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[Simple Fix] For The Pug Vs Premade, And Party Problem.


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#1 Chavette

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Posted 01 February 2013 - 03:26 AM

Pugs are getting beat down by premades, this is very bad for the game because everyone starts his experience of the game as a pug, and if the new user experience is bad, you guys at PGI are gonna have a hard time keeping them.

Even in highest ELO brackets, groups are stomping pugs, my point still stands after MM4.

Current system:

  • 4man max team: random match against pugs (stomp) or against other premade+pugs (fairly balanced match)
  • 8man team: proper 8v8s
Pros:
  • There are possibilities for 8v8 play.
  • Playing around with friends is possible to some extent.
Cons:
  • Pugs get matched against 4 member teams of skilled players, and its not even the 4mans fault, if there aren't 8 members online of any given mwo clan/group, they simply have no choice.
  • If there are 5-7 members of clan/group of friends online they can't play a match together at all!
  • If there are 2-7 members of clan/group of friends online, they can't play a match vs their own skill level, the chance of getting matched against another premade group is low.

My suggestion

  • 7man max team: [N] man premades are matched against [N](if not found, [N+-1]) member premades. Rest of both team are filled with pugs.
  • 8man team: proper 8v8s
Pros:
  • There are possibilities for 8v8 play.
  • No matter the number of clanmates/friends avalilible, MWO is there for you to have fun with.
  • The matches are actually interesting! Instead of stomping noobs, you are against premades and you can practice your skills similar to the 8v8 matches in some meaningful matter.
  • Pugs can pick up some know-how playing side by side of the better organized players and groups.
  • The new player experience would drastically improve as single good players don't have a very high rate of carrying team to a stomp fest, they could just shoot around like-minded people.
Cons:
  • None of those of the current system.
  • If the game had a low player base, it would be problematic to find a group with the same criteria, but we all know thats not the case. Also the algorithm could be even more elastic, [N+-2] if [N+-1] not found, and so on.
Reason why ELO wont help(read moderator taizens take)


This solution addressees the good teams pwning new players from a >number of players in party< approach.

From what Ive read the PGI solution will try to take good players apart from new players. But the teamplay, clan, group of friends aspect of this game will continue to suffer. Its an aspirin for a heat attack, just like the ECM balancing imho.

Edited by Chavette, 16 April 2013 - 04:22 PM.


#2 Zylo

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Posted 01 February 2013 - 05:06 AM

It makes sense but the larger the groups get the more difficult it becomes to include weight matching which is a feature that many players seem to want.

If I drop in a group of 7 containing 2 assaults, 3 heavies, 1 medium and 1 light matchmaker would need to find something very similar for the 7 (or 6) group that ends up on the other team and then balance the last spots with solo players. Doing this without weight matching would probably be easy and would provide a balnced fix to the current matchmaker.

#3 Mazgazine1

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Posted 01 February 2013 - 05:16 AM

I think the mech class balance would be a good idea, Say your a 6 man group, and you are up against an 8 man group. Your 2 puggers will be 1 class higher then the equivalent mechs (unless they are assaults then this is void, which may be exploited).


I would really like to be able to have 5-7 mans again.. I miss those days...

#4 Chavette

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Posted 01 February 2013 - 05:39 AM

View PostMazgazine1, on 01 February 2013 - 05:16 AM, said:

I would really like to be able to have 5-7 mans again.. I miss those days...

Yeah, one way or another, its a must have, can't stand it when we have 5-7 ppl on and we have to take turns or syncdrop, I wish PGI just stopped punishing us.

#5 Mycrus

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Posted 01 February 2013 - 12:33 PM

View PostZylo, on 01 February 2013 - 05:06 AM, said:

It makes sense but the larger the groups get the more difficult it becomes to include weight matching which is a feature that many players seem to want. If I drop in a group of 7 containing 2 assaults, 3 heavies, 1 medium and 1 light matchmaker would need to find something very similar for the 7 (or 6) group that ends up on the other team and then balance the last spots with solo players. Doing this without weight matching would probably be easy and would provide a balnced fix to the current matchmaker.


exactly - in CB, when you group in 8s and run all Atlas, you will surely end up with 8 Assault PUGs.

#6 Znail

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Posted 02 February 2013 - 01:24 PM

View PostZylo, on 01 February 2013 - 05:06 AM, said:

It makes sense but the larger the groups get the more difficult it becomes to include weight matching which is a feature that many players seem to want.

If I drop in a group of 7 containing 2 assaults, 3 heavies, 1 medium and 1 light matchmaker would need to find something very similar for the 7 (or 6) group that ends up on the other team and then balance the last spots with solo players. Doing this without weight matching would probably be easy and would provide a balnced fix to the current matchmaker.

Weight matching is easier then the current system. Right now the game nees to find 1 light for each light, 1 medium for each medium etc on a premade group. When using weight so is all that is needed that the total weight matches at the end.

#7 Caleb Lee

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Posted 03 February 2013 - 12:06 AM

Weight matching or battle value systems would be ideal. Then give them ranges so if the first drop fails to find a group it expands to by say 50 tons either direction the next time it looks etc...

#8 Chavette

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Posted 04 February 2013 - 05:21 PM

Bump for PGI workers to see this wonderful piece.





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