Gang Beasts

Gang Beasts

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Feedback on 0.6.1 - Problems with matchmaking.
Hi, thanks for making a great game, not many games are as much actual fun as GB is.

The latest updates have pretty severely subtracted from the online MP experience though :(.
The server list was much more useful to people who live in isolated countries like my fellow Australians and I, I could know which rooms would get me good ping. With matchmaking I often connect to laggy games with high ping.

Perhaps the even bigger issue than server list vs MM is that with the current patch, people can't join a server as people are leaving, which means servers are often down to 3-4 people by the 3rd round and dead by the 5th.

Also with the new 1 win per map, you often spend more time waiting for maps to load and players to connect than you do playing, maybe 3 rounds per map regardless of who wins would be better.

All up I think just a continuous lobby that players can drop in and out of at any time rather than being dumped back to the main menu at the end of a game would make a smoother and more fun experience for the majority of people.

Again thanks for all the work you're doing on GB, it's a pretty unique game.
Last edited by Happy Gilmore; Dec 1, 2017 @ 12:03am
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Showing 1-7 of 7 comments
Bio Drando Nov 30, 2017 @ 8:18am 
v0.7.0 isn't here yet, it will be reòased the 12th of December: the version you played is v0.6.1, which is the latest relaled so far.

Now that I've cleared that up I'll reply to your suggestions/issues:
- the server browser might make a return in the future but it's not confirmed
- that's an issue that's a bit hard to solve, since the maximum amount of people that a server can have is 8 regarldess if they're spectating or not
- the 1-win per map thing is here because now the game will send you back to the Menu as soon as someone gets 4 wins, so if they used the previous method then you'd be playing only one map many times and you'd have to either leave the match or have someone get 4 wins, and if there are a lot of tie or the match is really close then that server will be stuck with only that map until someone finally wins. Therefore the current method is good, also you do replay the same stage if a tie happens so it's not like you always switch map...
- you mean a lobby with endless wins? It COULD work but the reason for the limited wins is for allowing some breathign space for the servers and allow pwoplw in queue to play faster: if many servers are full then once someone wins that server will be empty, ready to accept all the people that were waiting before, on an endless server the same people would play all the time and it'd make finding good servers much harder for everyone (even with the server list being added back)

Also v0.7.0 will remove the 4-players-minimum for the servers, so you can play both in public and custom servers with just 2 people (as they're done stress-testing them)
Last edited by Bio Drando; Nov 30, 2017 @ 8:19am
George Costanza Nov 30, 2017 @ 8:04pm 
TFW 0.7.0 hasnt released yet
Happy Gilmore Dec 1, 2017 @ 12:02am 
My bad, I couldn't find an actual version for my game and the latest patch notes said 0.7.0 lol
Happy Gilmore Dec 1, 2017 @ 12:15am 
Originally posted by Jumping Spider:
- the server browser might make a return in the future but it's not confirmed
- that's an issue that's a bit hard to solve, since the maximum amount of people that a server can have is 8 regarldess if they're spectating or not
- the 1-win per map thing is here because now the game will send you back to the Menu as soon as someone gets 4 wins, so if they used the previous method then you'd be playing only one map many times and you'd have to either leave the match or have someone get 4 wins, and if there are a lot of tie or the match is really close then that server will be stuck with only that map until someone finally wins. Therefore the current method is good, also you do replay the same stage if a tie happens so it's not like you always switch map...
- you mean a lobby with endless wins? It COULD work but the reason for the limited wins is for allowing some breathign space for the servers and allow pwoplw in queue to play faster: if many servers are full then once someone wins that server will be empty, ready to accept all the people that were waiting before, on an endless server the same people would play all the time and it'd make finding good servers much harder for everyone (even with the server list being added back)

Also v0.7.0 will remove the 4-players-minimum for the servers, so you can play both in public and custom servers with just 2 people (as they're done stress-testing them)

- I think you misunderstood me on the second point, my problem is that when we had the server list, when a player left an active game, new players would see the empty slot and join the game, so the game usually had 8 players at the start of each round.

Now with matchmaking, MM does not add players to a game in progress, so when people leave you just have less players for the start of the next round. This continues until the lobby has died or someone has won 4 stars, which usually happens when theres 3 players left.

- as for the 1 win per map, I meant to replace it with 3 rounds per map not 3 wins. Which is still fast because draws don't happen as of this version except by time running out. If 2 players fall at the same time whoever was very slightly higher wins now.

