DEV STREAM ROUND-UP: 11TH APRIL 2016 [Exedore - Lead Game Design]


(Captain_Forward) #41

[quote=“Faraleth;28079”]
Casual Match-Making Info:

[*] You will be able to queue with up to 5 friends.
…[/quote]

I’m actually kinda scared about that. So, high-level team stackers will be normal now? Without a “fair” way to drop out from that nonsense? Please.

[spoiler]http://i.imgur.com/g1qxopr.jpg
[/spoiler]


(blonk) #42

@Faraleth , I know you’ve given us a few tips before that community servers are on the radar at SD, do you think this announcement about the unranked MM/queue system changes this at all? Is it possible for these things to exist side by side? Apologies if this was asked in the stream, I wasn’t able to attend :<


(Faraleth) #43

[quote=“Ford_Prefect;168139”][quote=“Faraleth;28079”]
Casual Match-Making Info:

[*] You will be able to queue with up to 5 friends.
…[/quote]

I’m actually kinda scared about that. So, high-level team stackers will be normal now? Without a “fair” way to drop out from that nonsense? Please.

[spoiler]http://i.imgur.com/g1qxopr.jpg
[/spoiler][/quote]

I think you are missing the point of the match making system. The whole point is to balance from the start, so you won’t even have the high level stacks. A lot of that is caused by the drop-in, drop-out nature of pub matches. With the match-making queue this will be gone completely, so you won’t have to drop out of a match. :slight_smile:


(Sithas) #44

I hope they wont remove 8vs8 servers, i only play 8vs8(hell i wish there were even bigger teams allowed) i like the chaos it brings. But o well if they remove it i will just try to find a good old et wolfenstein server with a decent player amount and uninstall dirty bomb.


(ClemClem7) #45

The problem of deleting drop out is that this game will no longer be casual.
We need some servers on which we can play few minutes and if a friend can’t join, quit the match and find another server. If we want no drop out, we play ranked.
Balance the game at the beginning is fine. Avoid drop out isn’t. If the game’s no longer balanced due to drop out, then we can shuffle, or auto shuffle may be. But keep Din/Dout if you want keep your casual players. Being forced to finish a match if it doesn’t fit to our moment’s feeling is not a good way to balance matches.
Avoid drop out will force players to be kicked due to AFK because sometimes, we need to go and so we quit the match.


(OmaGretel) #46

[quote=“Faraleth;168149”][quote=“Ford_Prefect;168139”][quote=“Faraleth;28079”]
Casual Match-Making Info:

[*] You will be able to queue with up to 5 friends.
…[/quote]

I’m actually kinda scared about that. So, high-level team stackers will be normal now? Without a “fair” way to drop out from that nonsense? Please.

[spoiler]http://i.imgur.com/g1qxopr.jpg
[/spoiler][/quote]

I think you are missing the point of the match making system. The whole point is to balance from the start, so you won’t even have the high level stacks. A lot of that is caused by the drop-in, drop-out nature of pub matches. With the match-making queue this will be gone completely, so you won’t have to drop out of a match. :)[/quote]

But what if a “pro” team of 6 players joins the MM queue together? Will they have to wait until there are 6 other equally good players in the queue? That would probably never happen.


(jollyRacer) #47

I do like the fact that SD finally want to incorporate DOTA’s style of matchmaking. This will definitely prove to be better in the long run. Just look at CS:GO, it works like that too and they’re a success.

Only thing is, you devs should include ROLE MEDALS / MERC MEDALS per month.

MERC MEDALS

  • Could be exp earnt by playing Aura in that month.
  • Rewards could be a silver loadout at the end of the month for the Merc achievement you accomplished.

ROLE MEDALS
-Similar concept to the one above but this is to choose (Engineer, Medic, Assault, Recon) roles and the amount of total exp gathered within the month. Giving a gold loadout for any merc in that category.
-Of course, making the exp required to get the medal be in ascending order according to (Engineer, Medic, Assault, Recon)

  • Example would be; Engineer ( 500k ) , Medic ( 500k ) , Assault ( 600k ), Recon ( 700k )
    something like that so that people would actually want to play Engineers or Medics over the other two.
    This could prevent people stacking recons in a team and encourage balanced teams. Of course, this is just an idea that I just conceived, this can definitely be improved.

