Updated the global matchmaking algorithm to heavily favor more latency performant matchups. Join the conversation here: https://us.battle.net/forums/en/starcraft/topic/20761596714 Revised custom game map distribution with cloud support. peer-to-peer downloads will only occur if the player is unable to obtain the map via the cloud. Optimized custom game packet re-sending if we detect poor connectivity between players. Revamped the lobby latency display bars to more accurately represent latency between players. For additional information please see the following post: https://us.battle.net/forums/en/starcraft/topic/20761696799 Added dynamic turn rate support for custom games. DTR is now the first option on the turn rate slider. Optimized the performance of the matchmaking game results screen. Doubled the CCMU bullet limits to 400. Additional EUD map support Added the following characters to the allowed rebindable hotkeys: ' ; . , \ [ ]
Bug Fixes
The /f la command now displays the current User that is logged in rather than combing both the previous and the current Users' friends.
Is anyone able to type in Korean since the update? It won't switch to hangul for me in channel, lobby, or game anymore, but it was working fine last night.
On February 09 2018 08:10 Sero wrote: Is anyone able to type in Korean since the update? It won't Switch to hangul for me in channel, lobby, or game anymore, but it was working fine last night.
I for one welcome our New English Speaking Overlords
On February 09 2018 08:10 Sero wrote: Is anyone able to type in Korean since the update? It won't switch to hangul for me in channel, lobby, or game anymore, but it was working fine last night.
On February 09 2018 08:10 Sero wrote: Is anyone able to type in Korean since the update? It won't switch to hangul for me in channel, lobby, or game anymore, but it was working fine last night.
Can you provide the exact version of Windows you are on.. e.g. Windows 10 version 1703
1)Click the Windows button at the bottom left of your screen 2)Open settings 3)Go to about
On February 09 2018 08:10 Sero wrote: Is anyone able to type in Korean since the update? It won't switch to hangul for me in channel, lobby, or game anymore, but it was working fine last night.
Can you provide the exact version of Windows you are on.. e.g. Windows 10 version 1703
1)Click the Windows button at the bottom left of your screen 2)Open settings 3)Go to about
Nombre del evento de problema: APPCRASH Nombre de la aplicación: StarCraft.exe Versión de la aplicación: 1.21.3.3601 Marca de tiempo de la aplicación: 5a7b3c33 Nombre del módulo con errores: StackHash_a603 Versión del módulo con errores: 6.1.7601.23915
Since patch the MMR range of opponents is way too high, people said they matched someone at 1300 MMR on a 1900MMR account. That's a total waste of time.
On February 09 2018 08:10 Sero wrote: Is anyone able to type in Korean since the update? It won't switch to hangul for me in channel, lobby, or game anymore, but it was working fine last night.
Can you provide the exact version of Windows you are on.. e.g. Windows 10 version 1703
1)Click the Windows button at the bottom left of your screen 2)Open settings 3)Go to about
cheers,
-Matt
Blizzard employee tech support in the TL thread? Pretty crazy historically.
On February 09 2018 08:10 Sero wrote: Is anyone able to type in Korean since the update? It won't switch to hangul for me in channel, lobby, or game anymore, but it was working fine last night.
Can you provide the exact version of Windows you are on.. e.g. Windows 10 version 1703
1)Click the Windows button at the bottom left of your screen 2)Open settings 3)Go to about
cheers,
-Matt
Blizzard employee tech support in the TL thread? Pretty crazy historically.
And welcome.
actually the head dev and other team members post here quite often.
On February 09 2018 13:39 Golgotha wrote: Chill. They are trying to fix what people were complaining the most about: latency. I guess people will scream no matter what this dev team does
Thats what I don't get either.
People were complaining about lag so they do something about it, but then that makes MMR less of a consideration and now that's an issue. People are never going to be happy about anything.
On February 09 2018 16:19 psd wrote: Iccup was free and worked just fine.
Remastered wasn't and is not even close to being finished.
Why would we be happy ?
It didnt worked fine. You guys were just cherrypicking your opponents
you guys? you mean you? not everyone was picking opponents on iccup.. at least we could play and practice in good conditions there which is most important
On February 09 2018 16:19 psd wrote: Iccup was free and worked just fine.
Remastered wasn't and is not even close to being finished.
Why would we be happy ?
Well iccup is still up so go play with some Peruvians on it. The dev team is doing a great job working with crusty 20 year old code.This is a great patch.
No 2v2 ladder and no "normal" leagues for so long killed this game. There is no patch that could repair wasted opportunities of this Remastered game. Some smaller fixes could be shifted in time, but the allocation of priorities failed.
here is a video with pretty much the struggle of everyone i guess ? stats not showing,playing games with terrible lag,playing vs players with 1600 mmr even if you are using 2500 mmr id etc.
On February 09 2018 21:03 [sc1f]eonzerg wrote: here is a video with pretty much the struggle of everyone i guess ? stats not showing,playing games with terrible lag,playing vs players with 1600 mmr even if you are using 2500 mmr id etc.
The stats didn't show the first game (which lasted like 1 second), aside from that it worked fine. The stats seem to work fine now, although it takes a couple of minutes for it to update. You also faced like one 1600 MMR and one 1900 MMR opponent, and the rest seemed to be around your level? Some waiting, sure, but I don't really see why it's that big of a problem? Especially when the main problem doesn't seem to necessarily be the match making, so much as the ammount of people playing.
As for the lag, I really don't see the problem. Some Extra High Latency there, but I can't see how it's defined as terrible. Heck, it might not even have been needed.
I'm not going to be some Blizzard apologizer - there's a lot to be done and the product they first released was a fiasco. However, I feel a lot of people exaggerate how terrible things are. I do understand that it's different for me way down at 1600 MMR, of course. If I ever faced you, for instance, I'd rejoice and be happy for the opportunity. But I understand that it'd be a waste for you. And at your level, I reckon small micro can make very big differences, therefore the latency is very important. Adjusting for Extra High Latency when doing precise micro can be a pain, after all.
So I don't completely disagree that it is a problem with lag, but I feel like it's one of those things we should be able to play around. Adjusting the timings of our micro, trying to increase the amount of LANs or something like that. I don't want to state that "this is right and this is wrong", but rather pointing out what I think in hopes to learn more of your situation and others who are deeply frustrated =)
Ideally there should be an option for the user to choose how permissive the MMR range can be in the matchups to be chosen. A toggle button would be a big improvement, with this current mode being labeled as "Stable" (favoring latency) and the other mode "Strict" (limiting to +- 400 MMR range).
Despite their ostensible use, the new lag bars seem even more inaccurate than the previous ones. They also have the unhelpful bonus of seeming to make every game all red/yellow unless each player is very close, which leads to great uncertainty as to whether the game will be playable prior to seeing the lag in action.
On February 09 2018 13:39 Golgotha wrote: Chill. They are trying to fix what people were complaining the most about: latency. I guess people will scream no matter what this dev team does
On February 09 2018 13:39 Golgotha wrote: Chill. They are trying to fix what people were complaining the most about: latency. I guess people will scream no matter what this dev team does
Thats what I don't get either.
People were complaining about lag so they do something about it, but then that makes MMR less of a consideration and now that's an issue. People are never going to be happy about anything.
