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Re: Elite Lobbies feedbacks

Posted: 25 Feb 2013, 14:53
by magnetik
We have chosen config so match can be quick.

Anyway lobby owners will be able to chose any settings they want. Our lobby is just a demo / test for now.

Re: Elite Lobbies feedbacks

Posted: 26 Feb 2013, 13:38
by farfa
We have released the documentation to create your own lobby with the matchmaking system
http://forum.maniaplanet.com/viewtopic. ... 35&t=16852

Re: Elite Lobbies feedbacks

Posted: 26 Feb 2013, 14:17
by dreammyw0w
ty!

Re: Elite Lobbies feedbacks

Posted: 26 Feb 2013, 17:19
by Timmeh7
The matchmaking isn't really working for me, since almost every match, when we join the map, it says "Match aborted" and we go straight back to the lobby :|

Re: Elite Lobbies feedbacks

Posted: 26 Feb 2013, 17:49
by farfa
I've updated the match server, it should be better now

Re: Elite Lobbies feedbacks

Posted: 26 Feb 2013, 18:23
by Omnixor
simply unusable, 8 out of 10 times (really) after joining server it tells "match over, you'll be transfered back"; on other 2 tries someone was leaving, so match couldn't be started.

Re: Elite Lobbies feedbacks

Posted: 26 Feb 2013, 18:46
by dreammyw0w
Omnixor wrote:simply unusable, 8 out of 10 times (really) after joining server it tells "match over, you'll be transfered back"; on other 2 tries someone was leaving, so match couldn't be started.
I think people just dont know that they cant leave cuz its new and all...
+ also the penalty should be better once its out of the testphase :)

Yesterday 30players were in the lobby server and only 5 pressed F6... I mean ... wtf? :D
Maybe let it default F6 and search for a match automatically ( why else would you join a lobby server? )
And give a decent & noticeable popup once a match is found with a READY-button for the player.

Its not easy to get matchmakin right from the first time. Keep it up ;)

Re: Elite Lobbies feedbacks

Posted: 26 Feb 2013, 21:52
by gouxim
v3rdi wrote:well no offence but i dont belive nadeo hotfixes in a 5 min window ;P.
For the record: yes we do. Today I had so many updates with my Maniaplanet client that I thought it was bugged, but no they were just test updates for the devs.

As for the lobbies, it's a hosted architecture so we change things ***A LOT*** and ***VERY OFTEN***.

Re: Elite Lobbies feedbacks

Posted: 27 Feb 2013, 13:59
by dreammyw0w
5matches aborted. I played 5matches... --> 100% aborted.= 30min waste of time. :oops:
Also when it says "Match aborted, you will be transferred back" I get an error. I simply dont reconnect to the matchmaking servers. I get an error : 'could not connect to ip..." & it takes me to the serverbrowser.

I saw the lowest ranked player always leave. I dont think this is coincidence.
We had a war with good players ( top500 ) and then 2 players with a rank 15k+
5times they left.

Maybe let players have a minimum LP amount before giving them access to the Matchmaking? Or create different Matchmaking servers with different skills.
I dont know if this is a good suggestion. All I know is, new players need to 'train' first before they can actually do a match.

The skillgap between new players and an experienced player is enormous. And to be honest ( its truueee ) good players dont like to play a match with new players.

Also, let us know ( ingame ) what machmaking is. Unexperienced players just dont know. They dont know what they are waiting for. They dont even know to press F6. Also let the player know about the penalties & how they work.

my suggestion :thumbsup: : Create matchmaking servers like this :
-1k LP needed to participate in these matches.
-5k LP needed to participate in these matches.
- etc...

&

Explain ingame what MM is & how it works ( penalties , F6, etc ).
How? Hmmm , maybe with a popup before you connect to the MM-server.(like the add to favorites popup ) Or in the spawn on the sign.

PS : yes i know , LP doesnt mean skill. But its the best reference we currently have. :mrgreen:

Re: Elite Lobbies feedbacks

Posted: 27 Feb 2013, 14:29
by farfa
I'm aware of this abort match problem, and I'm currently working on it. The problem is, that this bug does not occured during local test.
I'm deeply sorry for those bugs.