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Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
Last Edited: 2018-04-01 03:24:05
April 01 2018 03:23 GMT
#41
@BlizzardDevs: Are you guys looking into enabling race picking for the ladder/enlarging the map pool at all? Maybe increasing the pool, while increasing the veto proportionately would be a good balance between those who want more variety/those who want only very balanced modern maps.
Never say Die! ||| Fight you? No, I want to kill you.
Shinokuki
Profile Joined July 2013
United States923 Posts
April 01 2018 07:46 GMT
#42
On April 01 2018 07:52 ProtossGG wrote:
Show nested quote +
On April 01 2018 06:49 GrantTheAnt wrote:
We're still here, and we're always listening. I acknowledge that it's an ongoing cause of angst that we're not posting/communicating as actively as we'd like to, and you'd like us to. This is because - unlike many other teams at Blizzard - the dev team are communicating directly. There are good reasons why other teams don't work like us in this respect, and I'm sure we cause endless stress for our PR/community teams in working this way

The upside is that we get a direct line, and I believe we're quite candid (as much as we reasonably can be). The downside is that posting takes time - and that steals time away from development. So it's a balancing act - we can't just bash out a rapid fire answer on a forum because misplaced words can be interpreted in ways we never intended, so we need to spend a little more time with our responses. The more time spent typing in a forum is less time spent typing code. Hence why I'm posting this outside core hours.

I believe we have great coverage of reading feedback on the Blizzard forums, and I'd say pretty good coverage of TL. I understand that us not responding to every point and every thread may make people think we haven't read it. Chances are we have. Chances are it's been immediately discussed and/or put into a tracking list for further investigation and possibly action.

On the video dev updates, I agree it's been a little longer than it should be. We've actually been working on the next one recently, so it's coming soon(TM).

On 1v1 MM, it's been an ongoing battle to find an algorithm and a balance that works globally for SCR. We've always strongly believed that a global MM is essential for SCR to survive globally. Our initial algorithm was returning too many high latency matches. We solved that with a major change, but I agree that we over corrected. Since then we've rolled out 2 further tweaks (one yesterday) to bring us back towards a happy medium. I am convinced that the algorithm we're now using is the right direction, and - unlike our previous algorithm - it can get us to a good place for everyone. But, being honest, that's still going to take some more time and experimentation.

On numbers & concurrency, we do have some headaches. Namely, that most of our population is in Korea (no surprises), and that overall it's still (and has always been) a relatively low population compared to more recent games. It's also compounded by Korea having incredible internal connectivity, and by comparison, most of the rest of the world does not. So Koreans get to MM for the most part now in an experience not dissimilar from playing on LAN. Understandably the rest of the world wants this too. And providing as close as we can to that is of course the challenge. But, I really don't think we're facing any new problems in this area from launch (other than perhaps the bar is now higher given the optimizations we've made to the network subsystem vs 1.16 - which has allowed TR20 and TR24 over the internet and without 6112 port forwarding any more). I guess what I'm saying is, in my view, MM in the foreigner scene is as solvable via the algorithm as it has ever been.

We really are doing everything we can to make MM a great experience for everyone. Obviously we've talked to other Blizzard teams about their experiences, but taking that further, last week I visited GDC and sat down with the head of the matchmaking team at Activision to canvas their ideas and harvest their many years of experience. I was buoyed by the meeting as it really seemed like we were doing a lot of things right. It was also evident that we are facing some unique problems with SCR - we want low latency, skill relevant matches without having substantial player concurrency where most of our players are in one region with incredible connectivity, and we want to get games in a reasonable time frame. In saying that, I'm also aware that different players have different views on what's most important, and so maybe there's a world where we offer a preference button in the MM on whether you want to optimize on search time, skill, latency, or a "balanced" option.

It's certainly not ideal that folks are having to use VPNs to confuse or circumvent the MM algorithm. TR/latency prediction is super difficult, even more so globally. We've been investigating how we can improve the latency/TR prediction we use to configure the MM algorithm on a per-client basis. After last week's meeting, we're also going to get access to a vast database of latency data from the Activision MM crew plus their research on latency calculation which may also help us improve those areas of the algorithm.

TLDR the MM is still a major priority for us, as it has been since launch. Please keep the feedback coming, and rest assured we are reading it and working on it.


Mr. Grant from Blizzard:


This is great.

Even just seeing that someone from Blizzard directly is responding to a post -- I have to be honest, as someone who is extremely cynical ... I am happy to see a post from you.

Would you mind commenting on the new MM tweak you guys made yesterday (e.g. what exactly is the change/happy medium) that you addressed in your post? I'm sure there will definitely be more feedback on top of what I've stated below.

FEEDBACK: After testing a few games -- which is not a good sample size -- it seems marginally better. And still getting queued up against foreigners who are -100/-200 pts below with 200+ second queue times (better than 1000 seconds). I think the "Aggression" of MM searches needs to be widened so we can match vs Koreans. There are many foreigners who can get TR12 or TR14 against koreans and play happily. That is the real happy medium that needs to happen. If you're a foreigner who can't get that sort of latency against koreans, then the MM won't pair you because you'll never hit a good TR while it searches for a match. But those of us who have pretty good ping to KR should not be punished.