Yeah it's so outrageous. Then again, I distinctly remember putting down money for a fully functional product, not a beta test.
On February 09 2018 13:39 Golgotha wrote: Chill. They are trying to fix what people were complaining the most about: latency. I guess people will scream no matter what this dev team does
On February 09 2018 13:39 Golgotha wrote: Chill. They are trying to fix what people were complaining the most about: latency. I guess people will scream no matter what this dev team does
Thats what I don't get either.
People were complaining about lag so they do something about it, but then that makes MMR less of a consideration and now that's an issue. People are never going to be happy about anything.
Yeah it's so outrageous. Then again, I distinctly remember putting down money for a fully functional product, not a beta test.
It is fully functional. Every game has bugs occasionally
I assume others have noticed this issue? The game doesn't accurately display what is happening with d/c and lag. Many times I've had friends leave a game and then they'll "disconnect"/"drop" with the 45 second countdown even though they've left long ago and we can chat in the bnet app. Same thing; sometimes you will be shown as "disconnected" because someone else in the game is lagging. Like you will be the one to "drop" and yet the lag continues in your absence because the REAL lagger didn't drop, but somehow the game made YOU drop instead.
The player base is so small, and the largest portion of it so isolated, that I don't think they will ever strike a balance between latency and skill matchup that pleases most people. Guys can go back to playing custom matches with opponents of their choosing, but it seems that if people want to play ladder they're just going to have to concede that it has issues. It seems that the networks of most of the countries surrounding korea is awful. Korea to US West is good, but that's about it.
On February 10 2018 06:57 Chrysanthemum wrote: I assume others have noticed this issue? The game doesn't accurately display what is happening with d/c and lag. Many times I've had friends leave a game and then they'll "disconnect"/"drop" with the 45 second countdown even though they've left long ago and we can chat in the bnet app. Same thing; sometimes you will be shown as "disconnected" because someone else in the game is lagging. Like you will be the one to "drop" and yet the lag continues in your absence because the REAL lagger didn't drop, but somehow the game made YOU drop instead.
I haven't seen those problems yet, but I'll keep them in mind in case I encounter issues.
On February 09 2018 21:03 [sc1f]eonzerg wrote: here is a video with pretty much the struggle of everyone i guess ? stats not showing,playing games with terrible lag,playing vs players with 1600 mmr even if you are using 2500 mmr id etc.
I wonder how many people in Europe are close to you in skill. Dewalt, Draco, and a handful of others. Gotta be difficult finding a match for you with good latency and comparable skill.
On February 09 2018 08:10 Sero wrote: Is anyone able to type in Korean since the update? It won't switch to hangul for me in channel, lobby, or game anymore, but it was working fine last night.
Can you provide the exact version of Windows you are on.. e.g. Windows 10 version 1703
1)Click the Windows button at the bottom left of your screen 2)Open settings 3)Go to about
cheers,
-Matt
Blizzard employee tech support in the TL thread? Pretty crazy historically.
And welcome.
Greetings,
Yeah, I'm a Producer on the Classic Games team focused on SCR. We are working hard to pinpoint the root cause of this IME issue. I'm hoping to get a hotfix out asap.
On February 09 2018 21:03 [sc1f]eonzerg wrote: here is a video with pretty much the struggle of everyone i guess ? stats not showing,playing games with terrible lag,playing vs players with 1600 mmr even if you are using 2500 mmr id etc.
This is a huge huge issue, current ladder is nearly unplayable. The max MMR differential is stupid high now. You can get matched with a 1500 as a 2200 and get +0 points for a win. This is a waste of time for both players.
On February 09 2018 08:10 Sero wrote: Is anyone able to type in Korean since the update? It won't switch to hangul for me in channel, lobby, or game anymore, but it was working fine last night.
Can you provide the exact version of Windows you are on.. e.g. Windows 10 version 1703
1)Click the Windows button at the bottom left of your screen 2)Open settings 3)Go to about
cheers,
-Matt
Blizzard employee tech support in the TL thread? Pretty crazy historically.
And welcome.
Greetings,
Yeah, I'm a Producer on the Classic Games team focused on SCR. We are working hard to pinpoint the root cause of this IME issue. I'm hoping to get a hotfix out asap.
-Matt
Hi, add units count tab for a replays/ observer games. Also adds possibility to see what is in buildings in observer mode.
PS Remove "Blizzard" from your quote. Its a shame and a disgrace to work there and what are you doings with best game ever called StarCraft!
On February 09 2018 08:10 Sero wrote: Is anyone able to type in Korean since the update? It won't switch to hangul for me in channel, lobby, or game anymore, but it was working fine last night.
Can you provide the exact version of Windows you are on.. e.g. Windows 10 version 1703
1)Click the Windows button at the bottom left of your screen 2)Open settings 3)Go to about
cheers,
-Matt
Blizzard employee tech support in the TL thread? Pretty crazy historically.
And welcome.
Greetings,
Yeah, I'm a Producer on the Classic Games team focused on SCR. We are working hard to pinpoint the root cause of this IME issue. I'm hoping to get a hotfix out asap.
-Matt
Hi, add units count tab for a replays/ observer games. Also adds possibility to see what is in buildings in observer mode.
PS Remove "Blizzard" from your quote. Its a shame and a disgrace to work there and what are you doings with best game ever called StarCraft!
Thats the most entitled post I've seen in a long time.
On February 09 2018 16:19 psd wrote: Iccup was free and worked just fine.
Remastered wasn't and is not even close to being finished.
Why would we be happy ?
iccup ratings were a joke
I went 8-0 against an A- iccup player who only played D players. Unfortunately for him, I was C rank on my account on the previous season. He was awful. At most 1600 skill on Remastered ladder.
On February 09 2018 16:19 psd wrote: Iccup was free and worked just fine.
Remastered wasn't and is not even close to being finished.
Why would we be happy ?
iccup ratings were a joke
I went 8-0 against an A- iccup player who only played D players. Unfortunately for him, I was C rank on my account on the previous season. He was awful. At most 1600 skill on Remastered ladder.
That's after they changed the ladder system though. Ratings were pretty accurate before the change, and they used to moderate ladder abuse like playing vs lower ranks.
so far so good. I have no problem with this patch and latency has been stable since the previous patch. matchmaking is a godsend. I can't imagine going back to mass whispering for matches.
On February 09 2018 13:39 Golgotha wrote: Chill. They are trying to fix what people were complaining the most about: latency. I guess people will scream no matter what this dev team does
On February 09 2018 16:04 Qikz wrote:
On February 09 2018 13:39 Golgotha wrote: Chill. They are trying to fix what people were complaining the most about: latency. I guess people will scream no matter what this dev team does
Thats what I don't get either.
People were complaining about lag so they do something about it, but then that makes MMR less of a consideration and now that's an issue. People are never going to be happy about anything.
Yeah it's so outrageous. Then again, I distinctly remember putting down money for a fully functional product, not a beta test.
It is fully functional. Every game has bugs occasionally
Yeah the ladder is ridiculous atm. I played a guy with fucking 80 apm, and then my next game I was playing someone 300 mmr above me/250 apm korean. Wut.
On February 09 2018 13:39 Golgotha wrote: Chill. They are trying to fix what people were complaining the most about: latency. I guess people will scream no matter what this dev team does
Thats what I don't get either.
