Quote EricMusco Quote: Originally Posted by Hey folks,



The Stronghold area resets we did this morning will hopefully mitigate some of the lag issues you have been seeing. However, we will need a patch to permanently address the issue, turn collision back on for decos, and fix a host of other issues.



The team is hard at work to get everything fixed so that we can push out a patch as soon as possible. Even with the team pounding away on it through the weekend, it is expected we won't be able to push it out until early/mid next week. I will update you as soon as I know more on maintenance timing, expect a post Monday (unless things move much faster than expected).



Here are the current patch notes for the patch (these are not final and subject to change): Closed a gap which allowed players to get underneath the Overlook platform in the Rishi Stronghold.

The Cartel Market image for the Visas Marr armor set is no longer showing the Marka Ragnoss belt.

Despite the best efforts of the yellow team, the Novare Coast scoreboard now properly tracks the score for both teams.

Wins and losses are now properly tracked after all Ranked Matches (this was fixed on August 7th).

Dretcher’s Droids in Chapter XIII: Profit and Plunder will no longer reset.

Corrected an issue where the Veteran Mode Gods From the Machine bosses were harder than intended.

Players will no longer experience intermittent slowdown while in a Stronghold. (this fix also adds collision and LoS detection back for decorations)

Using various quick travel abilities will no longer randomly kill players.

Various character unlocks have been added back into the Cartel Market and will now display their appropriate price instead of "True." Thanks everyone. I will pass on details as I have them.



-eric



Is there any chance you guys are looking into the match making system as well as it’s not balancing skill vs skill or gear vs gear or Premade vs Premade. At least it’s not doing it the way it should and it’s really no better than the old system and in some cases I would say it’s even worse.



There are a few threads about this and I’ve made a few detailed posts, so I won’t rehash it. But if you wouldn’t mind having a read and passing on the information and suggestions to the team, that would be awesome.



Spoiler



TrixxieTriss Quote: Originally Posted by



match making is borked, especially the skill vs skill vs gear match making. Even the healer / tank match making is out if whack,

SNIP



The 3 biggest match making problems I’m seeing are :

1. Skill vs Skill match making is non existent

2. Gear vs Gear match making is non existent

3. Premade vs Premades is barely existent and when I see it I think it’s just random (so probably non existent)



Skill vs Skill

This is so broken or not even implemented. I’ve been in matches where players can’t crack 400k and and the other teams players are 1.5 mil to 3 mil dps

There is obviously a massive skill imbalance there. Sadly that is more the norm than the exception.



Gear vs gear

I’ve been in so many matches, especially arena, where one side has 248 gear - 236 Augments and the other team has 219 -240 gear and no Augments.

There is zero match making of gear in situations like that



Premade vs Premade

While I understand that sometimes there may not be another Premade to go against a premade, there are certainly plenty in the queue and the majority of the time I see them, there is no Premade on the other team.

This indicates to me that the queue isn’t looking at how many premades there currently are in the queue or in pvp matches. It seems it is still “working” the old way of who ever is next will pop.



Two Premade scenarios :

a. it’s ready to pop a match and there is a premade at the front of the queue and another one outside of the first 16 players ready to pop, the queue will ignore the second Premade and just make a premade vs pug match.

b. there is a match about to end with one Premade in it, but instead of the queue waiting 2 minutes to put both premades together in the next match, it just makes a premade vs pug.



Neither of those is Premade vs Premade match making and actually perpetuates the cycle of premades vs pugs because those premades get locked into a queue pop rotation with only pugs.

This is extremely bad, especially as how the skill vs skill match making isn’t working as advertised. Premades on voice always have an advantage over pugs, but when they are constantly put with the team of higher skilled players vs the weaker ones, it’s a steam roll of epic proportions.



Adding all 3 problems together

When all 3 of these happen in match after match, the game is even worse than before the changes.

Team A. gets the Premade, the 4 highest skilled pugs and they all have 248 gear and 236 Augments

Team B. gets all pugs, the next tier is skilled pugs and mainly have gear under 248, most don’t even have 242 gear.

The match is a forgone conclusion before the game starts. It is so one sided that it’s a waste of time and extremely unenjoyable for most people in the match. Even those on the winning side get bored of this sort of one sided play when the novelty wears off.

Then team A and B get stuck into a pop rotation together and this happens over and over. Till eventually people give up and stop playing.



All important pop times

Queue pop times are important, but they should not be the number one factor when making the queue algorithm. Which seems to be what Bioware care about the most. Fast pops become irrelevant if pvp matches are crap. I’m sure most pvpers would rather wait an extra minute or two so that people are matched properly. ie Premades vs Premades, healers vs healers, tanks vs tanks, skill vs skill and gear vs gear.

The only time those things can really have a big affect on pop times is when the queue population gets so low that it struggles to make two 16 man matches. Even then, there are still 32 players to try and balance out what is left and if there is a premade, you put the very best 6 players on the other side to try and balance it out.



My conclusion

The parameters set for skill vs skill are hugely faulty, what every they are. There is something so fundamentally wrong that they need to fix this first and foremost. Otherwise the rest of the balancing act is pointless.

Gear vs gear should be a second consideration once skill vs Skill is achieved, but if skill vs Skill is achieved properly, gear vs gear is less of a problem.