As a last note, if you're up to date on "Fish server" which was a very popular korean server during the 1.16 days, the BEST latency on that server was our current TR14 (the koreans called it #L2 + low lat hack ... just to give some background in case you're not familiar). So introducing concepts of TR16++ are just icing on the cake. We need to simply aim for TR12; even TR14 was still something that was introduced in the latter part of 1.16 before SCR came out. Food for thought. For reference, I'm a 2300+ MMR player, and there's folks in these threads posting higher than myself who can chime in on behalf of the more competitive foreigner community as well. Thanks for your acknowledgement and we hope to assist or answer any other questions you may have.

-SuGo


Hey Grant, this is the best possible feedback you can get. We both played fish server for many years and we are very knowledgeable on what constitutes a good LAN and manageable gameplay for koreans. I also tried the match making system today after the fix and I still was getting matched up vs same player again and again. It was indeed a bit dissapointing to play the same player again and again and see the queue time go up to over 100 seconds. As of right now, I think a lot of foreigners will continue using VPN to play the best possible ladder. I hope sugo's idea of "happy medium" is seriously considered. Thank you
Life is just life
Jealous
Profile Blog Joined December 2011
10253 Posts
Last Edited: 2018-04-01 08:13:03
April 01 2018 08:02 GMT
#43
EDIT: Ramblings because I missed the fact that there was a second page and am catching up now, so can be ignored:

+ Show Spoiler +
On March 30 2018 09:38 SCC-Faust wrote:
Also, it is possible what iNcontroL said in the Twitch Rivals thread is somewhat true. I've actually been wracking my brain around after he made the post and figured it must be at the very least be valid in some form. I think it warrants at least some discussion if we're going to talk about possibilities of why we feel left out of the loop. If this is true, I want Blizzard to tell us what we should be doing differently, and list examples of actions that are preventing them from providing tournaments/events/updates to us. We are left to our own volition and we have our own circuit of foreign-hosted events that are funded very large in part from fans of the game and the amount of negativity in these events exist just like any other game, and I'd argue even less. I watch almost every foreign event I can, participate on the forums, participate in Twitch chat, and read the battle.net forums, and I still can't figure out what sort of mistake we're making that is so vile and out of line that it is preventing the same company who made the game for this audience to reconsider any continuation of supporting the scene.

Here's my theory.

We are old, hardened elitists. Many of us have stopped buying their Shiny New Games because we like this old one and don't like the path in which Blizzard and maybe the rest of the industry is going with some of our favorite genres. We are irrelevant in the market. Our standards are high, and frankly outdated given how casual gaming is where the money is. Thus, it would take a lot of effort for Blizzard to satisfy us with anything, and we don't generate enough of a profit margin for them to consider it worth their time.

Even if you take all of the StarCraft: Remastered players, anyone who is at ICCup D level or higher is already in the top 25% of active players, skill-wise, I'm guessing. The rest are satisfied with the service they get, playing golemz, bald snipez, TurCanHydraTamponDef, and whatever the fuck else in lobbies. So let's summarize what Blizzard's choices are:

1) Cater to a vocal minority on a 3rd party website and their ("elitist") standards, which takes a lot of effort and shortcomings are not appreciated (because we're "toxic").

2) Fuck that shit, farm money from ASL and any other nails that decide to stick out too far. Run cross-promotional events to try to get as many BW players to buy SC2/OW as possible, and for the SC2 people to give RM a shot as well because they made it shinier now, see!

I think if I was a financial analyst or whoever makes those types of decisions, I know what I'd pick.


EDIT 2:

On April 01 2018 07:52 ProtossGG wrote:
As a last note, if you're up to date on "Fish server" which was a very popular korean server during the 1.16 days, the BEST latency on that server was our current TR14 (the koreans called it #L2 + low lat hack ... just to give some background in case you're not familiar). So introducing concepts of TR16++ are just icing on the cake. We need to simply aim for TR12; even TR14 was still something that was introduced in the latter part of 1.16 before SCR came out. Food for thought. For reference, I'm a 2300+ MMR player, and there's folks in these threads posting higher than myself who can chime in on behalf of the more competitive foreigner community as well. Thanks for your acknowledgement and we hope to assist or answer any other questions you may have.


I think part of the problem is that Koreans, who have tasted the wonders of TR24, will be hella pissed if they are now having to alternate between TR24 and TR12. TR24 may have been a Pandora's box.

Also, does this mean that Incontrol was indeed stretching the truth, at least? I guess the dev's post didn't really prove or disprove it...
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Shinokuki
Profile Joined July 2013
United States923 Posts
April 01 2018 08:29 GMT
#44
On April 01 2018 17:02 Jealous wrote:
EDIT: Ramblings because I missed the fact that there was a second page and am catching up now, so can be ignored:

+ Show Spoiler +
On March 30 2018 09:38 SCC-Faust wrote:
Also, it is possible what iNcontroL said in the Twitch Rivals thread is somewhat true. I've actually been wracking my brain around after he made the post and figured it must be at the very least be valid in some form. I think it warrants at least some discussion if we're going to talk about possibilities of why we feel left out of the loop. If this is true, I want Blizzard to tell us what we should be doing differently, and list examples of actions that are preventing them from providing tournaments/events/updates to us. We are left to our own volition and we have our own circuit of foreign-hosted events that are funded very large in part from fans of the game and the amount of negativity in these events exist just like any other game, and I'd argue even less. I watch almost every foreign event I can, participate on the forums, participate in Twitch chat, and read the battle.net forums, and I still can't figure out what sort of mistake we're making that is so vile and out of line that it is preventing the same company who made the game for this audience to reconsider any continuation of supporting the scene.