People were complaining about lag so they do something about it, but then that makes MMR less of a consideration and now that's an issue. People are never going to be happy about anything.
that's kinda expected as the game still isn't completed half a year after release.
I dont know if was mentioned, but many players incl. myself have problems joining custom games. You just can an error "unable to join". I think it has something to do with this new download from cloud feature or w/e it is.
Laddering is pretty pointless after this patch, the new ladder system might be good with areas with lots of people but its really bad for areas with a lesser density of players.
Playing the same guy for 2 hours on ladder, going 6-1 and not getting any mmr is great. What a patch.
On February 11 2018 08:24 Ikirouta wrote: Laddering is pretty pointless after this patch, the new ladder system might be good with areas with lots of people but its really bad for areas with a lesser density of players.
Playing the same guy for 2 hours on ladder, going 6-1 and not getting any mmr is great. What a patch.
On February 09 2018 13:39 Golgotha wrote: Chill. They are trying to fix what people were complaining the most about: latency. I guess people will scream no matter what this dev team does
Thats what I don't get either.
People were complaining about lag so they do something about it, but then that makes MMR less of a consideration and now that's an issue. People are never going to be happy about anything.
that's kinda expected as the game still isn't completed half a year after release.
On February 11 2018 08:24 Ikirouta wrote: Laddering is pretty pointless after this patch, the new ladder system might be good with areas with lots of people but its really bad for areas with a lesser density of players.
Playing the same guy for 2 hours on ladder, going 6-1 and not getting any mmr is great. What a patch.
On February 09 2018 13:39 Golgotha wrote: Chill. They are trying to fix what people were complaining the most about: latency. I guess people will scream no matter what this dev team does
Thats what I don't get either.
People were complaining about lag so they do something about it, but then that makes MMR less of a consideration and now that's an issue. People are never going to be happy about anything.
that's kinda expected as the game still isn't completed half a year after release.
There is something like a complete online game?
No, just make the ladder prioritize equal skill level instead of ping. Most people don't mind playing slightly laggy games if the skill level is equal, nobody is having fun if the games are roflstomps.
There has to be some kind of relationship between figures they get prior to a game, and the expected turn rate that will be used in the game, right? They should just adjust the bottom floor; no connections that cant sustain tr 12, or something. I could play koreans just fine before-- but now I play the bottom or the top of the ladder every other match.
On February 09 2018 08:10 Sero wrote: Is anyone able to type in Korean since the update? It won't switch to hangul for me in channel, lobby, or game anymore, but it was working fine last night.
Can you provide the exact version of Windows you are on.. e.g. Windows 10 version 1703
1)Click the Windows button at the bottom left of your screen 2)Open settings 3)Go to about
cheers,
-Matt
Blizzard employee tech support in the TL thread? Pretty crazy historically.
And welcome.
Greetings,
Yeah, I'm a Producer on the Classic Games team focused on SCR. We are working hard to pinpoint the root cause of this IME issue. I'm hoping to get a hotfix out asap.
-Matt
Thanks Matt. I for one appreciate all the work you guys are doing. Keep it up!
Are anyone else having troubles with Mac and the new patch? I am now not able to join any ranked games. Whenever it finds a match I get an error message.
On February 12 2018 06:29 Prebstah wrote: Are anyone else having troubles with Mac and the new patch? I am now not able to join any ranked games. Whenever it finds a match I get an error message.
On February 12 2018 06:29 Prebstah wrote: Are anyone else having troubles with Mac and the new patch? I am now not able to join any ranked games. Whenever it finds a match I get an error message.
I wish Blizzard would just delegate to the guys previously running iccup, I feel like it was much more stable.
Just another thing that I feel is a bit ridiculous ; loading a profile takes forever sometimes, and even opening up the menu (options), whether in-game or in the bnet lobby, also takes forever, like the operation is done server-side or something. I feel like Blizzard creates these super dense systems filled with not optimized lines of code, like their launcher, etc.
Not trying to bash, but man the old games were so well done, D2, etc. Blizzard/Activision is worth so much, yet some random programers (like those that created mca64 launcher) manage to do it better than they do. Sad!
On February 12 2018 15:53 GGzerG wrote: At this point, i'd rather go back to 2D graphics and the way things were....this is stupid.
i mentioned in my post i would maybe run a server if demands are met. i may buy a datacenter soon.
you played a long time with whiteclan? DM me what your needs would be on 1.16.1 we already have a small concept
matchmaking search like in StarCraft Remastered DxWnd wrapper 1.16.1 (no HD) server side is PvPGN with Fish bnetd features converted (very poor convert) to C++
I just want to rise it again as this is extreamly important: people struggle joining games, very often you can't join games on regular maps! ("Unable to join" is only thing you get)
On February 13 2018 07:20 Matt Sherman wrote: Hi all
We are releasing hotfix patch 1.21.3.3612 to fix Korean IME input for Windows 10 version 1709.
Matt i cant play this game anymore, im a 2500+ mmr player and im getting matched mostly vs 1600 mmr players or most of the time winning 1 point,before this patch my problem was with the new turn rate update,mostly playing games TR8 TR10, i just wanna play with a normal turn rate TR14 TR16 high lat like before,that setting is just fine for me vs koreans.but since the last turn rate update im playing even vs russian players in turn rate 10,it drops like crazy.anyway sadly the last update just forced me to stop playing my favorite game,i really wish a fix will be done for that.
On February 13 2018 07:20 Matt Sherman wrote: Hi all
We are releasing hotfix patch 1.21.3.3612 to fix Korean IME input for Windows 10 version 1709.
Matt i cant play this game anymore, im a 2500+ mmr player and im getting matched mostly vs 1600 mmr players or most of the time winning 1 point,before this patch my problem was with the new turn rate update,mostly playing games TR8 TR10, i just wanna play with a normal turn rate TR14 TR16 high lat like before,that setting is just fine for me vs koreans.but since the last turn rate update im playing even vs russian players in turn rate 10,it drops like crazy.anyway sadly the last update just forced me to stop playing my favorite game,i really wish a fix will be done for that.
Can you not just play melee games with people for practice?
On February 13 2018 07:20 Matt Sherman wrote: Hi all
We are releasing hotfix patch 1.21.3.3612 to fix Korean IME input for Windows 10 version 1709.
Matt i cant play this game anymore, im a 2500+ mmr player and im getting matched mostly vs 1600 mmr players or most of the time winning 1 point,before this patch my problem was with the new turn rate update,mostly playing games TR8 TR10, i just wanna play with a normal turn rate TR14 TR16 high lat like before,that setting is just fine for me vs koreans.but since the last turn rate update im playing even vs russian players in turn rate 10,it drops like crazy.anyway sadly the last update just forced me to stop playing my favorite game,i really wish a fix will be done for that.
Can you not just play melee games with people for practice?
On February 13 2018 07:20 Matt Sherman wrote: Hi all
We are releasing hotfix patch 1.21.3.3612 to fix Korean IME input for Windows 10 version 1709.