As of the current state of the game, not many people would choose to be a medic for the sake of the team or an engineer. They want to kill and being either of these two seems like a chore.

Implement these month long rewards and people will stick to the role/merc and increase the chances to have a balanced team.

*You wouldn’t frown upon a team of mixed medics as much as a team full of recons. ( though both are equally trash compared to a decent well rounded team.)

*Yes, I am aware that this might put off players who like to play recon the most but thing is, you’ll be getting silvers/golds, those are for you to use as trade up material and its not like you can’t get the reward at the end of the month, you just need to play more.

p.s. I often play Fragger/Stoker (Assault) and Aimee (Recon) and I will have no complains if it takes 20-30% more exp as compared to Medics and Engineers to get my reward. You want to play a killing class while others do the “chores” , you’ll have to play longer, its that simple and really, it isn’t even a bad tradeoff, average players can easily get 10k exp with any role in a full stopwatch match.

Suggestions to improve this will be appreciated and hopefully the devs read and implement some sort of reward system every month to encourage players to choose desired roles in a team composition.


(watsyurdeal) #48

Ugh, stop trying to make pubs like ranked. Just give us community servers already.


(Captain_Forward) #49

[quote=“Faraleth;168149”][quote=“Ford_Prefect;168139”][quote=“Faraleth;28079”]
Casual Match-Making Info:

[*] You will be able to queue with up to 5 friends.
…[/quote]

I’m actually kinda scared about that. So, high-level team stackers will be normal now? Without a “fair” way to drop out from that nonsense? Please.

[spoiler]http://i.imgur.com/g1qxopr.jpg
[/spoiler][/quote]

I think you are missing the point of the match making system. The whole point is to balance from the start, so you won’t even have the high level stacks. A lot of that is caused by the drop-in, drop-out nature of pub matches. With the match-making queue this will be gone completely, so you won’t have to drop out of a match. :)[/quote]

Well, I hope so.

You forgot Fire Supports. And Stoker is not an Assault.


(bontsa) #50

You guys did look at the actual stream before jumping into conclusions that “highlevels now stack’n’stomp lowbies”? Ach, thought so, you didnt.

He said it’d be functioning with skillrating type system, putting people approximately around same skill level against each other. So it attempts to keep balance and such system would actually do it much better since less people are dropping in-out all the time. So that quitting potato who has 10 hours in the game and doesn’t know what ammo is, is not getting replaced by DBN Open Cup winner team’s demigod midway through.

Now that is however arguable if that’s a good change overall or not. Would it bring more balanced games is not; it definitely would, taken that peeps don’t quit.


(King_Gibbon) #51

Oh god please don’t add the casual matchmaking. Casual is for fun, there is no reason to limit who plays with who. Ranked sure, I don’t mind that being limited, but not allowing large groups of friends could possibly kill my group playing it. Last night alone we had 7 people playing together and it’s definitely not as if we play friendly towards each other. The game is made to work as a team and hopefully the teams will be shuffled anyway so whats the harm in having a server filled with friends along with PUGs?


(watsyurdeal) #52

Honestly here is the problem, match making based on skill and experience won’t fix teams of people not doing their part.

Know how I know this? Know you know this? Look at your score next time you’re at the top.

If you notice you have more kills and points than the whole rest of your team combined, you know the problem. You are the carry, not because you’re the best, AROUND, NOBODY EVER GONNA KEEP YOU DOWN, but because your team mates are trash.

They are never in the right place, or communicating, or carrying their own weight.

Yall need to get a damn job and learn what it’s like to work on a team. Everybody does their own part. Someone needs to focus on planing, focus on reviving, focus on keeping people supplied and watching their flanks, and someone needs to be the frontman, the brusier, the damage dealer, the God of War for his team.

It’s all about people working together, which people never do so they blame Splash, of course, because it’s their fault you’re a moron.


(bontsa) #53

@Watsyurdeal Surely, potatetoes will still potate. But in the end of the day, how high PSR will they ever have since they have no will to improve? If PSR is done right, not staring at only win/loss ratio but actual role-specific performance (via different xp types for example and all the wacky amount of data ECHO is able to record), it’ll eventually put the densest people play with each other only. Unless they party up with some more experienced players, who of they might actually grab a lesson or 2 from to actually start doing their role.