Here's my theory.

We are old, hardened elitists. Many of us have stopped buying their Shiny New Games because we like this old one and don't like the path in which Blizzard and maybe the rest of the industry is going with some of our favorite genres. We are irrelevant in the market. Our standards are high, and frankly outdated given how casual gaming is where the money is. Thus, it would take a lot of effort for Blizzard to satisfy us with anything, and we don't generate enough of a profit margin for them to consider it worth their time.

Even if you take all of the StarCraft: Remastered players, anyone who is at ICCup D level or higher is already in the top 25% of active players, skill-wise, I'm guessing. The rest are satisfied with the service they get, playing golemz, bald snipez, TurCanHydraTamponDef, and whatever the fuck else in lobbies. So let's summarize what Blizzard's choices are:

1) Cater to a vocal minority on a 3rd party website and their ("elitist") standards, which takes a lot of effort and shortcomings are not appreciated (because we're "toxic").

2) Fuck that shit, farm money from ASL and any other nails that decide to stick out too far. Run cross-promotional events to try to get as many BW players to buy SC2/OW as possible, and for the SC2 people to give RM a shot as well because they made it shinier now, see!

I think if I was a financial analyst or whoever makes those types of decisions, I know what I'd pick.


EDIT 2:

Show nested quote +
On April 01 2018 07:52 ProtossGG wrote:
As a last note, if you're up to date on "Fish server" which was a very popular korean server during the 1.16 days, the BEST latency on that server was our current TR14 (the koreans called it #L2 + low lat hack ... just to give some background in case you're not familiar). So introducing concepts of TR16++ are just icing on the cake. We need to simply aim for TR12; even TR14 was still something that was introduced in the latter part of 1.16 before SCR came out. Food for thought. For reference, I'm a 2300+ MMR player, and there's folks in these threads posting higher than myself who can chime in on behalf of the more competitive foreigner community as well. Thanks for your acknowledgement and we hope to assist or answer any other questions you may have.


I think part of the problem is that Koreans, who have tasted the wonders of TR24, will be hella pissed if they are now having to alternate between TR24 and TR12. TR24 may have been a Pandora's box.

Also, does this mean that Incontrol was indeed stretching the truth, at least? I guess the dev's post didn't really prove or disprove it...


That's what i fear the most tbh. Why even introduce TR 24? TR 16 was the absolute maximum koreans could play on UDP.... The rest of the population couldn't even access TR 14 without the help of Low lat launcher..
Life is just life
systemd
Profile Joined March 2018
2 Posts
Last Edited: 2018-04-01 13:51:44
April 01 2018 13:51 GMT
#45
you are all Lucky with queue times. I simply do not get games on any of my accounts 1000-1500 MMR. For me it's either TR 8 L 1 on korea through a vpn or nothing.
SuGo
Profile Joined March 2013
United States681 Posts
Last Edited: 2018-04-01 13:59:06
April 01 2018 13:58 GMT
#46
On April 01 2018 17:02 Jealous wrote:
EDIT: Ramblings because I missed the fact that there was a second page and am catching up now, so can be ignored:

+ Show Spoiler +
On March 30 2018 09:38 SCC-Faust wrote:
Also, it is possible what iNcontroL said in the Twitch Rivals thread is somewhat true. I've actually been wracking my brain around after he made the post and figured it must be at the very least be valid in some form. I think it warrants at least some discussion if we're going to talk about possibilities of why we feel left out of the loop. If this is true, I want Blizzard to tell us what we should be doing differently, and list examples of actions that are preventing them from providing tournaments/events/updates to us. We are left to our own volition and we have our own circuit of foreign-hosted events that are funded very large in part from fans of the game and the amount of negativity in these events exist just like any other game, and I'd argue even less. I watch almost every foreign event I can, participate on the forums, participate in Twitch chat, and read the battle.net forums, and I still can't figure out what sort of mistake we're making that is so vile and out of line that it is preventing the same company who made the game for this audience to reconsider any continuation of supporting the scene.

Here's my theory.

We are old, hardened elitists. Many of us have stopped buying their Shiny New Games because we like this old one and don't like the path in which Blizzard and maybe the rest of the industry is going with some of our favorite genres. We are irrelevant in the market. Our standards are high, and frankly outdated given how casual gaming is where the money is. Thus, it would take a lot of effort for Blizzard to satisfy us with anything, and we don't generate enough of a profit margin for them to consider it worth their time.

Even if you take all of the StarCraft: Remastered players, anyone who is at ICCup D level or higher is already in the top 25% of active players, skill-wise, I'm guessing. The rest are satisfied with the service they get, playing golemz, bald snipez, TurCanHydraTamponDef, and whatever the fuck else in lobbies. So let's summarize what Blizzard's choices are:

1) Cater to a vocal minority on a 3rd party website and their ("elitist") standards, which takes a lot of effort and shortcomings are not appreciated (because we're "toxic").

2) Fuck that shit, farm money from ASL and any other nails that decide to stick out too far. Run cross-promotional events to try to get as many BW players to buy SC2/OW as possible, and for the SC2 people to give RM a shot as well because they made it shinier now, see!

I think if I was a financial analyst or whoever makes those types of decisions, I know what I'd pick.


