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Matchmaking is meh.
#1
Posted November 21 2012 - 01:11 PM
- empty games (a lot)
- DM games with 3 people or so, that ragequit as soon as it's clear they can't beat me.
- Games where everyone quits at the end of a round (not a fault of the MM, but this happens a lot more than in beta2 for some reason)
- Heavily lopsided team games (with people that ragequit as soon as they get behind).
- Syncing when pressing Launch (separate issue but still irritating)
I don't want to play with only 1-2 people. It takes forever to find someone on the map and even then engagements usually end up in a stalemate. I want games with 8+ players :-/
#2
Posted November 21 2012 - 01:21 PM
And earlier today had to witness again how rage quiters spoiled a game that started ok. I ended up being a farm but fought to the end.
I Don't get these people, if you die a few times so what. Why are they even playing. This game needs that penalty system.
And devs please bring back those insane-servers.
 
					
					#3
Posted November 21 2012 - 01:55 PM
How I see it, the main problem is;
you don't get XP for anything but kills (+ assists of course but the target does have to die with you alive to recieve the XP) so if you're in a match and you just can't win (aka you're cannon fodder for a better pilot's ego) then there is litterally no point in continuing to play. Sure, it's wimping out and lame and even I've done it to find a better game (with better balanced teams, or pilot's more of the same skill level) but what choice is there when you get nothing out of dying continously?
We all want to win and there be some challenge but someone has to lose (graciously, one would hope!) in order for that to happen. Instead of punishing people, we should be tossing them a bone with maybe minor XP gains for the net damage they did (or something?). If you go through a match beaten and bloody, having at least some sort of progression (aside from maybe learning how to better pilot your mech) to show for it I feel more people would stick around and generally everyone would be happier.
I'd avoid punishing people, the last thing a game as new as this wants to do is drive players away.
#4
Posted November 21 2012 - 02:10 PM
But no really rage quitters need to be temporarily unable to join a game for 5 minutes.
Also I feel players should be able to vote to surrender maybe? this might help a 5-2 game where there is no hope.

#5
Posted November 21 2012 - 02:12 PM
 
#6
Posted November 21 2012 - 02:17 PM

#7
Posted November 21 2012 - 02:27 PM
It's the mentallity of "no, you must stay here and let me beat you more otherwise you're going to get punished!" that reeks of a childish playground rhetoric that really bothers me. Surely there is a better way to go about the issue of people abandoning ship when things aren't going their way.
Maybe the vote to surrender is it? At least for team base matches. An awesome unexpoitive match making system/auto mid match team balancing system has been mentioned before also.
#8
Posted November 21 2012 - 03:00 PM
 
					
					#9
Posted November 21 2012 - 03:04 PM
#10
Posted November 21 2012 - 03:25 PM
#11
Posted November 21 2012 - 03:46 PM
"But what if Im playing with my pals owning a ton of NOOOOOOBS"
Too bad.
#12
Posted November 21 2012 - 04:34 PM
#13
Posted November 21 2012 - 11:06 PM
 Treebeard, on November 21 2012 - 03:46 PM, said:
Treebeard, on November 21 2012 - 03:46 PM, said:
"But what if Im playing with my pals owning a ton of NOOOOOOBS"
Too bad.
It also tends to punish the better players as they are, almost always, the ones who get balanced. Nobody likes to have a pretty good team in a fairly close match, and then lose because the balancer decided to switch them.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#14
Posted November 21 2012 - 11:15 PM
 
#15
Posted November 21 2012 - 11:33 PM
 Etan, on November 21 2012 - 11:15 PM, said:
Etan, on November 21 2012 - 11:15 PM, said:
So if you got, say, 64 XP and an assist, you know you did 54% of the damage.
Honestly? I'd like to see all of the little points added up and shown in the final number. It does this somewhat now (It will show that you got 15 bonus XP for a revenge kill, for example) but understandably the question would be making this play nice with the HUD. If you got a revenge kill and an AA defense, for example, it could be pretty much info overload.
Then again, you could do the Planetside 2 method, and just have the values rapidly tick. In that game, for example, if you take out a fully manned Liberator (a three-person aircraft), it'll show something like "Liberator Destruction +150, Kill + 100, Kill + 100, Kill + 100" in fairly quick succession (it would take about two or three seconds or so to display all that). Of course, the downside is if you blow up a fully manned Galaxy (which holds 16 players), it becomes "Galaxy Destruction +500, Kill + 100, Kill + 100, Kill + 100, Kill + 100..."
Hawken will never get that ridiculous, but I think it would be good. And it'd allow us to know exactly why we're getting XP, and how much, which will help those of us who are trying to balance XP tuning.
Doesn't help us with Hawken Points, though - we see some of the things that factor into HP earnings, but there is a value that's earned simply per minute of play, and while I know at one point that value was 5.3/minute, now it's a guess to anyone who's not a dev what it is.
Edited by DarkPulse, November 21 2012 - 11:40 PM.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#16
Posted November 21 2012 - 11:36 PM
 
#17
Posted November 21 2012 - 11:46 PM
 Etan, on November 21 2012 - 11:36 PM, said:
Etan, on November 21 2012 - 11:36 PM, said:
I'm about 95% sure it's no less than five seconds and no more than ten, but unless the devs are willing to divulge this info, or we go hacking for it, it's kind of hard to tell.
Edited by DarkPulse, November 21 2012 - 11:46 PM.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#18
Posted November 21 2012 - 11:48 PM
Noticed this during siege playing as SS put alot of damage on people but never got kills =S
Edited by Etan, November 21 2012 - 11:49 PM.
 
#19
Posted November 21 2012 - 11:53 PM
It definitely makes me rage a lot less about kill credit.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#20
Posted November 22 2012 - 12:05 AM
 fwip, on November 21 2012 - 02:12 PM, said:
fwip, on November 21 2012 - 02:12 PM, said:
disagree.
tends to be abused (see games like LoL)
H.P. Lovecraft
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