Matt i cant play this game anymore, im a 2500+ mmr player and im getting matched mostly vs 1600 mmr players or most of the time winning 1 point,before this patch my problem was with the new turn rate update,mostly playing games TR8 TR10, i just wanna play with a normal turn rate TR14 TR16 high lat like before,that setting is just fine for me vs koreans.but since the last turn rate update im playing even vs russian players in turn rate 10,it drops like crazy.anyway sadly the last update just forced me to stop playing my favorite game,i really wish a fix will be done for that.
So you want to force koreans to play on your Turn Rate? Maybe...They dont want that?
On February 13 2018 07:20 Matt Sherman wrote: Hi all
We are releasing hotfix patch 1.21.3.3612 to fix Korean IME input for Windows 10 version 1709.
Matt i cant play this game anymore, im a 2500+ mmr player and im getting matched mostly vs 1600 mmr players or most of the time winning 1 point,before this patch my problem was with the new turn rate update,mostly playing games TR8 TR10, i just wanna play with a normal turn rate TR14 TR16 high lat like before,that setting is just fine for me vs koreans.but since the last turn rate update im playing even vs russian players in turn rate 10,it drops like crazy.anyway sadly the last update just forced me to stop playing my favorite game,i really wish a fix will be done for that.
So you want to force koreans to play on your Turn Rate? Maybe...They dont want that?
i dont want koreans to play in my turn rate,i want turn rate to stop droping for no reason,as a high level player u cant start playing with tr16 and after 6 minutes droping to tr8 or 10,and if you were a good player u will understand that.u will also know that dynamic tr values are/feel different from custom games tr12 14 16.and u will also know that koreans wants to play everygame in tr16.
On February 13 2018 07:20 Matt Sherman wrote: Hi all
We are releasing hotfix patch 1.21.3.3612 to fix Korean IME input for Windows 10 version 1709.
Matt i cant play this game anymore, im a 2500+ mmr player and im getting matched mostly vs 1600 mmr players or most of the time winning 1 point,before this patch my problem was with the new turn rate update,mostly playing games TR8 TR10, i just wanna play with a normal turn rate TR14 TR16 high lat like before,that setting is just fine for me vs koreans.but since the last turn rate update im playing even vs russian players in turn rate 10,it drops like crazy.anyway sadly the last update just forced me to stop playing my favorite game,i really wish a fix will be done for that.
Can you not just play melee games with people for practice?
why do you even type that ?think a bit.
He kinda makes a good point, though. What's in the way of playing games with other top level foreigners until the patch is fixed? Or is it that there's lag regardless of whether it's ladder or custom?
Dont blame eon for trying to tell blizzard stuff what are the issues with the most important game right now. He's the best example, becouse he would like to practice as much as possible but due to the latency and matchmaking issues its impossible for him.
I agree it's good to tell them what needs fixing, I'm just curious why the game in general is unplayable, rather than just the ladder. But I do agree that he sets a good example when it comes to making the problems known - if no one complains, nothing get's fixed! =)
On February 13 2018 07:20 Matt Sherman wrote: Hi all
We are releasing hotfix patch 1.21.3.3612 to fix Korean IME input for Windows 10 version 1709.
Matt i cant play this game anymore, im a 2500+ mmr player and im getting matched mostly vs 1600 mmr players or most of the time winning 1 point,before this patch my problem was with the new turn rate update,mostly playing games TR8 TR10, i just wanna play with a normal turn rate TR14 TR16 high lat like before,that setting is just fine for me vs koreans.but since the last turn rate update im playing even vs russian players in turn rate 10,it drops like crazy.anyway sadly the last update just forced me to stop playing my favorite game,i really wish a fix will be done for that.
Can you not just play melee games with people for practice?
why do you even type that ?think a bit.
He kinda makes a good point, though. What's in the way of playing games with other top level foreigners until the patch is fixed? Or is it that there's lag regardless of whether it's ladder or custom?
he doesnt make a good point cuz im not the only guy with this problem,and yes i stoped playing but im not talking just for myself.are u telling me that we paid for this game and matchmaking feature to heard from other,hey dude just go play custom games? hahahahahahahahahahahahahahahhahaha.but i will adress,personally i prefer ladder ,always been like that since iccup,i dont really enjoy playing the same players over and over.
On February 13 2018 07:20 Matt Sherman wrote: Hi all
We are releasing hotfix patch 1.21.3.3612 to fix Korean IME input for Windows 10 version 1709.
Matt i cant play this game anymore, im a 2500+ mmr player and im getting matched mostly vs 1600 mmr players or most of the time winning 1 point,before this patch my problem was with the new turn rate update,mostly playing games TR8 TR10, i just wanna play with a normal turn rate TR14 TR16 high lat like before,that setting is just fine for me vs koreans.but since the last turn rate update im playing even vs russian players in turn rate 10,it drops like crazy.anyway sadly the last update just forced me to stop playing my favorite game,i really wish a fix will be done for that.
Can you not just play melee games with people for practice?
why do you even type that ?think a bit.
He kinda makes a good point, though. What's in the way of playing games with other top level foreigners until the patch is fixed? Or is it that there's lag regardless of whether it's ladder or custom?
he doesnt make a good point cuz im not the only guy with this problem,and yes i stoped playing but im not talking just for myself.are u telling me that we paid for this game and matchmaking feature to heard from other,hey dude just go play custom games? hahahahahahahahahahahahahahahhahaha.but i will adress,personally i prefer ladder ,always been like that since iccup,i dont really enjoy playing the same players over and over.
Then can't you just point out that you don't enjoy playing the same players over and over in custom game and would prefer ladder (even if you often meet the same people there), rather than making fun of everyone? I don't mind pointing out problems, but I don't see how it helps attacking everyone who doesn't understand and/or agree exactly with how you feel.
i dont think i was making fun of anyone how ironic our lovely company sells matchmaking like the holy ground,but it doesnt work and eonzerg the joker has to play custom games.that makes sense.
lets rip fish and iccup so i can play custom games in remastered hahahahaha. yeah i never thought about it but im a good joker.
I think Eon, as the best foreigner and zerg hope, should move to Korea to practice top korean pros on TR20, as otherwise his valuable practice time is wasted.
As for the patch, I agree it probably did more bad than good. We already had better latency settings while ago, like when you were playing Koreans on TR-14-16 on high latency. That was fine.
As for custom games, I mentioned this already twice, there two primary issues. One is "Unable to join" error. Second is game sometimes just becomes very laggy and there is no explanation to what happens (seen that myself and also on a recent Flash vod where they just have to restart a game)
Nevertheless, I really admire the heavy work you guys from Blizzard are doing. I understand it's not easy to develop things on the legacy platform and I think you are doing a tremendeus job keeping the development on the run and trying to achieve the balance between different, very often contradictory expectations of community.
This is a probably a good point to talk about the changes to the matchmaker. It was quite a large algorithmic change to the MM, which was done after consultation with a range of players - from the everyday players through to Korean pros.
Let's back up a step and talk about the constraints of a SC matchmaker:
LATENCY: "I want matches that permit TR16 low latency" QUEUE TIME: "I don't want to wait more than 30s for a match" MMR: "I want matches at the same MMR as me" REMATCH: "I don't want to play the same player twice"
Now, in a game with a huge concurrency (like Hearthstone for example), we can achieve all 4 of those for the most part. In BW/SCR, outside of Korea, we need to be realistic about what's achievable and make sure we're concentrating on the important constraint. Outside of Korea, we can achieve probably one of these constraints, maybe two, depending on region.