- I guess you're right about allowing turnover for servers but this isn't such an issue in Australia. I don't know how long people have to wait to play overseas.

One thing I don't know is whether matchmaking is connecting players to dedicated servers or to a P2P lobby because matchmaking systems often mean p2p.
Bio Drando Dec 1, 2017 @ 10:40am 
Originally posted by Autismo Supremo:
Originally posted by Jumping Spider:
- the server browser might make a return in the future but it's not confirmed
- that's an issue that's a bit hard to solve, since the maximum amount of people that a server can have is 8 regarldess if they're spectating or not
- the 1-win per map thing is here because now the game will send you back to the Menu as soon as someone gets 4 wins, so if they used the previous method then you'd be playing only one map many times and you'd have to either leave the match or have someone get 4 wins, and if there are a lot of tie or the match is really close then that server will be stuck with only that map until someone finally wins. Therefore the current method is good, also you do replay the same stage if a tie happens so it's not like you always switch map...
- you mean a lobby with endless wins? It COULD work but the reason for the limited wins is for allowing some breathign space for the servers and allow pwoplw in queue to play faster: if many servers are full then once someone wins that server will be empty, ready to accept all the people that were waiting before, on an endless server the same people would play all the time and it'd make finding good servers much harder for everyone (even with the server list being added back)

Also v0.7.0 will remove the 4-players-minimum for the servers, so you can play both in public and custom servers with just 2 people (as they're done stress-testing them)

- I think you misunderstood me on the second point, my problem is that when we had the server list, when a player left an active game, new players would see the empty slot and join the game, so the game usually had 8 players at the start of each round.

Now with matchmaking, MM does not add players to a game in progress, so when people leave you just have less players for the start of the next round. This continues until the lobby has died or someone has won 4 stars, which usually happens when theres 3 players left.

- as for the 1 win per map, I meant to replace it with 3 rounds per map not 3 wins. Which is still fast because draws don't happen as of this version except by time running out. If 2 players fall at the same time whoever was very slightly higher wins now.

- I guess you're right about allowing turnover for servers but this isn't such an issue in Australia. I don't know how long people have to wait to play overseas.

One thing I don't know is whether matchmaking is connecting players to dedicated servers or to a P2P lobby because matchmaking systems often mean p2p.
- but we don't know if it'll return, that's the thing, it might but it's just speculation
- well, what can we do about that?
- draws can happen in this version, but they work differently:
1) if the players fall while in contact with eachother then then if they both hit the death mark at the same time it's a draw, if one is over the other then the player higher up wins
2) if the players fall without in contact with eachother at the same time then the one who dies last wins (I also imagine that dying on the same exact frame even when not grabbing someone might still cause a tie but it never happened so far...)
- the usual waiting time before joining a room is between 7-12 seconds for me, at times it might take around 16-22 seconds but it's kinda rare honestly (however playing with freinds already in the lobby can make finding matches a bit harder...)

Also they use dedicated servers because the physics are a huge thing to syncronize Online, MAYBE P2P will be used for 1vs1 Ranked and 2vs2 Ranked (after the full combat system is added later next year and the combat is less spammy) but we don't have a confirmation for it...
Happy Gilmore Dec 1, 2017 @ 11:11am 
-lets hope the server list returns, lots of games give both options.

-The easy solution is to allow matchmaking to fill empty slots in active games.

- I don't think you're right on that as I've fallen attached to people and if one was above the other they still won.

- Seems our waiting times are about the same.
Bio Drando Dec 1, 2017 @ 11:42am 
Originally posted by Autismo Supremo:
-lets hope the server list returns, lots of games give both options.

-The easy solution is to allow matchmaking to fill empty slots in active games.

- I don't think you're right on that as I've fallen attached to people and if one was above the other they still won.

- Seems our waiting times are about the same.
Regarding the draws, you are right, if one is above the others they do win, but if you hit the killbox almost at the same time you will drawn (only when actually in contact, it won't draw if you're not touching).
It doesn't happen often but in a scenario where both players hang onto eachother on the same spots on their bodies and then they both try to raise themselves up when falling then they'll both go up and nobody will go above the other, so they'll hit the killbox at almost the sime time and it'll result in a tie. Basically you have to be at almost the same exach height to trigger the draw, if one player is enough higher up than the other then they'll win.
Last edited by Bio Drando; Dec 1, 2017 @ 11:53am
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Date Posted: Nov 30, 2017 @ 7:10am
Posts: 7