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Thread: Slightly modified scoreboard | Forums

  1. #11
    Community Manager chemzero's Avatar
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    What we've observed is that removing player levels from the game cause players to stop referring to levels in the game. We're still waiting to gather enough data to determine if this has had any affect on player quit-out rates or not.

    Seeing as how in Ghost Recon Online, compared to other titles, levels are not really that important. Most of my Assault's gear is level 1-15 (keep in mind there is no stat improvement for levels, they only control unlocked gear) and I have no problem holding my own in a game. My Spec is in level 1-7 gear and he holds the record for my longest streak. The higher level unlocks, with few exceptions, primarily provide weapon variety, and are not necessarily static upgrades to lower level weapons. Yes, there are powerful high level weapons, but I can't think of any of them across all classes that flat-out out-class their lower level counterparts. The devs have done a good job of balancing all weapons, and the changes in fire rate, damage, recoil, etc. are usually offset by changes in an opposite area. For example, more damage usually translates into a lower fire rate and higher recoil. This is true of every weapon that comes to mind right now, but I could be overlooking something.

    I digress, it's safe to assume that level has very little to do with power. A level 1 can melt face and top a round full of high-levels in the hands of an experienced player. That, in my opinion, says a lot about Ghost Recon Online. If I really had to put a power add to higher levels, it would be that players level 9+ have an advantage over players 8 and under in that they have 3+ insert armors and team abilities available to them.

    In my opinion each classes best weapons are in the level 1 and level 5 brackets, and the rest just provide niche play style customization, and aren't necessarily "better" for every player.

    I think I've stressed my opinion enough :P
    ChemZero -- Community Manager / Waffle Consumption Specialist Extraordinaire

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  2. #12
    Yes, you're right. Even a level 5 player with level 1-5 equipment can be a real badas.s if he's an experienced player. But let's face it, after around 3-6 weeks the first players will hit the level 25+ mark with all three classes. And if a new player wanna try out the game let's say 3 month after release and the matchmaking system will put him up against a team full of level 25+ players (hopefully that won't happen anymore when the playerbase grows!) he will hit the uninstall but.ton faster than you can say:”Hey, give the matchmaking system another ten tries.”.

    So, yes. I know that goes for every other game. Experienced players beat newbies all the time in all sort of games. But let the newbies now that right from the beginning! In my opinion it's way better when it's like
    „Oh lord! Only high level badass players on the other team, that will be painful! But hey, I just give it a try!”
    instead of
    „What? Killed again? What was his level??? 26? You're kidding me, right? I haven't even seen him! What kind of bullsh.it matchmaking system is that?! BAH, I'm gone!”
    Don't you think?
    Last edited by cirem; 04-13-2012 at 01:02 AM.

  3. #13
    Community Manager chemzero's Avatar
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    Matchmaking is only lopsided because of the small player-base. When there is a large pool of players it will even out.

    Currently matchmaking works like this:

    If you are in a party, it will try to match you not only against a party, but an evenly-matched party. If there isn't one, it will try to match you against another party of any skill level.

    If no party is available, it will then try to find a balanced match against a random group. It will continue to expand its search until it can find you a group of players to face off against.

    This is why when you're party matchmaking takes a long time, it's more likely to be an imbalanced match, because at that point are system is just trying to place you in a game.

    When we have more than 500-700 players online this system should work very well. However, with the limited pool, and considering that most players will be in a game vs. in queue, the matches can (and often do) wind up lopsided. This isn't a problem with the matchmaking system as much as it is a problem with population size. We are sending out more keys to increase our player-base and hopefully you should see more balanced matches as a result.

    However, nothing will be perfect during this CB, so if you wind up in lopsided matches, try forming a party with your teammates and you'll be less likely to encounter absurdly imbalanced teams.

    Lastly, you don't even have to add someone to your friends list, you can type /invite playername or right-click on their name and Invite to Fireteam.

    I hope this helps everyone and good luck in those matches!
    ChemZero -- Community Manager / Waffle Consumption Specialist Extraordinaire

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  4. #14
    GRO Community Leader Freelancer852's Avatar
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    If you end up against certain Fireteam's you're basically going to be rolled regardless to how balanced the rest of the players are. I know I've been rolling with a group of four people all using TeamSpeak and actual coordination for the past week and a bit, it's VERY rare for us to get matched against another group of similar skill players.

    We were matched for a few games earlier tonight (yesterday*) with a couple of different groups of two in Fireteams that held out fairly well. A few of the games were even draws. Unfortunately a group of 4 is just better than a group of 2.
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  5. #15
    Member LovelessMemory's Avatar
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    Since a few people have also reached level 20+ in their "main" characters, they're starting to try out other classes. So that level 5 Assault might be a level 30 Recon as well, so they aren't going to be steamrolled.

    Specialist 23 (NS2000 SP) ~ Assault 3 (M500 SV) ~ Recon 8 (SRS SD)
    IGN - DreamlessMemory

  6. #16
    Ya, I know. The system might work better when the player base grows (hopefully!).

    Guess I'll have to accept the imbalanced teams for now and make the best of it

  7. #17
    Member LiquidX74's Avatar
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    While I agree the level on the scoreboard is not necessary, it would be nice to see a time played column. I would also like to see columns for assists, defensive kills and attacking kills - but the scoreboard would have to be drastically wider to support that. In the end I would settle for just being able to see MY OWN FREAKING PING. seriously.. wtf is the deal with that.

  8. #18
    As to this i would like to see a in-game FPS counter added to the scoreboard that you could look at when tabbing. And see my own ping as a number form not the lil graph it is now

  9. #19
    Junior Member
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    Personally, the only thing that is missing from the scoreboard is the ping... in number... for everyone including yourself

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