Healers and tanks should be limited to either one healer and tank, 2 healers or 2 tanks per side (balanced out of course). At no time, including low queue population or back fills, should the queue ever pop more than the restriction.

People will soon get the message that too many healers in the queue means less pops.

Class vs class (not mentioned as not as big a deal). This does need some small consideration because if you put all Mercs or all stealth or all range or all melee on one team, skill vs skill (even if fixed) will become skewed.

Premades should also be limited to Premade vs Premade. This is easy to achieve until there is only one Premade in the queue. All it takes is the queue to wait till a match with one Premade finishes (max about 10 mins) to put both premades in the same match. When it gets to only one Premade in the queue, then it can revert to putting the best pugs against the Premade.



If Bioware were to implement the match making in that way, matches would be more enjoyable for all concerned.

Quality over pop times should be the number one consideration until queue numbers get so low that it can’t support that.



SNIP





... SNIPmatch making is borked, especially the skill vs skill vs gear match making. Even the healer / tank match making is out if whack,SNIP1. Skill vs Skill match making is non existent2. Gear vs Gear match making is non existent3. Premade vs Premades is barely existent and when I see it I think it’s just random (so probably non existent)This is so broken or not even implemented. I’ve been in matches where players can’t crack 400k and and the other teams players are 1.5 mil to 3 mil dpsThere is obviously a massive skill imbalance there. Sadly that is more the norm than the exception.I’ve been in so many matches, especially arena, where one side has 248 gear - 236 Augments and the other team has 219 -240 gear and no Augments.There is zero match making of gear in situations like thatWhile I understand that sometimes there may not be another Premade to go against a premade, there are certainly plenty in the queue and the majority of the time I see them, there is no Premade on the other team.This indicates to me that the queue isn’t looking at how many premades there currently are in the queue or in pvp matches. It seems it is still “working” the old way of who ever is next will pop.Two Premade scenarios :a. it’s ready to pop a match and there is a premade at the front of the queue and another one outside of the first 16 players ready to pop, the queue will ignore the second Premade and just make a premade vs pug match.b. there is a match about to end with one Premade in it, but instead of the queue waiting 2 minutes to put both premades together in the next match, it just makes a premade vs pug.Neither of those is Premade vs Premade match making and actually perpetuates the cycle of premades vs pugs because those premades get locked into a queue pop rotation with only pugs.This is extremely bad, especially as how the skill vs skill match making isn’t working as advertised. Premades on voice always have an advantage over pugs, but when they are constantly put with the team of higher skilled players vs the weaker ones, it’s a steam roll of epic proportions.When all 3 of these happen in match after match, the game is even worse than before the changes.Team A. gets the Premade, the 4 highest skilled pugs and they all have 248 gear and 236 AugmentsTeam B. gets all pugs, the next tier is skilled pugs and mainly have gear under 248, most don’t even have 242 gear.The match is a forgone conclusion before the game starts. It is so one sided that it’s a waste of time and extremely unenjoyable for most people in the match. Even those on the winning side get bored of this sort of one sided play when the novelty wears off.Then team A and B get stuck into a pop rotation together and this happens over and over. Till eventually people give up and stop playing.Queue pop times are important, but they should not be the number one factor when making the queue algorithm. Which seems to be what Bioware care about the most. Fast pops become irrelevant if pvp matches are crap. I’m sure most pvpers would rather wait an extra minute or two so that people are matched properly. ie Premades vs Premades, healers vs healers, tanks vs tanks, skill vs skill and gear vs gear.The only time those things can really have a big affect on pop times is when the queue population gets so low that it struggles to make two 16 man matches. Even then, there are still 32 players to try and balance out what is left and if there is a premade, you put the very best 6 players on the other side to try and balance it out.The parameters set for skill vs skill are hugely faulty, what every they are. There is something so fundamentally wrong that they need to fix this first and foremost. Otherwise the rest of the balancing act is pointless.Gear vs gear should be a second consideration once skill vs Skill is achieved, but if skill vs Skill is achieved properly, gear vs gear is less of a problem.Healers and tanks should be limited to either one healer and tank, 2 healers or 2 tanks per side (balanced out of course). At no time, including low queue population or back fills, should the queue ever pop more than the restriction.People will soon get the message that too many healers in the queue means less pops.Class vs class (not mentioned as not as big a deal). This does need some small consideration because if you put all Mercs or all stealth or all range or all melee on one team, skill vs skill (even if fixed) will become skewed.Premades should also be limited to Premade vs Premade. This is easy to achieve until there is only one Premade in the queue. All it takes is the queue to wait till a match with one Premade finishes (max about 10 mins) to put both premades in the same match. When it gets to only one Premade in the queue, then it can revert to putting the best pugs against the Premade.If Bioware were to implement the match making in that way, matches would be more enjoyable for all concerned.Quality over pop times should be the number one consideration until queue numbers get so low that it can’t support that.SNIP That’s great news Eric.Is there any chance you guys are looking into the match making system as well as it’s not balancing skill vs skill or gear vs gear or Premade vs Premade. At least it’s not doing it the way it should and it’s really no better than the old system and in some cases I would say it’s even worse.There are a few threads about this and I’ve made a few detailed posts, so I won’t rehash it. But if you wouldn’t mind having a read and passing on the information and suggestions to the team, that would be awesome. Click here if you want a “Free Friend Referal” Click here if you need a “How to PvP Guide” 🌈 All Star Girl Squads 🌈