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So I'm A 1-Man Unit...


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Poll: 1-Man Units (107 member(s) have cast votes)

What is your Unit affiliation?

  1. Solo (No Unit) (42 votes [39.25%])

    Percentage of vote: 39.25%

  2. 1-man Unit (35 votes [32.71%])

    Percentage of vote: 32.71%

  3. Member of a multi-member Unit (30 votes [28.04%])

    Percentage of vote: 28.04%

How should the FW Queue be split?

  1. Along Unit membership lines. ("Member of a Unit" vs. "Solo, non-Unit player") (21 votes [19.63%])

    Percentage of vote: 19.63%

  2. Along group participation lines. ("Currently in a group" vs. "Not in a group") (86 votes [80.37%])

    Percentage of vote: 80.37%

Vote Guests cannot vote

#1 Brandarr Gunnarson

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Posted 22 April 2016 - 12:05 AM

...and I circumvented the Solo Queue by becoming one.

How many of you out there are like me?

How do you think the queues should be split?

Edited by Brandarr Gunnarson, 22 April 2016 - 12:08 AM.


#2 F1oyd

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Posted 22 April 2016 - 01:19 AM

I think the queues should not be split at all. I like the general idea but it feels that we are just not enough ppl playing the game to do it. After waiting, waiting, waiting and after that waiting some time in the solo queue i became a one man unit.

#3 DarklightCA

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Posted 22 April 2016 - 01:30 AM

The queue's shouldn't be split, they never should have been split. There is no population for this game to support it. However the reason PGI added one was because players, likely new players from steam (awesome idea to let new players enter end game content) was complaining about being destroyed by unit groups so the question is are those players still being destroyed by unit groups? If not than mission accomplished, no need to redefine the split queue.

Edited by DarklightCA, 22 April 2016 - 01:32 AM.


#4 AnTi90d

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Posted 22 April 2016 - 03:14 AM

Nope, don't split CW into two queues.

Just remove trial mechs so fresh players have to save up and put forth effort to make their own dropdecks. That would reduce curb stomps because most of those occur when masses of trial mechs are on one side.

#5 vocifer

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Posted 22 April 2016 - 03:20 AM

Didn't vote. Your poll lacks of choices.

I say: it is ok to split 4v4 on tag basis, but 12v12 should be merged back because of population issues.
Splitting on group basis can be gamed by syncdropping and therefore is a bad idea.

#6 Palfatreos

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Posted 22 April 2016 - 03:24 AM

Personaly i don't care anymore if they keep the split or don't split anymore.
I just adjust myself to the situation that benefits in getting most matches per avaible time for me to play the game. Lucky i am in a merc unit now but otherwise i would have been a 1 man unit/unitless (depending which has the more FW population) and roam around like a PUG Posted Image .

#7 Tom Sawyer

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Posted 22 April 2016 - 03:39 AM

Undo this split.

1) Accept that there are two game modes you can choose from. One is a quick drop. You can drop alone or with some friends. The other is Community or Faction Warfare. It is NOT quick drop. It is meant for you to work as a team to assault or defend an objective. It should offer significant award for proper team work, tactics and planning.

2) Remove the split scouting and invasion. Use the WHOLE map. Keep the center as it is currently. On the far outskirts have capture points that give bonuses as they are now in the scout que. The big mechs will move on the main objectives which is currently a giant gun and gates. The lights and possibly mediums will have the speed to take the bonus objectives for the rewards. Or stick together as is now wave vs wave.

3) Drop commanders will have to decide. Teams will have to work together. Tactics, Logistics, COMMUNITY WARFARE.

#8 Sky Hawk

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Posted 22 April 2016 - 03:43 AM

You know.. I don't understand, why it is such a big problem for PGI this "unit players in solo" stuff..

Russ don't want unit-sync-drops in solo (I don't want it either), because it is unfair, OP and such... But does it means, "no unit members is solo"!!.. Really???

PGI just should build in a simple tag-filter in the solo MM.. When during the team building process, the solo MM see 2 players with the same unit tag in one team, it just should kick one player toward the next match.. Done! No more unfairness, just pure PUG vs PUG...

#9 SplashDown

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Posted 22 April 2016 - 10:20 AM

Just remove FW is pretty much dead anyway.

#10 Shard Phoenix

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Posted 22 April 2016 - 10:59 AM

Queues shouldn't have been split, and I hope that even through this weekend that the solo queue numbers continue to not justify its existence.

#11 Mawai

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Posted 22 April 2016 - 11:09 AM

My understanding of the whole point of the "solo" FW queue is to split "grouped" from "ungrouped" people in order to generate more even matches in which a large number of "solos" don't find themselves facing large groups.

Having one man units participate in the "group" queue basically voids the entire idea since these folks will get the same experience as before except that there are probably fewer solo units so the matchmaker works a bit harder and has fewer solos to fit in which probably results in fewer cases where 12 solos face a large group.

View PostShard Phoenix, on 22 April 2016 - 10:59 AM, said:

Queues shouldn't have been split, and I hope that even through this weekend that the solo queue numbers continue to not justify its existence.


Based on the small number of survey results so far ... a lot of solo pilots have formed one man units and so they are not being placed in the solo queue where they SHOULD be but in the unit queue. So ... I would say that any conclusions you might reach about the "solo" queue this weekend are meaningless as long as the "solo" queue doesn't actually have all the solos.

