about 3 years ago - Ahskance - Direct link

You wondered what I hinted at!

The BB/DD limitation change felt like it would be a welcome surprise <3

about 3 years ago - Ahskance - Direct link

Unfortunately, if a 0 point score is reached, that will end the match.

The hope is that bots having more accuracy will result in an extra loss of a ship or two on the Player-side, which should make it much less likely that the Bot Team reaches 0.

It will likely continue to happen, but the goal is that it's infrequent. Right now, it's guaranteed since the bots miss all their shots, which is a real problem.

about 3 years ago - Ahskance - Direct link

Matchmaker alteration is in and should be limiting to 3 DD max and 3 BB max as long as no player in the game has been in queue for longer than 25 seconds. That includes players that were in queue before you joined.

After the 25 second wait, the limit softens to 4 DD or 4 BB.

As to the accuracy, folks have noted that it's slightly more correct than it was, so it's a start. We'll be able to get data from the change and see what adjustments are further indicated.

about 3 years ago - Ahskance - Direct link

Because a few reasons:

1) This is a game with other players, and Co-Op is a place for Player vs AI. By definition, other players are expected to be in the game.

Why do I state this? Some Co-Op Mains here have mentioned they love when they get an all AI game, or just one or two other players. It gives them an experience where they can kill/farm a lot of enemies and end up with a close match.

however...

2) The servers are using resources with every individual Battle that exists.

Thus, having players grouped into appreciable amounts keeps the resource usage to sane/consistent levels. While 2 Destroyer Co-Op games mean less yolo-torping, it means those other 2 DDs would have to have their own other game since they couldn't fit in the first one (in this example).

While yes, this could be considered a win, it's also got its hard technical limitations/issues

3) Economics are forecast on the basis of full(er) player matches as a standard.

Co-Op income is split out across several players, but due to the ease and speed of the mode, that income is reduced. Service Cost is reduced as well to assist and keep things functional, but still this is a consideration as to how matches are set up.

4) Queue Time is very important to players.

Established players that have gotten used to the game may not mind waiting an additional 10-50 seconds to do a thing, but most players tend not to enjoy the additional wait time and will treat/play the game differently. So while 2 DDs might be more "appropriate" for the very basic AI style used in Co-Op, it creates a limitation window when DDs are often played explicitly because of their capabilities in Co-Op.

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Let me know if this helped out at all