EDIT 2:

Show nested quote +
On April 01 2018 07:52 ProtossGG wrote:
As a last note, if you're up to date on "Fish server" which was a very popular korean server during the 1.16 days, the BEST latency on that server was our current TR14 (the koreans called it #L2 + low lat hack ... just to give some background in case you're not familiar). So introducing concepts of TR16++ are just icing on the cake. We need to simply aim for TR12; even TR14 was still something that was introduced in the latter part of 1.16 before SCR came out. Food for thought. For reference, I'm a 2300+ MMR player, and there's folks in these threads posting higher than myself who can chime in on behalf of the more competitive foreigner community as well. Thanks for your acknowledgement and we hope to assist or answer any other questions you may have.


I think part of the problem is that Koreans, who have tasted the wonders of TR24, will be hella pissed if they are now having to alternate between TR24 and TR12. TR24 may have been a Pandora's box.

Also, does this mean that Incontrol was indeed stretching the truth, at least? I guess the dev's post didn't really prove or disprove it...


Exactly -- TR16++ was some gourmet icing on a cake.

However, on the bright side ... all my VPN matches are basically TR12, a few have been TR14. And in these games, I've not heard a single peep from the Koreans. So, it begs to differ, would they really be pissed? Maybe at super high levels like 2800++... but at ~2300 level, it seems they don't ever say anything. And as we all know, the Koreans don't shy away from saying it's lagging during the start of games lol.
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6794 Posts
April 01 2018 14:10 GMT
#47
im mostly playing tr16 tr20 with korean vpn,however the mm is stupid when it comes to avoid matching the same player,sometimes a player from japan or china gets match with me over and over and over,even when i change id with different mmr.im just alt q the games and we keep getting matched,is very annoying.eye i quit the games cuz the tr8 not cuz they re chineses or japaneses.
Cryoc
Profile Joined July 2011
Germany911 Posts
Last Edited: 2018-04-01 17:15:50
April 01 2018 17:14 GMT
#48
On April 01 2018 22:58 ProtossGG wrote:
Show nested quote +
On April 01 2018 17:02 Jealous wrote:
EDIT: Ramblings because I missed the fact that there was a second page and am catching up now, so can be ignored:

+ Show Spoiler +
On March 30 2018 09:38 SCC-Faust wrote:
Also, it is possible what iNcontroL said in the Twitch Rivals thread is somewhat true. I've actually been wracking my brain around after he made the post and figured it must be at the very least be valid in some form. I think it warrants at least some discussion if we're going to talk about possibilities of why we feel left out of the loop. If this is true, I want Blizzard to tell us what we should be doing differently, and list examples of actions that are preventing them from providing tournaments/events/updates to us. We are left to our own volition and we have our own circuit of foreign-hosted events that are funded very large in part from fans of the game and the amount of negativity in these events exist just like any other game, and I'd argue even less. I watch almost every foreign event I can, participate on the forums, participate in Twitch chat, and read the battle.net forums, and I still can't figure out what sort of mistake we're making that is so vile and out of line that it is preventing the same company who made the game for this audience to reconsider any continuation of supporting the scene.

Here's my theory.

We are old, hardened elitists. Many of us have stopped buying their Shiny New Games because we like this old one and don't like the path in which Blizzard and maybe the rest of the industry is going with some of our favorite genres. We are irrelevant in the market. Our standards are high, and frankly outdated given how casual gaming is where the money is. Thus, it would take a lot of effort for Blizzard to satisfy us with anything, and we don't generate enough of a profit margin for them to consider it worth their time.

Even if you take all of the StarCraft: Remastered players, anyone who is at ICCup D level or higher is already in the top 25% of active players, skill-wise, I'm guessing. The rest are satisfied with the service they get, playing golemz, bald snipez, TurCanHydraTamponDef, and whatever the fuck else in lobbies. So let's summarize what Blizzard's choices are:

1) Cater to a vocal minority on a 3rd party website and their ("elitist") standards, which takes a lot of effort and shortcomings are not appreciated (because we're "toxic").

2) Fuck that shit, farm money from ASL and any other nails that decide to stick out too far. Run cross-promotional events to try to get as many BW players to buy SC2/OW as possible, and for the SC2 people to give RM a shot as well because they made it shinier now, see!

I think if I was a financial analyst or whoever makes those types of decisions, I know what I'd pick.


EDIT 2:

On April 01 2018 07:52 ProtossGG wrote:
As a last note, if you're up to date on "Fish server" which was a very popular korean server during the 1.16 days, the BEST latency on that server was our current TR14 (the koreans called it #L2 + low lat hack ... just to give some background in case you're not familiar). So introducing concepts of TR16++ are just icing on the cake. We need to simply aim for TR12; even TR14 was still something that was introduced in the latter part of 1.16 before SCR came out. Food for thought. For reference, I'm a 2300+ MMR player, and there's folks in these threads posting higher than myself who can chime in on behalf of the more competitive foreigner community as well. Thanks for your acknowledgement and we hope to assist or answer any other questions you may have.


I think part of the problem is that Koreans, who have tasted the wonders of TR24, will be hella pissed if they are now having to alternate between TR24 and TR12. TR24 may have been a Pandora's box.

Also, does this mean that Incontrol was indeed stretching the truth, at least? I guess the dev's post didn't really prove or disprove it...


Exactly -- TR16++ was some gourmet icing on a cake.