The feedback we had from the previous matchmaker was "we'd rather play much better/worse opponents if it means playing on TR16, and we'd rather not wait forever for a match". Although we cannot guarantee a TR16 game, I believe we have now delivered on the spirit of this request.
We can of course continue to tweak, but we need to be realistic about the ask. Currently, we try to honor the first 3 constraints in the order listed above. I believe latency should remain first, which means we could tweak the other two. If we reversed the other two, we'd be saying "I want to play as low latency/high TR as possible with a similar MMR opponent. I'm prepared to queue as long as necessary for this." (And in some regions, in high MMR scenarios, this queue time could be 30 minutes or more, since we're essentially waiting for an appropriate player to logon).
That being said, as always I welcome community feedback, so feel free to discuss and we can continue to tweak.
On other issues - we're investigating the failure to join custom games. There's no repro from QA yet but it's under investigation. And as Matt said, we hotfixed the Korean input issue with the latest Windows version. Since this is the second Windows change that has affected Korean IME in recent months, we've also reached out to Microsoft to better understand the changes they're making in that area that may affect us in future.
Thanks again for your continued support and passion for SC!
I think system we had before was better than current matchmaking. The recent change just made matchmaking worse since MMR ranges got pretty huge. I know with foreign playerbase amount, sacrifice has to be made somewhere, but limiting search MMR range to around ~150 would be nice for us. Right now, it can matched up incredibly wide range of mmr, which isn't very good since as currently, 200 MMR is rather sizable difference in skill level already.
Maybe for people after certain mmr, or after some time searched, the MMR search range can be widened. But regular people, anything above 200MMR difference would make it very unfair. I'd much rather que for extra minute or two than match up against people with too much of mmr difference than I am.
On lag, ideally, it will be matched up against 16 TR, but playing below certain turn rates, such as 8 or lower, isn't great experience for either side. I would think TR10-12 should be minimal expected for a great game.
Will there be anything in addition to clan/guild system in remastered? That feature seems to be sorely left out in remastered and not yet mentioned at all.
I don't know if I have much to contribute, aside from my thanks that while Blizzard seems to be somewhere between actively trying to be a PitA and not giving a shit, the RM Dev team truly seems to be trying to make this a quality product for all of us.
As long as I still see them actively listening and trying to find good solutions, I'll continue to have hope the overall RM product will eventually become a situation we gained more than we lost.
I don't think the MMR range is a monster issue as long as their is some kind of max range (+- 200) and even adjustable in settings. The biggest complaint is lack of points from MMR differences, which I have no idea how that could solved. Winning +0 on a game is demotivating at best.
I dont think anyone should play someone who deviates 200- mmr from themselves, while prioritizing tr 14 or 12. The deviation currently is WAY too huge, and I wasnt suffering a lot of lag before, anyway. Some people get really bad lag -- europeans-- others, like north americans, are basically fine. You fucked up our match making to save an entirely different group of peoples latency issues.
On February 14 2018 04:13 dark.matter wrote: I don't think the MMR range is a monster issue as long as their is some kind of max range (+- 200) and even adjustable in settings. The biggest complaint is lack of points from MMR differences, which I have no idea how that could solved. Winning +0 on a game is demotivating at best.
I think a safe idea going forward should be this: If the winning player is not likely to get an appreciable amount of points, then the deviation between their mmr was too high in the first place.
I mean response post patch isn't good even in Korean community. Its been filled with posts such as "MMR range goes all the way down to 800" ect. They have much bigger playerbase as well.
On February 14 2018 03:52 GrantTheAnt wrote: Hi guys,
This is a probably a good point to talk about the changes to the matchmaker. It was quite a large algorithmic change to the MM, which was done after consultation with a range of players - from the everyday players through to Korean pros.
Let's back up a step and talk about the constraints of a SC matchmaker:
LATENCY: "I want matches that permit TR16 low latency" QUEUE TIME: "I don't want to wait more than 30s for a match" MMR: "I want matches at the same MMR as me" REMATCH: "I don't want to play the same player twice"
Now, in a game with a huge concurrency (like Hearthstone for example), we can achieve all 4 of those for the most part. In BW/SCR, outside of Korea, we need to be realistic about what's achievable and make sure we're concentrating on the important constraint. Outside of Korea, we can achieve probably one of these constraints, maybe two, depending on region.
The feedback we had from the previous matchmaker was "we'd rather play much better/worse opponents if it means playing on TR16, and we'd rather not wait forever for a match". Although we cannot guarantee a TR16 game, I believe we have now delivered on the spirit of this request.
We can of course continue to tweak, but we need to be realistic about the ask. Currently, we try to honor the first 3 constraints in the order listed above. I believe latency should remain first, which means we could tweak the other two. If we reversed the other two, we'd be saying "I want to play as low latency/high TR as possible with a similar MMR opponent. I'm prepared to queue as long as necessary for this." (And in some regions, in high MMR scenarios, this queue time could be 30 minutes or more, since we're essentially waiting for an appropriate player to logon).
That being said, as always I welcome community feedback, so feel free to discuss and we can continue to tweak.
On other issues - we're investigating the failure to join custom games. There's no repro from QA yet but it's under investigation. And as Matt said, we hotfixed the Korean input issue with the latest Windows version. Since this is the second Windows change that has affected Korean IME in recent months, we've also reached out to Microsoft to better understand the changes they're making in that area that may affect us in future.
Thanks again for your continued support and passion for SC!
There absolutely needs to be a hard cap to the mmr range a player can get in a match. Any time you see players getting matched with players hundreds of mmr apart from them, resulting in a shitty game for both players and a net gain of 0 mmr for the winner, in my eyes, you no longer have a functioning ladder. All the rest is great, but without this, it isn't even a ladder any longer.
Chiming in from the lower end experience. I played something like 100 games with the new system. Everytime a game got more than 200-220 point mmr difference I just felt like apologizing to my opponents for having wasted their time. The games just stop being meaningful, I could blind counter their opener hit all my macro timiings (relative to my normal execution) and still lose.
Thankfully looking over my starlog.gg these seem to occur only ~1/10 matches. Little lower and I think we'd be in a pretty good spot, never would be ideal.
Very sad about that Grant. The system before this change was better for most users outside of Korea. A huge MMR deviation(300+/-) is a complete waste of time for both players, if any of the dev team played ladder they would notice this.
I didn't mind having some turn rate 8 or 10 games sprinkled in if it meant a COMPETITIVE ladder. Whats the point of even queuing up for ladder now when you can face someone 300+ MMR below you? It's not even a matchmaking system at the moment.
Yesterday I had a game at 1900MMR where I got +1 point for a win (vs a 1300MMR player). This was a terrible experience and waste of time for both of us. It's like putting a high school kid into an NFL game.
As Dazed said, matchmaking for any competitive players outside of Korea has been ruined by this change. Me and many other players will/have quit ladder because whats the point now?
On February 14 2018 03:52 GrantTheAnt wrote: Hi guys,
This is a probably a good point to talk about the changes to the matchmaker. It was quite a large algorithmic change to the MM, which was done after consultation with a range of players - from the everyday players through to Korean pros.