#12 Shard Phoenix

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Posted 22 April 2016 - 11:14 AM

View PostMawai, on 22 April 2016 - 11:09 AM, said:




Based on the small number of survey results so far ... a lot of solo pilots have formed one man units and so they are not being placed in the solo queue where they SHOULD be but in the unit queue. So ... I would say that any conclusions you might reach about the "solo" queue this weekend are meaningless as long as the "solo" queue doesn't actually have all the solos.


I'm aware of that, because I made a 1 man unit.

I did so because I couldn't get a damn invasion drop after the queue split. I went where I was going to get fights.

The split was a dumb idea.

#13 Tarl Cabot

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Posted 22 April 2016 - 03:32 PM

View PostShard Phoenix, on 22 April 2016 - 11:14 AM, said:


I'm aware of that, because I made a 1 man unit.

I did so because I couldn't get a damn invasion drop after the queue split. I went where I was going to get fights.

The split was a dumb idea.

The split was a dumb idea, especially since there is a loophole that allows players to create 1-man units. It is still likely a silly idea anyhow based on population and a split between the normal queues and FC queues. Many were happy about it being done but they did so without taking in the overall picture.

Of course, the other side of it is instead of automatically forming people up, require people to make groups before dropping. That, of course would require a complete revamp of the chat window. On top of that though, there is still the separate quickdrop queues, FC is still not the focus of the game.

Dang if we do, dang if we dont.

#14 Ghogiel

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Posted 22 April 2016 - 03:45 PM

The way PGI split the queue is dumb. But even if they split it any other way it would be worse. If thy made a group queue and solo queue (nothing to do with units), people would just sync drop into the solo queue and farm. If they merge the queue, you just get all potatoes currently stuck in solo 4v4s to farm or carry. It's just break downs due to no MM and how queueing works with the low pop.

Basically FP is miles away from being any good MM wise.

It's even dumber when you realise you can't even invite a non unit player to play in the unit queue for a damn game. It won't let you launch unless they in a unit lmao.

#15 Ghogiel

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Posted 22 April 2016 - 04:01 PM

Oh and it group queue sucks right now for FRR. the only planet that has action is like +50 player on attack and 10 on def lol. Great if you clan wolf or want to ghost drop.

And this is prime time player counts on friday lol.

#16 MischiefSC

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Posted 22 April 2016 - 04:28 PM

I am going to recommend a different approach -

Put team CW maps/modes in as a QP option. It's new content and it should be there to play. Besides, practicing is a good thing for CW.

Change rewards for worlds flipping - you get 2 MC for each win you were part of for a planet that flips. Unit or solo, doesn't matter. When CF hits if you dropped on the world and helped drive a win you get a little MC immediately.

If you tagged it you get the current monthly rewards (or better). This rewards big units for putting the hustle into driving the flipping of worlds (or their defense).

Your cbill payout as a loyalist or merc is driven by who you beat. Relative leaderboard position on a player by player basis. Like matchmaking - aggregate value of other team doesn't aggregate value of your team. Good players stomping bads pays flat. Beating someone at or around your skill is more, better is way more.

Mercs get payout based off that. Or a merc team that goes to fight really good teams of players will make fat bank. One that ghosts out a freebie or farms skittles makes bunk.

Make sense? That would self-regulation and drive unit v unit play as well as reward everyone, not just huge units, for being involved in invasion matches.

Edited by MischiefSC, 22 April 2016 - 04:29 PM.


#17 Leif Heggland

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Posted 22 April 2016 - 04:32 PM

The main problem is that if you are not a loyalist you can't get into the "solo" queue most of the time. Plus being a freelancer doesn't get any mission awards but a solo merc does.

#18 semalferuzA

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Posted 22 April 2016 - 04:33 PM

I liked dropping CW, some of the time, before this patch. I have not considered dropping since the queues have changed.

I am in a solo unit.

#19 LordNothing

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Posted 22 April 2016 - 05:29 PM

View PostBrandarr Gunnarson, on 22 April 2016 - 12:05 AM, said:

...and I circumvented the Solo Queue by becoming one.

How many of you out there are like me?

How do you think the queues should be split?


im going that route after i get my last rank6 bay. then i can work on the merc tree, every other rung has a mech bay.

#20 Brandarr Gunnarson

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Posted 22 April 2016 - 05:53 PM

I see a lot of you guys calling for the split to be removed. I strongly disagree.

The reason the split was implemented to begin with, as I understand it, is to separate premades from casuals.

The problem is so not much that there aren't enough casual/solo player, it's access.
  • 1-man units are actually solo players, but are missing from the Solo Queue for the simple reason of having a Unit tag.
  • Freelancers only have access through "Call to Arms". They need to have a way to join the actual queue.
  • Lack of access creates cyclical depression of population as people abandon long waiting times to return to Quickplay.
Solving these problems and then waiting a reasonable amount of time (not 4 days, more like a month) for people to become comfortable with the new system and shift into it, might show that haste makes waste.


Reactive decisions based on incomplete and inaccurate data = bad decisions.

Edited by Brandarr Gunnarson, 22 April 2016 - 05:55 PM.






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