However, on the bright side ... all my VPN matches are basically TR12, a few have been TR14. And in these games, I've not heard a single peep from the Koreans. So, it begs to differ, would they really be pissed? Maybe at super high levels like 2800++... but at ~2300 level, it seems they don't ever say anything. And as we all know, the Koreans don't shy away from saying it's lagging during the start of games lol.

Maybe you got a lucky day, when I played vs Koreans via VPN around 2200-2300 the last 2-3 days with TR usually being 16 to 24 L 2, almost half of the people I played freaked out because it is not the maximum.
http://www.twitch.tv/cryoc
JiniHendrix
Profile Joined August 2017
5 Posts
April 02 2018 00:40 GMT
#49
On March 31 2018 13:48 mLtySC wrote:
The last time I played ladder I hit shamtoo 3 times in a row and then quit. Will probably give ladder another go when I get my pc fixed, but that was kind of frustrating.


lolol same here
Kare
Profile Joined March 2009
Norway786 Posts
April 02 2018 03:15 GMT
#50
Nice
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
FreeIndependentWoman
Profile Joined April 2018
1 Post
April 02 2018 07:29 GMT
#51
--- Nuked ---
SchAmToo
Profile Blog Joined April 2010
United States1141 Posts
April 02 2018 08:12 GMT
#52
On April 02 2018 09:40 JiniHendrix wrote:
Show nested quote +
On March 31 2018 13:48 mLtySC wrote:
The last time I played ladder I hit shamtoo 3 times in a row and then quit. Will probably give ladder another go when I get my pc fixed, but that was kind of frustrating.


lolol same here


I AM THE GATEKEEPER.

You gotta pay the troll toll to get to--

<3
twitch.tv/schamtoo | twitter.com/schamtoo
mutbute
Profile Joined April 2018
1 Post
April 02 2018 11:53 GMT
#53
--- Nuked ---
Cele
Profile Blog Joined December 2008
Germany4016 Posts
April 02 2018 13:32 GMT
#54
On April 01 2018 06:49 GrantTheAnt wrote:
We're still here, and we're always listening. I acknowledge that it's an ongoing cause of angst that we're not posting/communicating as actively as we'd like to, and you'd like us to. This is because - unlike many other teams at Blizzard - the dev team are communicating directly. There are good reasons why other teams don't work like us in this respect, and I'm sure we cause endless stress for our PR/community teams in working this way

The upside is that we get a direct line, and I believe we're quite candid (as much as we reasonably can be). The downside is that posting takes time - and that steals time away from development. So it's a balancing act - we can't just bash out a rapid fire answer on a forum because misplaced words can be interpreted in ways we never intended, so we need to spend a little more time with our responses. The more time spent typing in a forum is less time spent typing code. Hence why I'm posting this outside core hours.

I believe we have great coverage of reading feedback on the Blizzard forums, and I'd say pretty good coverage of TL. I understand that us not responding to every point and every thread may make people think we haven't read it. Chances are we have. Chances are it's been immediately discussed and/or put into a tracking list for further investigation and possibly action.

On the video dev updates, I agree it's been a little longer than it should be. We've actually been working on the next one recently, so it's coming soon(TM).

On 1v1 MM, it's been an ongoing battle to find an algorithm and a balance that works globally for SCR. We've always strongly believed that a global MM is essential for SCR to survive globally. Our initial algorithm was returning too many high latency matches. We solved that with a major change, but I agree that we over corrected. Since then we've rolled out 2 further tweaks (one yesterday) to bring us back towards a happy medium. I am convinced that the algorithm we're now using is the right direction, and - unlike our previous algorithm - it can get us to a good place for everyone. But, being honest, that's still going to take some more time and experimentation.

On numbers & concurrency, we do have some headaches. Namely, that most of our population is in Korea (no surprises), and that overall it's still (and has always been) a relatively low population compared to more recent games. It's also compounded by Korea having incredible internal connectivity, and by comparison, most of the rest of the world does not. So Koreans get to MM for the most part now in an experience not dissimilar from playing on LAN. Understandably the rest of the world wants this too. And providing as close as we can to that is of course the challenge. But, I really don't think we're facing any new problems in this area from launch (other than perhaps the bar is now higher given the optimizations we've made to the network subsystem vs 1.16 - which has allowed TR20 and TR24 over the internet and without 6112 port forwarding any more). I guess what I'm saying is, in my view, MM in the foreigner scene is as solvable via the algorithm as it has ever been.

We really are doing everything we can to make MM a great experience for everyone. Obviously we've talked to other Blizzard teams about their experiences, but taking that further, last week I visited GDC and sat down with the head of the matchmaking team at Activision to canvas their ideas and harvest their many years of experience. I was buoyed by the meeting as it really seemed like we were doing a lot of things right. It was also evident that we are facing some unique problems with SCR - we want low latency, skill relevant matches without having substantial player concurrency where most of our players are in one region with incredible connectivity, and we want to get games in a reasonable time frame. In saying that, I'm also aware that different players have different views on what's most important, and so maybe there's a world where we offer a preference button in the MM on whether you want to optimize on search time, skill, latency, or a "balanced" option.

It's certainly not ideal that folks are having to use VPNs to confuse or circumvent the MM algorithm. TR/latency prediction is super difficult, even more so globally. We've been investigating how we can improve the latency/TR prediction we use to configure the MM algorithm on a per-client basis. After last week's meeting, we're also going to get access to a vast database of latency data from the Activision MM crew plus their research on latency calculation which may also help us improve those areas of the algorithm.