Let's back up a step and talk about the constraints of a SC matchmaker:
LATENCY: "I want matches that permit TR16 low latency" QUEUE TIME: "I don't want to wait more than 30s for a match" MMR: "I want matches at the same MMR as me" REMATCH: "I don't want to play the same player twice"
Now, in a game with a huge concurrency (like Hearthstone for example), we can achieve all 4 of those for the most part. In BW/SCR, outside of Korea, we need to be realistic about what's achievable and make sure we're concentrating on the important constraint. Outside of Korea, we can achieve probably one of these constraints, maybe two, depending on region.
The feedback we had from the previous matchmaker was "we'd rather play much better/worse opponents if it means playing on TR16, and we'd rather not wait forever for a match". Although we cannot guarantee a TR16 game, I believe we have now delivered on the spirit of this request.
We can of course continue to tweak, but we need to be realistic about the ask. Currently, we try to honor the first 3 constraints in the order listed above. I believe latency should remain first, which means we could tweak the other two. If we reversed the other two, we'd be saying "I want to play as low latency/high TR as possible with a similar MMR opponent. I'm prepared to queue as long as necessary for this." (And in some regions, in high MMR scenarios, this queue time could be 30 minutes or more, since we're essentially waiting for an appropriate player to logon).
That being said, as always I welcome community feedback, so feel free to discuss and we can continue to tweak.
On other issues - we're investigating the failure to join custom games. There's no repro from QA yet but it's under investigation. And as Matt said, we hotfixed the Korean input issue with the latest Windows version. Since this is the second Windows change that has affected Korean IME in recent months, we've also reached out to Microsoft to better understand the changes they're making in that area that may affect us in future.
Thanks again for your continued support and passion for SC!
This is not helpful at all. Yes, obviously all four of those factors need to be considered when matching with an opponent, but the current parameters are frankly quite bad. Personally, I don't mind playing a wider skill range of player, but there's a very clear point where one player has no chance to beat the other player. Obviously, your system is aware of this, as it gives 0 mmr gain for a victory by the favored player. I don't think anyone's asking to always match with people they have a 50% chance of beating, but the system does need hard cutoffs where two players will not match if the probability of one player winning (calculated by respective mmrs) is higher than a certain point. I don't know what that probability should be, but the current system has too many matches with near-zero probabilities of one player winning. Almost everyone I've talked to agrees that longer queue times and non-TR16 matches would be worth it to avoid these cases.
On February 14 2018 04:32 -Debaser- wrote: Very sad about that Grant. The system before this change was better for most users outside of Korea. A huge MMR deviation(300+/-) is a complete waste of time for both players, if any of the dev team played ladder they would notice this.
I didn't mind having some turn rate 8 or 10 games sprinkled in if it meant a COMPETITIVE ladder. Whats the point of even queuing up for ladder now when you can face someone 300+ MMR below you? It's not even a matchmaking system at the moment.
Yesterday I had a game at 1900MMR where I got +1 point for a win (vs a 1300MMR player). This was a terrible experience and waste of time for both of us. It's like putting a high school kid into an NFL game.
As Dazed said, matchmaking for any competitive players outside of Korea has been ruined by this change. Me and many other players will/have quit ladder because whats the point now?
I can't help but agree with what everyone has been saying in unison
I appreciate the effort to make match making a better experience but when I push a find match button I most want to experience a well matched skill level. With the current rating systems any time you start going 150 MMR+ the quality of the games is going to drop off quickly because of the skill differential and be a waste of time.
On February 14 2018 03:52 GrantTheAnt wrote: Hi guys,
This is a probably a good point to talk about the changes to the matchmaker. It was quite a large algorithmic change to the MM, which was done after consultation with a range of players - from the everyday players through to Korean pros.
Let's back up a step and talk about the constraints of a SC matchmaker:
LATENCY: "I want matches that permit TR16 low latency" QUEUE TIME: "I don't want to wait more than 30s for a match" MMR: "I want matches at the same MMR as me" REMATCH: "I don't want to play the same player twice"
Now, in a game with a huge concurrency (like Hearthstone for example), we can achieve all 4 of those for the most part. In BW/SCR, outside of Korea, we need to be realistic about what's achievable and make sure we're concentrating on the important constraint. Outside of Korea, we can achieve probably one of these constraints, maybe two, depending on region.
The feedback we had from the previous matchmaker was "we'd rather play much better/worse opponents if it means playing on TR16, and we'd rather not wait forever for a match". Although we cannot guarantee a TR16 game, I believe we have now delivered on the spirit of this request.
We can of course continue to tweak, but we need to be realistic about the ask. Currently, we try to honor the first 3 constraints in the order listed above. I believe latency should remain first, which means we could tweak the other two. If we reversed the other two, we'd be saying "I want to play as low latency/high TR as possible with a similar MMR opponent. I'm prepared to queue as long as necessary for this." (And in some regions, in high MMR scenarios, this queue time could be 30 minutes or more, since we're essentially waiting for an appropriate player to logon).
That being said, as always I welcome community feedback, so feel free to discuss and we can continue to tweak.
On other issues - we're investigating the failure to join custom games. There's no repro from QA yet but it's under investigation. And as Matt said, we hotfixed the Korean input issue with the latest Windows version. Since this is the second Windows change that has affected Korean IME in recent months, we've also reached out to Microsoft to better understand the changes they're making in that area that may affect us in future.
Thanks again for your continued support and passion for SC!
hello thanks for your answer, is there a chance you guys communicate with top foreigners ? cuz i have the feeling that the people you are talking with have unrealistic goals.
We understand we cant have a perfect low lat TR16 games vs Korea or in most cases other countries,but a TR16 high latency can happen or tr14 high is very aceptable,2 patches ago the game was very stable but with the last patch that made the TUrn rate more smart problems started to appear,like the game dropping to TR10 TR8 (without reason)mb one spike and the game will drop like crazy,that is not normal,and now with the last patch that is looking for good latency as priority im facing 1600mmr players,and im a Max 2800 mmr player,as you can see this is not fun at all.and imho we are all divided for single fact that there are multiple latency options to pick,and we all have different opinions but when we played in 1.16 the normal was L2 with chaos launcher.anyway hope we can find a balance,but never never meet the unrealistic perfect latency,in BW it doesnt exist.
I agree that match making was much better in the previous patch than it is now for foreign veteran players. Sure you had a laggy game here and there at TR8/TR10, but at least they were real games and not just stomps for 2 points or so. I think I played at least 50% of my games vs Koreans on TR12 or better which is absolutely sufficient for higher level of play. Sure Koreans might complain about not being able to play on TR16 but seeing as there are like 10 times more Koreans than foreigners, the relative amount of games they experience lag in should be negligible and therefore bearable. So I don't understand this ladder change at all.
I also don't need a match after 30s, I think most players who have higher MMR know that they sometimes need to wait a few minutes for a game, because that's how it has been for years.
Thanks for the feedback everyone! We're looking at rolling out a few tweaks soon which will bring the MMR range down. It still won't be quite as low as some of the requests here, but we're looking at another round of tweaks after this that we can try to reduce it further.
the thing i never understood about regarding latency with koreans was why i was matched with them in the first place and forced to play in a laggy game or lose my mmr points if i left the game. now the obvious answer is yes im in canada and they are in korea and there will be lag, but on fish this was not the case. id say 75% of the time i was able to get a low latency game on #L2 on a 8mbs upload 10mbs download mobile hotspot connection. i did encounter laggy games while trying to find ladder matches but i was never forced to play them out like i am in remastered.
basically what i am asking is why is there no pre lobby connection test or screening to test latency between two players before they are put into a match?
