Let's Talk About Today's XP Changes and What They Mean For AFKers/Quitters

Talk about the game, please.

…Same! :smile:

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@Psychichazard Fine, I’ll reword my comment then :stuck_out_tongue:

Tbh sasuga, what you listed in that topic are pretty much things that the devs are likely working on as we speak. The fact that they can’t tell us every little thing is pretty much the standard for any game company. They just aren’t allowed to.

And who’s to say that your idea was ignored? They take feedback from everyone, but it’s whether or not what was suggested fits in with their vision for the game it’s down to them. Even then, they probably have these things written down on a big list somewhere, but that list has a bottom, and they have to do all the stuff that comes before that.

Give them time. I’m sure they’ll get around to fixing this stuff sooner or later.

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Yep! Me and John are as bad as each other… No, that may be an insult to John there. :stuck_out_tongue_closed_eyes: I really want to see better matchmaking but command rank is not the best way to do it. It needs to go on PvP stats. I’m not even sure it’s helpful to see command rank in the queue at all.

…Gearbox sooner, or Valve sooner? :blush:

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Geez, everyone is sooner than Valve XD

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And I’m grateful to Gearbox for being a lot better at communicating their plans!

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I think its important to point out someone who has decided to quit/afk has already conceded to being blocked from matchmaking up to 30 mins, I don’t think any reasonable amount of xp/credit bonus is going to offset that. They’re probably not playing for the credits/xp in the first place.

I’m not. The stupid change makes people not surrender when the match is frustratingly one sided and I am far more likely to quit now because it isn’t fun. I’ll call for surrender, and if it gets shut down, I just quit.
Second time I’ve ever just quit a match with this new change.
I ply a game to have fun. But this matchmaking and “experience increase” is ruining any semblance of fun I’ve ever had with this game.

ROTFLMAO :laughing: :laughing: :laughing: :laughing: :laughing: :laughing: :laughing: :laughing: :laughing:

It’s not just about matchmaking. At this point in time it’s about population size. It’s math. Matchmaking is a function, the population size is its input, and the matches are its output. With the tiny population size that is PC it’s futile to simply blame matchmaking because queue times word be DRAMATICALLY worse than they are already.

The only way to make matchmaking significantly better is to have a significant increase in population size. As I write this there are 626 people in game, ALL the matchmaking mojo in the world is not got to be worth spit when it only has 626 people as its input! There can be minor improvements but nothing major. Cause, you know, math! :smile_cat:

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If the reward is credits then who gives a hoot? Which, BTW, I think it ought to be. A CR cap increase is pointless because it’s a cap and eventually it will be reached and then the complaints/cycle will begin anew. The only reasonable solution that doesn’t require new assets is like @Rivaire suggests, to bathe us in credits! And so long as the drop rates for loot pack legendaries, taunts, and skins remain abysmal the utility of credits remains indefinite.

The other option that doesn’t require new assets is to dish out small amounts of the new platinum currency. Unfortunately, I don’t see that happening. So more credits for everyone. Yeah! :smile_cat:

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I see the problem completely (and you’ll forgive my lack of technical expertise in how the maths is worked out, it’s a long way from my field!). But couldn’t some matchmaking rules be established despite the low player base? Aren’t there ways that the admittedly small pot of people could be connected more appropriately than they are at present? (Which just seems to be whoever turns up next in the queue, which is very fast, but results in really unbalanced matches).

Would it be possible to divide players with high and low stats into some different streams, to make sure that new players aren’t continually put with veterans? Or finding a way to rebalance teams once 10 players are found?

I genuinely don’t know if this is possible, but I think small changes - any change that takes skill into account to make games more even than they often are at present - will be a real turnaround for PvP.

So what you are saying is that because adding new functionality to a complex piece of software w/ millions, possibly billions of lines of existing code took months to get implemented and was thus not released the day after you made a recommendation means you are being ignored? Even though the fact that they are releasing your suggestion is a direct contradiction to the implication that the devs don’t listen to the community.

As I’ve stated there can be minor improvements. The problem is it won’t feel like an improvement. Let me give you an example. Let’s say normally you get 7 lopsided matches in your normal play session. Tweaks are made to the matchmaking algorithm such that sometimes (i.e., when the conditions are perfect) you only have 6. Though that’s an improvement it’s not going to feel like one. If they cut in 1/2 or 1/3 you would feel it but for that to happen the population size needs to increase dramatically.

Just remember high school math where you learned about graphing functions. What the graph ends up looking like is dependent on the function and its inputs. You can’t separate the two. And the problem on PC is not the function, it is its input (i.e., population size).

Please note, I’m not saying the match making algorithm/functions is perfect. I’m saying that even if it was it can’t make a significant difference due to population size.

Well, I hope they make as many minor improvements as possible to get the population base into an upward spiral.

When you have a low population, getting matches as soon as possible becomes the priority. Most of the matchmaking issues stem from a small player base, so Battleborn’s challenge is to grow a considerable player base and then retain both veterans and newcomers alike and ensure that they have enough fun.

Of course, this ‘fun’ is not so easily achieved with the steamrolling, ragequits, surrenders, lack of sufficient rewards etc. The skill gap has become so massive that one-sided matches are pretty common. Not sure how you’re going to fix this without CoDifiying the game, which I doubt anyone wants.

People such as myself are easy to satisfy. I just want more money and more gear and more stuff to collect. But I’m kinda a minority, most people view me as an absolute lunatic to be so adamant about challenges and gear. And I will play the mode that gives me the most amount of rewards, which is PvE.

However, due to the low player base, this is affecting my PvE too, since I waited for 20 minutes as I write this for an advanced run and yet I have yet to find a group of at least 3.

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For reliable group PvE runs don’t do PUGs. Get on discord and post a PvE lobby link. At a minimum @Kitru is always over there looking to do PvE runs.:smile_cat:

There is only one problem. I’m lazy.

I think the other problem is that the game was down for over 3 hours earlier and people resolved to play another game for the day instead.

Did I mention I’m really lazy?

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Hehe, with you on the laziness! I’m always up for a PvE run, though the matchmaking problems are mostly PvP for me (I usually don’t queue for public PvE).

I suppose it’s a balance between priorities. I definitely want a quick match, but getting into one with a clear skill gap - though better than staring at a blank screen mouthing Beckett quotes - makes for a problematic match that at best isn’t very fun and at worst puts people off the game.

In general my own experience for a good while now has been exceedingly quick matches but with no skill selectiveness. I would personally be very willing to wait longer in order to get a better match. There’s obviously a limit to that - people start leaving the queue after a while - but for me a good game is worth waiting a reasonable time for.