TLDR the MM is still a major priority for us, as it has been since launch. Please keep the feedback coming, and rest assured we are reading it and working on it.


thank you for your lengthy post and explanation, it was good!

I wonder why the dev team is currently now not thinking about the "obvious solution" as it seems with regards to matchmaking. You explained above, why low connectivity and small playerbase outisde of Korea make it very hard to optimise the MM algorithm so that it's working fine for foreigners. Which is especially true for high level players, let's say ~2200 MMR and above.

Do you think about reintroducing hosted ladder matches? Hosted ladder has been tried and worked well for this community for the last decade or so in different interations of private servers. Hosted ladder games also have significant advantages that i would like to point out here:

- first and foremost: hosted ladder games provide ladder games to the players that atm have to resort to VPN to find games. The human brain is much smarter in picking "the right opponent" then an algorithm can ever be. For instance (Z)eOnzErG and a korean player of his skill might not get matched in the ladder because the algorithm doesn't recognize the proper parameters in latency, but both players can make a concious decision to play on TR 12 or even 10, if they so choose. You could code it so that the hosted game has a minimum TR that needs to be matched for the game to be possible and display it in the game name.

Another prerequisite, beside from the coding, would be to provide visible and significant ladder stats (MMR) in the game name or when joining. Atm ladder stats are not visible in the menu and game lobby.

- hosted ladder provides you the option to rematch vs a player of your choosing. Ofc such a feature needs to be limited, thus hard coding a maximum amount of games vs the same opponent would be necessary. Ideas how to limit rematches can be found here for instance ICCup ladder rules.

- hosted ladder allows players to train specific maps in the ladder environment. If, for instance, you are preparing for a tournament game on Destination, you might as well play more then your normal quota of games on that map in ladder. While your at it: hosted ladder games allow for a much bigger selection of established, well liked maps to choose from for ladder. Diversity is good as long as you can ensure ladder maps are competitive and balanced. For inspiration, i refer again to the ICCup mappack. (Only the 1v1 ladder folder)

There are also good reasons to be skeptical of hosted ladder games. I would like to adress some of these concerns!

- corrupted maps and or hacked maps might be used:

This can be avoided easily if protected maps are used for ladder. The community did this in the past with a tool called SCM Draft for it. Im sure you folks have better options at hand, so it should be a non-issue.

- people smurf on ladder and have a great time to demolish lower level players with mass BC in TvP.

True, smurfing and the frustration that comes along with it for lower level players have always been an issue. But that doesn't change fundamentally with Autmated MM as i would like to point out. People still make new accounts (partly also because they don't find ladder games on higher MMR) and the problem is the same. As a 1700 MMR player, i can testify to that

- people will abuse ladder:

This one is a bit tricky. Yes people can in theory abuse the hosted ladder system to qualify for tournaments (ladder qualification phase, as in current BSL 4) by having friends throw games in order to push them up in the ladder. Past tournaments with bigger prize pools and ladder qualification had this problem. Thus it's important to limit the amount of games one user (not account) can play vs the other per day. You cannot fully avoid the problem without having staff people manually check profiles for suspicious entries. ICCup staff did that in the past in the wake of foreign tournaments with ladder qualification, but i think it's not feasible for you folks. But, given the current tournament circuit outside Korea and the small amount of tours that run ladder style qualification, i think the problem is negligible.

Thanks for reading Grant, as i'm sure you will! No explicit reply needed, you already explained to us how posting on the forums in length drains from your actual work. I hope you consider my idea though. I have been engaged for round about three years as a staff person for a private brood war server and have actively helped and discussed the structure and redesign of our internal ladder system in that time. I added that to give you some background on where im coming from in this discussion. Thx in advance again!
Broodwar for life!
Shinokuki
Profile Joined July 2013
United States923 Posts
April 02 2018 20:23 GMT
#55
On April 02 2018 22:32 Cele wrote:
Show nested quote +
On April 01 2018 06:49 GrantTheAnt wrote:
We're still here, and we're always listening. I acknowledge that it's an ongoing cause of angst that we're not posting/communicating as actively as we'd like to, and you'd like us to. This is because - unlike many other teams at Blizzard - the dev team are communicating directly. There are good reasons why other teams don't work like us in this respect, and I'm sure we cause endless stress for our PR/community teams in working this way

The upside is that we get a direct line, and I believe we're quite candid (as much as we reasonably can be). The downside is that posting takes time - and that steals time away from development. So it's a balancing act - we can't just bash out a rapid fire answer on a forum because misplaced words can be interpreted in ways we never intended, so we need to spend a little more time with our responses. The more time spent typing in a forum is less time spent typing code. Hence why I'm posting this outside core hours.

I believe we have great coverage of reading feedback on the Blizzard forums, and I'd say pretty good coverage of TL. I understand that us not responding to every point and every thread may make people think we haven't read it. Chances are we have. Chances are it's been immediately discussed and/or put into a tracking list for further investigation and possibly action.

On the video dev updates, I agree it's been a little longer than it should be. We've actually been working on the next one recently, so it's coming soon(TM).

On 1v1 MM, it's been an ongoing battle to find an algorithm and a balance that works globally for SCR. We've always strongly believed that a global MM is essential for SCR to survive globally. Our initial algorithm was returning too many high latency matches. We solved that with a major change, but I agree that we over corrected. Since then we've rolled out 2 further tweaks (one yesterday) to bring us back towards a happy medium. I am convinced that the algorithm we're now using is the right direction, and - unlike our previous algorithm - it can get us to a good place for everyone. But, being honest, that's still going to take some more time and experimentation.