I think matching people with similar MMR is more important for players on both end of the spectrum: the very high level players and the very low level players, than it is for the other players.
So I think it would be a good solution to make it so that the matchmaking is more strict on matching players of similar MMR for these players and less strict for others.
Another idea would be to allow players to have the options to choose what what they want to prioritize (MMR, Latency, Queues, Rematch) for their matchmaking.
On February 14 2018 03:52 GrantTheAnt wrote: Hi guys,
This is a probably a good point to talk about the changes to the matchmaker. It was quite a large algorithmic change to the MM, which was done after consultation with a range of players - from the everyday players through to Korean pros.
Let's back up a step and talk about the constraints of a SC matchmaker:
LATENCY: "I want matches that permit TR16 low latency" QUEUE TIME: "I don't want to wait more than 30s for a match" MMR: "I want matches at the same MMR as me" REMATCH: "I don't want to play the same player twice"
Now, in a game with a huge concurrency (like Hearthstone for example), we can achieve all 4 of those for the most part. In BW/SCR, outside of Korea, we need to be realistic about what's achievable and make sure we're concentrating on the important constraint. Outside of Korea, we can achieve probably one of these constraints, maybe two, depending on region.
The feedback we had from the previous matchmaker was "we'd rather play much better/worse opponents if it means playing on TR16, and we'd rather not wait forever for a match". Although we cannot guarantee a TR16 game, I believe we have now delivered on the spirit of this request.
We can of course continue to tweak, but we need to be realistic about the ask. Currently, we try to honor the first 3 constraints in the order listed above. I believe latency should remain first, which means we could tweak the other two. If we reversed the other two, we'd be saying "I want to play as low latency/high TR as possible with a similar MMR opponent. I'm prepared to queue as long as necessary for this." (And in some regions, in high MMR scenarios, this queue time could be 30 minutes or more, since we're essentially waiting for an appropriate player to logon).
That being said, as always I welcome community feedback, so feel free to discuss and we can continue to tweak.
On other issues - we're investigating the failure to join custom games. There's no repro from QA yet but it's under investigation. And as Matt said, we hotfixed the Korean input issue with the latest Windows version. Since this is the second Windows change that has affected Korean IME in recent months, we've also reached out to Microsoft to better understand the changes they're making in that area that may affect us in future.
Thanks again for your continued support and passion for SC!
To be honest i think there is a clear hierachy to those four constraints.
1. LATENCY: Doesnt matter how good your match is in terms of MMR, QUEUE TIME or NO REMACHT. If it lags its bad. Which TR is the least acceptable should be determined by veterans.
2. MMR: If we have stable LATENCY, but the MMR difference is to high the game will be frustrating as hell. Totally onesided, which hurts the loser and basically no MMR gain for the winner.
3. REMATCH: You dont want to queue several times against the same guy in a row. thats ok.
4. QUEUE TIME: Well its really just an issue imo, when you are willing to sacrifice a bit of the game quality you get. So lets say after 90s of queuing the other constraints get soften up a bit. (although: THIS NEEDS TO BE DOCUMENTED. So players who dont want to sacrifice in game quality can just re-queue)
And last, I dont know how your matchmaking works internally but ofc you need some sort of game_quality_func(). So all potential opponnents who pass the hard constraints get valued. So e.g if the minimum TR is 12 but there is a opponnent available with TR16 and similar MMR as the TR12 guy, the game_quality_func() should return a higher value for the TR16 guy.
I put a bit of thought into it and would use something like the following:
max_tr = maximum TR that can be achieved tr = the tr that is expected to be played on for a given opponnent (if you have a probabilistic model use the expected_val E(x)) mmr_gain = the mmr_gain I can achieve vs a given opponnent mmr_even = the mmr I would get in an dead even game (opponnent exact same MMR as me)
of course you could add some weight parameters for either metric. But it basically comes down to constructing a model for all opponnent candidates that pass the hard requirements.
@haloman: It works completely fine for me under wine-staging 2.21 with the latest patch (I played today).
On February 14 2018 07:28 halomonian wrote: Have anyone noticed a severe improvement on lag? Also, how are the Linux bros doing? I heard the last patch made the game unplayable via WINE
Works perfectly with WINE. They fixed it the day after.
What's the problem with replaying the same person twice or 3 times in a row on ladder? If the MMR is close and latency is good, I don't see the issue... it's just like playing a Best of 3, totally fine with me. I don't think this should be a problem at all. Similar mmr range and good latency should be the only priorities. Waiting up to 5 minutes for a game is fine too (id rather wait longer for a good game than have a useless waste of time of a game quickly, in the end I lose more time this way..)
On February 14 2018 08:25 Matt Sherman wrote: Greetings, We have just pushed out server-side changes to reduce the max MMR range. As always we look forward to your continued feedback.
This will be something we will continually be tweaking and improving.
Hello, i have a complain. I can no longer find games. Can you please revert?
Why do people avoid rematches? We used to play the same people on iCCup over and over because there were so few higher rated players, but suddenly people have unrealistic expectations of a nonexistent player pool. Used to wait forever to find that one person too, and be happy to re them.
Anyway the latest change sounds great. Exactly what was needed.
On February 14 2018 08:50 Sero wrote: Why do people avoid rematches? We used to play the same people on iCCup over and over because there were so few higher rated players, but suddenly people have unrealistic expectations of a nonexistent player pool. Used to wait forever to find that one person too, and be happy to re them.
Anyway the latest change sounds great. Exactly what was needed.
Yeah, who doesnt want to keep playing the same terrans who ask from? and other questions while repeatedly doing the same bad builds and playing 500 games in a month.
On February 14 2018 08:25 Matt Sherman wrote: Greetings, We have just pushed out server-side changes to reduce the max MMR range. As always we look forward to your continued feedback.
This will be something we will continually be tweaking and improving.
Thank you for your continued efforts! This game and community means a whole lot to me
if automatic matchmaking is bad on low pop, what we need is custom games ladder.. because people deal with any situations better than robots this has been exactly my experience with SC:R. Although I can't stand the slowness of all interfaces as well as the crapped SD display, the inability to play games one after the other on matchmaking is what makes me log off and not even log back in. Increased bugs on custom games with multiple players is one of the very worst things that can happen to the game, it needs exactly the opposite, increased ergonomy and efficiency. when will you add a simple draw option to get out of laggy ladder games?
it has been 6 months, my expectations are so low, that I'm not sure if I'll ever be playing my favorite game again that much anymore.
the interfaces need to be fast. i'm not gonna go like yay i love it thanks guys if you leave the game with such poor and innefficient interfaces as a "REMASTER" of Starcraft which always had really quick and efficient interfaces! Same goes for SD graphics. Make your moves or I'll keep saying blizzard sucks, sry. [so : log in bnet instant, options instant, profiles very fast as before, etc]
(well, if you do it, I'll praise whoever worked on it, not the company ^^ i totally hate the company sorry^^)
oh wait, my "goals are off alined", yeaaah
PS: you still haven't fully given full functionality back to friends list, it won't show game names, I can see how this was the plan from the start, first break it completely and make it seem like it bugs out, then finally remove it and just call it "ranked" or "unranked" this stuff should have been working 99% from day 1
PS2: interface before, when you want to /W someone on a channel you are on, click them and ALT+W gg. now have to click stuff and then get stuck (must click some place else to switch back to chat...). It's way inefficient, not remastered. also you removed ALT+N which writes person name in chat line, always was handy including to /W. Also often if I make a game, type something in the game name, it will mistake my input for whatever such as leave the creation page for no reason, I'm not even hitting the "leave" hotkey when it does this.. did you test how easy and fast it was to make and join games before? the only improvement is when someone on your friend list is in lobby, that button, cool. (still slower than before : ALT+J type game name hit TAB type password, which you can't do anymore and instead have to click through slow interfaces). Even the game creation interface now takes seconds to load, and then would randomly bug out.
