08-26-2009 08:58 PM
Hi, All-
As I mentioned earlier, I have been passing on your feedback about Patch 1.5. This evening I was able to get some responses to some of your questions and concerns. So I wanted to pass the these reponses along to you.
Quick Match Issues
We have discovered that users who join a Ranked 8 v 8 Small quick match game are sometimes being matched into an unranked game instead. When this happens, M203s and RPGs will be available in the game and the ranking will not update as it is a unranked game even though the user selected the ranked 8v8 quick match game. We are working on a server side update to this issue and hope to have it deployed later this week or early next.
Confrontation Rating
We are looking into the Confrontation rating issue, where the rating increases or decreases by an abnormally large amount. So far, this is still in the discovery stage and we will provide more information on our progress as it is available.
Team Select Issue
For the SOCOM Confrontation 1.50 update, we did change the team select logic so that late joiners should no longer be able to switch teams. This is an intentional change in order to balance out the teams as in previous SOCOM games. However, as many users noted there are a couple of issues with this change where users can bypass this restriction by bringing up their friends list and closing it. Also, late joiners are unable to change teams even when returning to the game lobby after the match has ended. Both of these issues will be fixed in the next SOCOM Confrontation update.
Voice Chat Quality
Some users have noted that the quality of the voice chat has deteriorated and that the voice chat is significantly louder in the SOCOM Confrontation 1.50 update. We are looking into both issues. Part of this is a side effect of the bandwidth optimization made for the 1.50 update as the voice chat was using a very large amount of bandwidth which was causing latency (lag) issues for some users. We will try to improve this but we may not be able to restore the voice chat back to the same fidelity as before the 1.50 update as it would again cause latency (lag) issues for some users. We feel that the improved on-line performance is worth sacrificing a little bit of the quality of the voice chat.
Tie Breaker Logic
One item which was left off of the SOCOM Confrontation 1.50 build notes was the change to the tie breaker logic. We did intentionally change this logic to make the tie breaker decided by number of kills per team rather than objectives completed for the game type. This change was made based on community feedback in order to prevent the exploits which were happening such as players suiciding our voting out their own teammates. We understand that this is a controversial change for some but we feel that the change is the right one to make especially as the clan ladders and tournaments start to heat up. It should be noted that this only applies in the situation where there is a tie and so completing objectives is still a requirement to win some of the game modes.
08-26-2009 09:00 PM - last edited on 08-26-2009 09:01 PM
AbigaleSS wrote:Tie Breaker Logic
One item which was left off of the SOCOM Confrontation 1.50 build notes was the change to the tie breaker logic. We did intentionally change this logic to make the tie breaker decided by number of kills per team rather than objectives completed for the game type. This change was made based on community feedback in order to prevent the exploits which were happening such as players suiciding our voting out their own teammates. We understand that this is a controversial change for some but we feel that the change is the right one to make especially as the clan ladders and tournaments start to heat up. It should be noted that this only applies in the situation where there is a tie and so completing objectives is still a requirement to win some of the game modes.
Thank you!
So we can end that debate...
But we still need tiebreakers!
08-26-2009 09:01 PM
thx abigale I like the fact of kills mattering but if you add point system, both objectives and kills could matter.

08-26-2009 09:01 PM
08-26-2009 09:02 PM
08-26-2009 09:02 PM
08-26-2009 09:03 PM
08-26-2009 09:06 PM
Voice Chat Quality
Some users have noted that the quality of the voice chat has deteriorated and that the voice chat is significantly louder in the SOCOM Confrontation 1.50 update. We are looking into both issues. Part of this is a side effect of the bandwidth optimization made for the 1.50 update as the voice chat was using a very large amount of bandwidth which was causing latency (lag) issues for some users. We will try to improve this but we may not be able to restore the voice chat back to the same fidelity as before the 1.50 update as it would again cause latency (lag) issues for some users. We feel that the improved on-line performance is worth sacrificing a little bit of the quality of the voice chat.
I thought this was why. Honestly though, i'll take slighly lower voice chat quality in exchange for better online performance. It's still pretty good.
Tie Breaker Logic
One item which was left off of the SOCOM Confrontation 1.50 build notes was the change to the tie breaker logic. We did intentionally change this logic to make the tie breaker decided by number of kills per team rather than objectives completed for the game type. This change was made based on community feedback in order to prevent the exploits which were happening such as players suiciding our voting out their own teammates. We understand that this is a controversial change for some but we feel that the change is the right one to make especially as the clan ladders and tournaments start to heat up. It should be noted that this only applies in the situation where there is a tie and so completing objectives is still a requirement to win some of the game modes.
Thank you for getting rid of those exploits, however I still think Tie-breaker rounds are a better idea. Oh, and User Created Ranked Rooms too.
08-26-2009 09:07 PM - last edited on 08-27-2009 01:04 PM
its nice to see you guys are on top of this.
concerning the tiebreaker rules, why couldnt a system like this be used?
I think every objective completed should count towards a point system similar to the old socom mvp system.
1 kill = 1 point for the team
1 bomb plant = 5 points for the team
1 bomb defusal = 5 points for the team
each nav point = 2 points for the team
each surviving teammate = 1 point for the team
each vip rescued = 2 points per vip for the team
each vip killed = 2 points per vip for the team
each friendly vip killed = -2 points for the team.
suicide = -5 points for the team
team kills = -2 points for the team
I think a system like this would reduce ties and give the better team the win. in the case of an actual draw the team with the most objectives wins
this worked in past socoms to determine the MVP so i dont see why it cant be used to pick the winning team.
08-26-2009 09:08 PM - last edited on 08-26-2009 09:11 PM
Tie Breaker Logic
One item which was left off of the SOCOM Confrontation 1.50 build notes was the change to the tie breaker logic. We did intentionally change this logic to make the tie breaker decided by number of kills per team rather than objectives completed for the game type. This change was made based on community feedback in order to prevent the exploits which were happening such as players suiciding our voting out their own teammates. We understand that this is a controversial change for some but we feel that the change is the right one to make especially as the clan ladders and tournaments start to heat up. It should be noted that this only applies in the situation where there is a tie and so completing objectives is still a requirement to win some of the game modes.
But bomb plants don't even matter anymore?
I've seen it happen with a tie, we've had 2 plants and the other team had 0 yet they still won?
Bring back tie breaker round and old socom style point system.