Can players join mid game in matchmaking?


(doxjq) #1

How do the servers work out of curiosity? Can players join mid game? The one game of execution we managed to get in during the beta test with shoe watching, our team started the game a player down (maybe someone left, I don’t know) but then it occurred to me that we were a player down all game. People rage quit pubs all the time, it’s just the way pubs are. It’s actually really annoying, but it’s even worse now if people can’t fill in the gaps.


(nokiII) #2

In matchmaking, no one can join late, but people who got disconnected can join in again. You get a prompt after opening DB again to rejoin the game.


(RazielWarmonic) #3

This is correct! :smiley:


(doxjq) #4

So if someone rage quits from a pub match there is nothing you can do to balance the teams at all? Can’t shuffle, can’t change teams, can’t invite someone else?


(Melinder) #5

@Dox I believe the aim with the casual matchmaking is to create a similar environment to that of a MOBA game. You find 12 players, you have your game, you say your goodbyes, and you re-queue to find a new game, to try and create a different experience every time.


(ImSploosh) #6

This sounds awful to be honest.


(Weekendwarrior) #7

What if they disconnect and don’t come back?


(Jostabeere) #8

All Hail Public Matchmaking, right?
Seriously. Who the hell thought this would be a good idea? If the system does not autoatically shuffle bo0th teams everytime a player leaves, the game is doomed. It will be worse than our normal pub game now.


(Xenithos) #9

All Hail Public Matchmaking, right?
Seriously. Who the hell thought this would be a good idea? If the system does not autoatically shuffle bo0th teams everytime a player leaves, the game is doomed. It will be worse than our normal pub game now.[/quote]

Here’s the thing. If it’s anywhere near MMR (Elo) based. Then losing a teammember on one side, unless it’s an extremely high Elo rating for all players on each side, will not affect the game nearly at all. Usually systems like these include bad players that leave often, or are near worthless on each side. As they’ve said before, Leavers will be penalized in the new system… Not that I’m happy about THAT.

Also, any high skill cap matches will almost never have a leaver if it’s actually fun.


(Melinder) #10

As i’ve mentioned countless times on various threads, this will be the death of the Oceanic community. There simply aren’t enough players to have any remotely balanced games. And considering all of the good players are generally friendly with each other, and will likely party with each other, there will never, and I mean NEVER, be a team that will even remotely have a chance against them. @Dox will agree i’m sure.

If we decide to avoid the matchmaking system completely, to avoid the above issues, the community will be divided between MM and Community Server players, creating an even smaller player pool, which will likely result in something like 2-3 servers running maximum at any time (as we only see around 7-8 servers at peak times)

I remember reading an official post some time ago that basically said “the server browser will remain, but will have less functionality” along those lines anyway. Does this mean that some servers will be removed? (e.g. SW 6v6) or will there be the removal of a portion of servers to be reserved for these matchmaking games?


(SnakekillerX) #11

All Hail Public Matchmaking, right?
Seriously. Who the hell thought this would be a good idea? If the system does not autoatically shuffle bo0th teams everytime a player leaves, the game is doomed. It will be worse than our normal pub game now.[/quote]

While i’m sure this will have its flaws for long time to come… wouldn’t it make sense to just replace that player with someone else of similar rank standing ASAP? No need re-shuffle every time someone leaves/joins.


(Orivar) #12

Then it will be 6vs5 at the start. then 6vs2 at the end :slight_smile:


(Elvisz) #13

i said it from the start, this casual matchmaking gonna be a bad idea. because of the leavers/disconnects/errors…


(Equanimity) #14

They need to incorporate games in progress in to the matchmaking queue and as mentioned ensure that teams are balanced if someone leaves. There shouldn’t be a leaver penalty for fucking pubs. You shouldn’t be forced to only find games from the very start (that’s probably a big reason why the queues are so broken). The MMR system probably needs to be redone (if it based only on past ~10 games as I hear it is currently) so that it incorporates long-term performance to more accurately calculate player standings.