On numbers & concurrency, we do have some headaches. Namely, that most of our population is in Korea (no surprises), and that overall it's still (and has always been) a relatively low population compared to more recent games. It's also compounded by Korea having incredible internal connectivity, and by comparison, most of the rest of the world does not. So Koreans get to MM for the most part now in an experience not dissimilar from playing on LAN. Understandably the rest of the world wants this too. And providing as close as we can to that is of course the challenge. But, I really don't think we're facing any new problems in this area from launch (other than perhaps the bar is now higher given the optimizations we've made to the network subsystem vs 1.16 - which has allowed TR20 and TR24 over the internet and without 6112 port forwarding any more). I guess what I'm saying is, in my view, MM in the foreigner scene is as solvable via the algorithm as it has ever been.

We really are doing everything we can to make MM a great experience for everyone. Obviously we've talked to other Blizzard teams about their experiences, but taking that further, last week I visited GDC and sat down with the head of the matchmaking team at Activision to canvas their ideas and harvest their many years of experience. I was buoyed by the meeting as it really seemed like we were doing a lot of things right. It was also evident that we are facing some unique problems with SCR - we want low latency, skill relevant matches without having substantial player concurrency where most of our players are in one region with incredible connectivity, and we want to get games in a reasonable time frame. In saying that, I'm also aware that different players have different views on what's most important, and so maybe there's a world where we offer a preference button in the MM on whether you want to optimize on search time, skill, latency, or a "balanced" option.

It's certainly not ideal that folks are having to use VPNs to confuse or circumvent the MM algorithm. TR/latency prediction is super difficult, even more so globally. We've been investigating how we can improve the latency/TR prediction we use to configure the MM algorithm on a per-client basis. After last week's meeting, we're also going to get access to a vast database of latency data from the Activision MM crew plus their research on latency calculation which may also help us improve those areas of the algorithm.

TLDR the MM is still a major priority for us, as it has been since launch. Please keep the feedback coming, and rest assured we are reading it and working on it.


thank you for your lengthy post and explanation, it was good!

I wonder why the dev team is currently now not thinking about the "obvious solution" as it seems with regards to matchmaking. You explained above, why low connectivity and small playerbase outisde of Korea make it very hard to optimise the MM algorithm so that it's working fine for foreigners. Which is especially true for high level players, let's say ~2200 MMR and above.

Do you think about reintroducing hosted ladder matches? Hosted ladder has been tried and worked well for this community for the last decade or so in different interations of private servers. Hosted ladder games also have significant advantages that i would like to point out here:

- first and foremost: hosted ladder games provide ladder games to the players that atm have to resort to VPN to find games. The human brain is much smarter in picking "the right opponent" then an algorithm can ever be. For instance (Z)eOnzErG and a korean player of his skill might not get matched in the ladder because the algorithm doesn't recognize the proper parameters in latency, but both players can make a concious decision to play on TR 12 or even 10, if they so choose. You could code it so that the hosted game has a minimum TR that needs to be matched for the game to be possible and display it in the game name.

Another prerequisite, beside from the coding, would be to provide visible and significant ladder stats (MMR) in the game name or when joining. Atm ladder stats are not visible in the menu and game lobby.

- hosted ladder provides you the option to rematch vs a player of your choosing. Ofc such a feature needs to be limited, thus hard coding a maximum amount of games vs the same opponent would be necessary. Ideas how to limit rematches can be found here for instance ICCup ladder rules.

- hosted ladder allows players to train specific maps in the ladder environment. If, for instance, you are preparing for a tournament game on Destination, you might as well play more then your normal quota of games on that map in ladder. While your at it: hosted ladder games allow for a much bigger selection of established, well liked maps to choose from for ladder. Diversity is good as long as you can ensure ladder maps are competitive and balanced. For inspiration, i refer again to the ICCup mappack. (Only the 1v1 ladder folder)

There are also good reasons to be skeptical of hosted ladder games. I would like to adress some of these concerns!

- corrupted maps and or hacked maps might be used:

This can be avoided easily if protected maps are used for ladder. The community did this in the past with a tool called SCM Draft for it. Im sure you folks have better options at hand, so it should be a non-issue.

- people smurf on ladder and have a great time to demolish lower level players with mass BC in TvP.

True, smurfing and the frustration that comes along with it for lower level players have always been an issue. But that doesn't change fundamentally with Autmated MM as i would like to point out. People still make new accounts (partly also because they don't find ladder games on higher MMR) and the problem is the same. As a 1700 MMR player, i can testify to that

- people will abuse ladder:

This one is a bit tricky. Yes people can in theory abuse the hosted ladder system to qualify for tournaments (ladder qualification phase, as in current BSL 4) by having friends throw games in order to push them up in the ladder. Past tournaments with bigger prize pools and ladder qualification had this problem. Thus it's important to limit the amount of games one user (not account) can play vs the other per day. You cannot fully avoid the problem without having staff people manually check profiles for suspicious entries. ICCup staff did that in the past in the wake of foreign tournaments with ladder qualification, but i think it's not feasible for you folks. But, given the current tournament circuit outside Korea and the small amount of tours that run ladder style qualification, i think the problem is negligible.

