September 7, 2024 in Data by Den Delimarsky4 minutes
The latest dataset for Fleetcom is now available on GitHub.
Another operation wrapped up, which means it’s time for another update on playlist wait times. I’ve talked about some of the early analysis in my previous blog post, where I covered Operation Anvil. Today, we’re looking at Fleetcom.
Download the SQLite database.
The following playlists and their identifiers were active during the operation when I was capturing the wait times - they were returned through the lobby endpoint:
Name | Asset ID | Version ID |
---|---|---|
Big Team Battle | 2825D417-93E6-4366-98F9-839A2DC41FE4 | BDDD569D-4F26-477A-AC30-A3A776B9B170 |
Big Team Battle | 2825D417-93E6-4366-98F9-839A2DC41FE4 | 915FBF47-65B7-4948-89F4-CB1B05A4F2C6 |
FIREFIGHT HEROIC | 4EC3A07B-EDEC-4FDD-AA7E-668DC6398AC2 | A6152448-16C1-46B0-8610-BAF406FE65BB |
FIREFIGHT LEGENDARY | D3C44874-7F46-4F8B-B9A8-92DB24CF807E | A761AD8C-E385-4D79-B930-468FEEEEDD03 |
FIREFIGHT NORMAL | 1F58F2E2-324D-4770-BCA7-E36C63662626 | F948E57B-600D-4826-9B31-BCAC6A6A7848 |
Headhunter | D907E1D0-A562-4352-AE3C-37A57FCDB978 | 7CD7CB65-EC6F-487F-92F6-C442347920A9 |
Headhunter | D907E1D0-A562-4352-AE3C-37A57FCDB978 | 6D278207-4EF4-4669-BAFE-3B07EDC1CC4B |
Infection | 4FC0EC81-AF6C-47DE-BD30-D0A32D800214 | 5F954137-FDA6-4710-9326-23932299F595 |
Quick Play | 1B1691DC-D8B9-4B1F-825D-CB1C065184C1 | A6B78616-28BB-4BE3-B010-9FFDF553A78E |
Ranked Arena | EDFEF3AC-9CBE-4FA2-B949-8F29DEAFD483 | 49E3F3D4-151F-492D-B33F-3BE17F7D3374 |
Ranked Doubles | FA5AA2A3-2428-4912-A023-E1EEEA7B877C | FD738446-1169-4E0B-8790-74D3F07F7E80 |
Ranked Slayer | DCB2E24E-05FB-4390-8076-32A0CDB4326E | D2734BF0-ED62-4BE8-8AE9-B59348FD303F |
Ranked Tactical | 57E417DD-7366-4DDA-9BDD-2802151D5E81 | E5FBFF29-54B8-47A2-BD2E-81433E849B86 |
Rumble Pit | A7D20EF6-EBDC-4C01-B96C-69B27AFA88D7 | 88412E86-8257-4852-A406-DFB068A078DA |
Squad Battle | F5580605-660C-43F9-AC69-4075C4A05C5D | 9989CF1F-01EA-4D61-8ED3-3EA6265E1BAA |
Team Doubles | 7323BE09-2523-47C0-9E0D-64AF9534EE22 | 0F05356A-D429-4835-87EB-5FC3D68A20C9 |
VIP | 80C3D141-DED6-4203-984F-E9F0E752BED4 | 0BC1E8D8-D145-4279-94CC-AB083EDFECF1 |
VIP | 80C3D141-DED6-4203-984F-E9F0E752BED4 | 8F9715AF-BE0E-4D4B-82DD-B78471AA4DFE |
Now, you might notice that there is some duplication. Through the operation, 343 Industries released updates to the playlists, which meant that the same real name was logged twice, but it’s differentiated by the version ID. If you are using the dataset, you should always be using the asset ID and version ID and not the name if you want exact details.
However, because the meta-entity doesn’t change, the data you will see below is aggregated on a per-asset ID basis. And just like in the previous report, the data here is exclusively covering West Coast (US/Canada) times.
The data below tells a somewhat obvious story if you’ve been playing on West Coast servers - playing late at night (after midnight) up until mid-day is generally worse than playing in the evening until midnight. You have an especially bad time if you’re trying to play any of the ranked game modes in the morning or through the night. And if you are like me and want to play Ranked Tactical, then your bad time will be amplified even further because the population in that mode is so small that your wait times are off the charts through the day (where a minute and thirty seconds of wait time is considered “good”).
Now, keep in mind that these are system-reported wait times. Your actual wait time, that accounts for whatever factors the lobby service takes into consideration when trying to find a match to join, may be very different. However, I found the reference points fairly accurate throughout my matches.
Data, presented in a neat heatmap for each playlist, is below.
Caution
The heatmap for Headhunter is a bit skewed due to the outlier times Tuesday mid-day.