Not saying it’s some type of magical silver bullet fixing oblivious people, but then again nothing will “fix” them. Can only put them to bot-play with each other. Upcoming new tutorial should give better start for the ones who are bad at beginning, but do want to improve. So they should stand out to get into better games eventually. I hope. Still optimistic on this.


(DMaster2) #54

Complete fuing bullit. I said countless times that casual party matchmaking is a terrible idea and will probably drive me away from the game completly. Punish for leaving in casual? Removal of 8vs8? BS. Complete BS. Sorry but no, that’s not cool SD


(B_Montiel) #55

Are they serious ?
Based on how their related matchmaking/pub lobby scramble system currently work, this is a nasty move that would definitely crush the game. A big NO NO for me. I’ll uninstall as soon as this kind of sh!t comes in this game.

The biggest issue here is that pub in such fpses do not compare with mobas.

Honestly, looking team balance issues we currently face and the ones we used to for the 6 first months of steam’s beta, they have massively reduced. Back in the days, spawnrape and total obvious skill unbalance were literal issues. Nowadays, the biggest problem is imo people unwilling to play objectives.

Come on. Everyone know that allowing people to rent servers could be IS the best solution. Not only that’d allow people willing to have quality servers to get finely tuned games, but also drag vets/high level into specific servers, thus lowering unbalance occasions.

And punishing leavers for leaving a PUB game. Hang on, who’s your top cracker guys ? I want to have some shares on this weed.

I was pretty happy with the latest update, and ranked 5v5 comeback. But devs are obviously rehearsing the 1 step forward 3 steps backwards lesson. Stop this already.


(pnellesen) #56

Is there any reason they couldn’t just keep the existing server browser system, and add the new MM system as an OPTION, and let it sit for 6 months to see what the PLAYERS actually like and use the most? Though I haven’t played in a while, one thing I like about this game is the fact that it DOES have a server browser. Removing that (and adding some kind of punishment system for leaving casual matches early) is one way of ensuring I won’t play again.


(Maverix) #57

Fletcher will likely receive an AoE nerf (no nerf to stickied damage), making it more skill-based and less spamable.

Explain to me how reducing the AoE will make it less spamable. The only possible way to make stickies less spamable is by either reducing the amount of carried stickies, or increasing the cooldown.


(Jesus) #58

[quote=“Watsyurdeal;168207”]Honestly here is the problem, match making based on skill and experience won’t fix teams of people not doing their part.

Know how I know this? Know you know this? Look at your score next time you’re at the top.

If you notice you have more kills and points than the whole rest of your team combined, you know the problem. You are the carry, not because you’re the best, AROUND, NOBODY EVER GONNA KEEP YOU DOWN, but because your team mates are trash.

They are never in the right place, or communicating, or carrying their own weight.

Yall need to get a damn job and learn what it’s like to work on a team. Everybody does their own part. Someone needs to focus on planing, focus on reviving, focus on keeping people supplied and watching their flanks, and someone needs to be the frontman, the brusier, the damage dealer, the God of War for his team.

It’s all about people working together, which people never do so they blame Splash, of course, because it’s their fault you’re a moron.
[/quote]

Thats exactly this kind of thinking that shouldnt be in pub. People go in pub to fool around not to think strategic like that keep that for comp


(Ardez1) #59

[quote=“Maverix_GT;168367”]

Fletcher will likely receive an AoE nerf (no nerf to stickied damage), making it more skill-based and less spamable.

Explain to me how reducing the AoE will make it less spamable. The only possible way to make stickies less spamable is by either reducing the amount of carried stickies, or increasing the cooldown. [/quote]

My guess is by decreasing the range of the aoe it will require users to be more accurate and force them to slow down their fire rate to maintain the same amount of damage they are doing right now. It gives people the option to throw as quickly and as many as they do now, but they have to be more accurate then they were before.


(Amerika) #60

[quote=“Maverix_GT;168367”]

Fletcher will likely receive an AoE nerf (no nerf to stickied damage), making it more skill-based and less spamable.

Explain to me how reducing the AoE will make it less spamable. The only possible way to make stickies less spamable is by either reducing the amount of carried stickies, or increasing the cooldown. [/quote]

The ability will remain “spammable” in regards to throw rate and amount of stickies but your AoE damage will be reduced.