Thanks for reading Grant, as i'm sure you will! No explicit reply needed, you already explained to us how posting on the forums in length drains from your actual work. I hope you consider my idea though. I have been engaged for round about three years as a staff person for a private brood war server and have actively helped and discussed the structure and redesign of our internal ladder system in that time. I added that to give you some background on where im coming from in this discussion. Thx in advance again!


hosted ladder would destroy foreign scene further. Koreans will not go to game that has anything les than TR 20
Life is just life
RomeD
Profile Joined September 2017
16 Posts
April 05 2018 00:26 GMT
#56
I haven't really had any problems with the global match making or latency. Its been great to see the network improvements. I think their is a vocal minority of people having issues. Which its definitely good to hear and adjust, but keep in mind most of the rest of us are just enjoying getting in games when we can, and watching ASL5. Really looking forwards to 2v2 MM and a glad to hear its in the works. I played a 2v2 game recently and it actually went really well no lag thanks to your networking improvements, even with a friend who hadn't portforwarded and was a known lagger in previous patches. Additionally, I think the F2P and remastered MM has brought a lot more activity to and resurrected the game. Ignore the haters and keep up the good work Grant.
Shinokuki
Profile Joined July 2013
United States923 Posts
April 05 2018 01:20 GMT
#57
On April 05 2018 09:26 RomeD wrote:
I haven't really had any problems with the global match making or latency. Its been great to see the network improvements. I think their is a vocal minority of people having issues. Which its definitely good to hear and adjust, but keep in mind most of the rest of us are just enjoying getting in games when we can, and watching ASL5. Really looking forwards to 2v2 MM and a glad to hear its in the works. I played a 2v2 game recently and it actually went really well no lag thanks to your networking improvements, even with a friend who hadn't portforwarded and was a known lagger in previous patches. Additionally, I think the F2P and remastered MM has brought a lot more activity to and resurrected the game. Ignore the haters and keep up the good work Grant.


what are you talking about? This isn’t a minority issue. Everyone from even 1500 mmr is suffering from low population issue and is having to face same player again and again. You have no clue do you?
Life is just life
10dla
Profile Joined March 2018
127 Posts
Last Edited: 2018-04-05 02:05:56
April 05 2018 02:05 GMT
#58
On April 05 2018 10:20 Shinokuki wrote:
Show nested quote +
On April 05 2018 09:26 RomeD wrote:
I haven't really had any problems with the global match making or latency. Its been great to see the network improvements. I think their is a vocal minority of people having issues. Which its definitely good to hear and adjust, but keep in mind most of the rest of us are just enjoying getting in games when we can, and watching ASL5. Really looking forwards to 2v2 MM and a glad to hear its in the works. I played a 2v2 game recently and it actually went really well no lag thanks to your networking improvements, even with a friend who hadn't portforwarded and was a known lagger in previous patches. Additionally, I think the F2P and remastered MM has brought a lot more activity to and resurrected the game. Ignore the haters and keep up the good work Grant.


what are you talking about? This isn’t a minority issue. Everyone from even 1500 mmr is suffering from low population issue and is having to face same player again and again. You have no clue do you?

EVERYONE. Do you have global statistics/surveys/facts on that one?
tarpman
Profile Joined February 2009
Canada719 Posts
Last Edited: 2018-04-05 03:51:46
April 05 2018 03:50 GMT
#59
Just chiming in here to say I think it's awesome that Grant and the team are able and willing to communicate directly like this, so thanks for that. No PR team blocking/filtering things is really quite incredible.

Not much to add besides that. I'm a fairly low rank player (1720 MMR) in Pacific Northwest and queue times are usually 1-3 minutes depending on time of day - quite tolerable. From my pov it's no worse than iCCUP ever was, plus I no longer have to put up with people insta-leaving because they don't like my rank or the map I hosted or who knows what else.

I'm surprised to read that VPN gets people better MM results than direct connection. That sounds like region is weighing too heavily in the decision, if tricking it into making a match reliably gets a better result than it predicted...
Saving the world, one kilobyte at a time.
Shinokuki
Profile Joined July 2013
United States923 Posts
April 05 2018 04:26 GMT
#60
On April 05 2018 11:05 10dla wrote:
Show nested quote +
On April 05 2018 10:20 Shinokuki wrote:
On April 05 2018 09:26 RomeD wrote:
I haven't really had any problems with the global match making or latency. Its been great to see the network improvements. I think their is a vocal minority of people having issues. Which its definitely good to hear and adjust, but keep in mind most of the rest of us are just enjoying getting in games when we can, and watching ASL5. Really looking forwards to 2v2 MM and a glad to hear its in the works. I played a 2v2 game recently and it actually went really well no lag thanks to your networking improvements, even with a friend who hadn't portforwarded and was a known lagger in previous patches. Additionally, I think the F2P and remastered MM has brought a lot more activity to and resurrected the game. Ignore the haters and keep up the good work Grant.


what are you talking about? This isn’t a minority issue. Everyone from even 1500 mmr is suffering from low population issue and is having to face same player again and again. You have no clue do you?

EVERYONE. Do you have global statistics/surveys/facts on that one?

go to any sc rm forum and read my thread on extremely long queue time. you see people at even 1500 mmr having to wait long time. Also you guys are lower ranks you don’t even suffer the same issues we are facing. We are literally on verge of quitting. Foreign scene will only be left with ums and 150 mmr users
Life is just life
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