a note for muse here: I will be seriously pissed if you cut away the possibility to play with 8+ people pre-made-crews. I'm well aware that large parties are highly problematic for match-making systems, but I am not willing to cut away the possibility to play with an entire pre-made-fleet for the sake of having balanced matches. That's a red line. Don't cross it!
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