(doxjq) #15

Well, this is kind of my point. People RQ all the time in Dirty Bomb. Especially in Objective and Stopwatch since they get stuck on spawn if they are quite a bit worse than the other team. But it isn’t really usually a problem as more people just connect and often a really good player will join in and help the team get off spawn or occasionally a good player will change teams to balance it out.

This kind of can’t happen now with matchmaking. People can’t change teams to balance out the game if someone rage quits, and no one new can join. So it will result in 2-3 people RQ’ing early in the game if they are getting stomped, and that’s it, game over. It’s going to result in a lot of menu time dealing with rage quitters and a lot of 6 v 1/2/3 games where the people who are on the 1/2/3 man side decide to stay just to annoy the team of 6 and hope they get bored enough to just quit themselves (believe me, it happens)

I’m concerned this hasn’t been thought through properly and how it will affect all types of players and the size of communities. Especially down this way. I can’t remember the last time I lost a game with my [NTN] guys when we were all on the same team, not because we are insanely good or anything but just because we don’t have enough high caliber players down here to match us up properly. Most of them stopped playing Dirty Bomb a long time ago. If we’re ever on the same team we usually end up spawn trapping the enemy 2-3 minutes into the game and even if we decide to be nice and not spawn trap them, most of them just rage quit any way because they can’t passed the first objective.

Yeah true, but I’m talking about rage quitters here, they aren’t likely to come back. Seriously I can’t remember the last pub match that didn’t have rage quitters, but it’s never really been a problem because people are always darting in and out of public games to make up for the quitters.


(nokiII) #16

Well, this is kind of my point. People RQ all the time in Dirty Bomb.

Well, the end goal is, to teach people not to leave. Mostly through better balancing, so the really bad spawncamps don’t happen anymore and people don’t ragequit.
Secondly, you get a the option to surrender after 3 minutes of gametime, which means, the drawn out 15 minute camps in a stopwatch match won’t happen anymore if the other team doesn’t want to.

And thirdly, people need to learn to try. Yesterday, a whole server cleared out, after I killed their team two times when they came out of spawn.


(doxjq) #17

Yeah but, do you honestly think matchmaking and “elo balance” or whatever system they’re going to use is going to fix rage quitters? I’m not having a go at you I’m just genuinely curious haha. I personally think it’s going to make rage quitting even more prominent since people are going to stack up in their teams and play randoms.

PS I’m not against teams at all, I think the game needs this 100%, but I do think rage quitting is going to become more common not less.


(Szakalot) #18

well, being banned from playing pubs will weed out the most zealous RQers. The rest will learn to stay in the game, or use surrender votes.

I’m a lot more concerned with the UI, queue times and stability; if someone drops from a game (not RQ, just drop) you are stuck playing smaller teams for a considerable amount of time, if the person returns at all.


(nokiII) #19

Yes, I think that an MMR/Elo based matchmaking will reduce the number of ragequitters significantly. In any other game with matchmaking, I’ll experience alot of bad players, but I don’t see people just leave as often as I do in DB. I can barely play a whole stopwatch round without at least one person leaving, and that’s an unacceptable state the game is in.

The problem right now is, that for alot of people it’s easier to just leave and search for another server where they can get carried easily instead of sticking with the match, getting to know the enemy better and might even win the match.

People might hate me for saying it, but I feel too many are too bad in this game despite having played for 500 hours or more and I attribute it to the non-existing incentive to get better at the game.

For example, if you’re in bronze in league or silver 1 in csgo, everyone tells you, that you’re bad and you should feel bad and you want to get better, because getting shit on isn’t fun.
In DB everyones a winner and gets a cookie.


(Szakalot) #20

well there is another issue:

losing in DB is the biggest uphill battle i’ve seen in any FPS. Even getting locked in spawn in QW didn’t feel as hopeless as trying to carry a useless team in DB, multiple enemies ganging up from all sides, anyone you kill get instarevived, and teammates die before they do anything useful.