PS3: the bottom lines of map are still hidden by the awkward and rather ugly new replay interface (option to use original replay interface wanted). Chat still is divided between groups of observers because you can't set the new observer type group to more than 4. It's debatable (?) whether its a good idea to disallow chat completely between observer group and rest I guess, but it would probably be better to have that ability. Or at least make it possible to set more than 4 observers..
PS4: problems with "SC:R" start when you click starcraft.exe. Everything is slower, clunky, often buggy and inefficient and not remastered. Make everything faster (as fast as before or faster), eliminate bugs so that there are fewer or none, more efficient and functional. Do this in august 2017. No game registering bugs, that was never a thing either and shouldn't be. The blizzard that made starcraft was known for putting games out "when they are done", that's why their games were great and loved, on top of amazing game design and etc. 99%+ polished.
With so many problems and mistakes done from the start, as dev team in there you may be in a type of development hell, where you can hardly reach an overall polished goal. I dont like writing this stuff, I want to go away.^^
On February 14 2018 08:25 Matt Sherman wrote: Greetings, We have just pushed out server-side changes to reduce the max MMR range. As always we look forward to your continued feedback.
This will be something we will continually be tweaking and improving.
Testing it a bit,it feels now like 2 patches ago,so all good,this is the good direction i believe,thanks for letting me play my favorite game again the way i truly enjoy it ,im also sorry for my hot blood,
i asked for this several times about a different way to the autosave replays name,cuz is a bit difficult to find an specific replay ,something like player player map will be much better.
On February 14 2018 07:18 HaN- wrote: I think matching people with similar MMR is more important for players on both end of the spectrum: the very high level players and the very low level players, than it is for the other players.
So I think it would be a good solution to make it so that the matchmaking is more strict on matching players of similar MMR for these players and less strict for others.
Another idea would be to allow players to have the options to choose what what they want to prioritize (MMR, Latency, Queues, Rematch) for their matchmaking.
Actually, it's the opposite, the skill difference between 1600 and 2100 is ridiculous, they should never play against each other
2500 vs. 3000 is much closer (Bonyth vs. eonzerg or something like that)
On February 14 2018 07:18 HaN- wrote: I think matching people with similar MMR is more important for players on both end of the spectrum: the very high level players and the very low level players, than it is for the other players.
So I think it would be a good solution to make it so that the matchmaking is more strict on matching players of similar MMR for these players and less strict for others.
Another idea would be to allow players to have the options to choose what what they want to prioritize (MMR, Latency, Queues, Rematch) for their matchmaking.
Actually, it's the opposite, the skill difference between 1600 and 2100 is ridiculous, they should never play against each other
2500 vs. 3000 is much closer (Bonyth vs. eonzerg or something like that)
On February 14 2018 07:18 HaN- wrote: I think matching people with similar MMR is more important for players on both end of the spectrum: the very high level players and the very low level players, than it is for the other players.
So I think it would be a good solution to make it so that the matchmaking is more strict on matching players of similar MMR for these players and less strict for others.
Another idea would be to allow players to have the options to choose what what they want to prioritize (MMR, Latency, Queues, Rematch) for their matchmaking.
Actually, it's the opposite, the skill difference between 1600 and 2100 is ridiculous, they should never play against each other
2500 vs. 3000 is much closer (Bonyth vs. eonzerg or something like that)
ofc bc you have a normal distribution in mmr
With Elo ratings that isn't the case, not sure what formula Blizzard uses though.
In Chess which uses Elo, the gap between a 1500 and 2000 rated player is equal to a 2000 vs 2500 player in terms of expected win/loss ratio.
Guys. Stop whining soon after each matchmaking algo update, it really doesn't help. Systems work and are analyzed better over a period of time so stop posting knee jerk "OMG pls revert" comments every time the algo updates. Give it a few weeks or so. Let the devs do their thing.
On February 14 2018 07:18 HaN- wrote: I think matching people with similar MMR is more important for players on both end of the spectrum: the very high level players and the very low level players, than it is for the other players.
So I think it would be a good solution to make it so that the matchmaking is more strict on matching players of similar MMR for these players and less strict for others.
Another idea would be to allow players to have the options to choose what what they want to prioritize (MMR, Latency, Queues, Rematch) for their matchmaking.
Actually, it's the opposite, the skill difference between 1600 and 2100 is ridiculous, they should never play against each other
2500 vs. 3000 is much closer (Bonyth vs. eonzerg or something like that)
ofc bc you have a normal distribution in mmr
With Elo ratings that isn't the case, not sure what formula Blizzard uses though.
In Chess which uses Elo, the gap between a 1500 and 2000 rated player is equal to a 2000 vs 2500 player in terms of expected win/loss ratio.
Only if the game didn't launch a few months ago and has the ability to have multiple accounts with different ELOs. In actuality, 1500 rated accounts could be really bad or really good. A 1500 rated chess player is probably 1500, since they have just one "account" all their life. A 1500 account in SC can be anything. This is why at around 1500, the skill spread is the widest.
On February 17 2018 03:42 saalih905 wrote: It almost seems as if the dev team for SC:R lacked a lot of insight and have just been fixing issues by waiting for people to complain about them.
Insight of what? Peoples brain? Do you actually believe people know what they want?
Dear Blizzard (if anyone's even reading this at all!),
Higher resolution =/= better in-game visual definition, especially when it comes to team colour.
In the past, I can clearly differentiate a red zergling from a brown zergling, or a yellow dragoon from a white one. Hydralisks and Vultures have much better definition pre-remastered. Now, yes, I can see little zergling legs gracefully tracing through the air, but cannot easily know in a ZvZ whose zergling's whose - all there is left is a sleek, very beautifully-drawn mess.
I hope in future modifications there will be more surface area of units (and buildings too) dedicated to really showing the team colour, focusing on having greater contrast between team-colour band/patch and its surrounding "fluff".
Command centers do not necessarily need a big yellow chunk for all teams, nor do carriers absolutely need that beautiful, striking green stripe depicting its inner lining. They're all good details, but it isn't always a visual aid to players and spectators.
Kind of how Comic Sans was devised for easier readability in lower resolution, I wish the art team can take in-game readability / distinguish-ablity in mind: now with the luxury of HD, the temptation of detail is too great, but detail isn't...really the priority