And that friend needs to be cross server queuing, because either the pools of players that are queuing are too small to make it viable or it’s currently borked. I’d like to give Mythic the benefit of the doubt on this one. You can’t force people of varying skill levels/RR to queue if they don’t want to, which means you have to fill in from lower down the win/loss stack.
Now I’m sure that the algorithm for the actual match making will be tuned up over time, especially where we have players of a similar win/loss ratio but vastly different gearing.
But regardless of that, we need more people in the queues and that will only come when people feel they are being matched fairly, the majority of the time. I’ve had some shocking mismatches since 1.4 arrived, which reminded me of pre 1.4 (See below). I’d confidently say, that the only thing I had in common with my foe, was that we were the same character rank.
In one instance, we joined the queue as a mini group of 4 people, me a RP RR52, a WP RR72, a slayer RR73 and a SM RR58, against who we (plus others) were matched against I think 2 premades from the same guild (Orz). I’d barely have time to cast an insta, before the guarded slayer was dead. This hasn’t been a one-off situation either.
This of course had repercussions, we didn’t queue for about 5 – 10 minutes, because we hoped to get out of sequence with these 2 premades. So if we’re not queuing, I can’t imagine we’re alone in that tactic. It’s barely tolerable to put up with a mismatch in a 3 minute Eternal Citadel, it’s certainly not good enough to have the thumb screws applied for 15 minutes in the other scenario’s (Remember it’s now a feature).
Hence my urgent request that 1.4.1 has cross server queues. Like I said before, I don’t care who my opponents are, since I can’t speak to them. Mythic can then pull from all the english speaking servers for the purpose of populating my groups.
I think we’d have to allow the single language servers the option to join queues other than their native language, otherwise they’ll be stuck in the slow lane.
Now here’s the rub.
With something like scenario match making, it’s actually invisible to the player, which is great from a development point of view, since for all intent and purposes it been in development on the live boxes since launch and in moment of, lets say weakness, someone decided to make a PR event about it. You’ve now put it on a pedestal.
Prior to this features announcement, I would have expected a lot of time was spent looking at the results of the match making, in terms of players used, the wins and losses, along with crushing score lines, allowing for necessary adjustments to be made. What I would have surmised from the results, is that regardless of tuning, scenario matching making was lacking the necessary players to make it work in a reliable fashion.
But now it’s a feature of a game, expectations have risen and something which was a behind the scenes, is out front and centre and is a target of player dissatisfaction. Which is what we have now. Well I certainly have plenty, regarding this new/old feature.
As a developer of many years, I personally wouldn’t have released “Scenario Matchmaking” without the cross server queuing to support it, since in my eyes it needs a bigger player pool. Unfortunately this is a case of a concept rolled out by Mythic, but without the necessary infrastructure to support it. A bit like Russia & Qatar getting the world cups in 2018/22.