Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Hutt Ball type maps pops 2 out of 3 maps constantly

STAR WARS: The Old Republic > English > PvP
Hutt Ball type maps pops 2 out of 3 maps constantly
First BioWare Post First BioWare Post

TrixxieTriss's Avatar


TrixxieTriss
12.08.2019 , 06:05 PM | #121
Quote: Originally Posted by EricMusco View Post
Hey everyone,

There has been some good discussion in thise topic about both how you believe our map selection works right now in matchmaking, and thoughts on where we can improve it. I want to add some clarity to the former, and then we can talk about the latter.

How does map selection work?
This is pretty simple on the surface. When a player (or players) queues for an unranked Warzone the matchmaker does two things (I am ONLY talking about map selection here, not about what the matchmaker does to work towards even teams).
  1. Looking at what matches are currently active and the number of players in the queue, the matchmaker decides whether it will pop an Arena or a Warzone.
  2. The matchmaker then rolls in that game type pool for which map it will pop. All maps have the exact same weighting.

This means that Huttball and 3-pt control both have the highest odds of being selected since they each have 3 maps respectively (Novare could be argued that it is separate from Yavin/Alderaan though). But ultimately each individual map has the exact same chance of rolling here.

How can we improve this experience?
There have been a lot of great ideas in this thread, and definitely keep the ideas coming. This is a topic we have talked about a lot internally (allowing players to select exactly which Warzone they want to play, for example). There are some challenges with that level of granularity (queue times mostly). We have talked about adding exclusions as well, so a player could pick 2-3 Warzones they don’t want and then they fall into the rest of the pool. These changes are fairly large in what it would take to implement and so they would need to happen as a part of other large systemic changes. This in no way means we won’t ever do it, just that it would need to be in a large update and it isn’t currently planned on the schedule.

With that said, there are possibly some smaller fixes the team can do in the interim which they are discussing. We may be able to tweak the individual pop values on each map in the PvP queue which would give more weighting towards game type, then map, for example. I don’t have any specifics right now but the team is in active discussion on this topic and I will pass on more info as I have it.

Question for you all to give us your feedback on...
Matchmaking weighting could effectively work one of two ways.
  • We can give even weighting to individual maps. As in, every single map has the same chance to pop so you see more map diversity. This is how it works today.
  • We can give equal weighting to each game type. As in, you will see less map diversity overall, but you are more likely to see each map type more often. AKA you will see Voidstar as much as you see Huttball.

Let us know your thoughts! Thanks everyone, keep the feedback coming.

-eric
Eric, you posted this on the 15th of March 2019. It’s now 8-9 December 2019 and nothing’s been done. Could you at least reply and tell us if you guys plan on doing anything or it is wishful thinking on our part.
I think we deserved to know, even if it’s bad news.

mothbanquet's Avatar


mothbanquet
12.10.2019 , 08:37 AM | #122
Having Huttball 80% of the time yesterday evening, 4 out of the 5 WZs I had time for, was soul-crushing. The first three I played to win. By the fourth I just didn't care any more and joined the deathmatching mosh pit in the middle. I don't think it's ridiculous to assume the other folks in that melee ignoring the ball had seen Huttball a lot more than even I had that evening.

This is not a new experience after playing for 7 years. The fact that it's not a 'remember the bad old days when...' experience after all this time is inexcusable. You can find threads complaining about too much Huttball since launch, back when it was blamed on faction imbalance. Well, PvP's been cross-faction for a while now and it's still happening. Sort it out and stop mugging off Trixxie here.

-Bob-'s Avatar


-Bob-
12.10.2019 , 09:04 AM | #123
Playing lowbies last night and it was nothing but HB, i like HB but too much of it is annoying, especially with all the Desynch going on.
Something is definitely wrong with this game
There are no Victims, Only volunteers!
Der Untermensch
Referral link

mothbanquet's Avatar


mothbanquet
12.10.2019 , 09:11 AM | #124
Quote: Originally Posted by -Bob- View Post
i like HB but too much of it is annoying
Simply this. Love/hate for HB will always be a spectrum of opinion, and I don't hate HB per se but to quote another BW game, familiarity breeds contempt and I'm as familiar with Huttball as I can get.

ZoreWon's Avatar


ZoreWon
12.10.2019 , 04:36 PM | #125
I think they broke it.

Lhancelot's Avatar


Lhancelot
12.11.2019 , 04:08 PM | #126
Quote: Originally Posted by mothbanquet View Post
but to quote another BW game, familiarity breeds contempt and I'm as familiar with Huttball as I can get.
Who is quoted as saying this? Good quote it's true. That's why divorce is so common. That's why good teams turn bad when the coach's voice is no longer heard due to the team hearing it for so long, too long, etc.
TRUE
Quote: Originally Posted by DarthSpuds View Post
RNG is counterproductive because it massively increases player dissatisfaction.
FALSE
Quote: Originally Posted by olagatonjedi View Post
As I detailed in another thread, RNG give the players more control over their gearing.