Kraven Kor, on 26 February 2013 - 07:25 AM, said:
There have been a few players, myself one, who worry that lobbies would lead to stat-manipulation and farming.
It isn't so much "I don't want them" as much as "they won't work in the current setup of MWO."
So long as the game is set up such that players need to "grind" XP and CBills and unlocks and such, then some type of random matchmaker is necessary. In my opinion.
Community Warfare will be particularly difficult to make work fairly if they were to move to a lobby system where you can pick a server or somehow choose who you will be fighting against.
Again, I post a quotation from an other thread by shankoholic, you should know it kraven ^^:
"I disagree with you.
Just think the farming aspect through...
It's just too much effort:
1. gather enough people willing to farm without having fun while doing it...
2. ensure the farming works and everyone plays by the rules...
3. Keep it up for long enough so it's rewarding (also keep the teams together)
4. No player can possibly be willing to let him self be killed 8 times just to get 8 kills (thats how you would have to do the farming..) PUGing is much more rewarding
5. It's propably not much fun, so people will get bored pretty pretty soon...
I could go on but I think I made my point...
If you want to farm cbills its much more effective to get in a 4vs4 with PUGs filling up the empty places, than setting up farming matches...
As I said, think it through...
And how do you think these people could profit from it?
Remember:
In a match, 8vs.8, player A1 could kill the players B1-B8 in the first round and score 8 Kills at all.
When it's Team B's turn, player A1 would get killed 8 times in a row, by the players B1-B8...
( yes, you would have to do it that way, otherwise it would be hard to find another team willing to do this with you...)
So after 16 rounds of getting killed 8 times and 7 times watching his teammates having all the fun,
player A1's k/d ratio would be 8:8 = 1 (if he hasn't had any kills or deats before)
Also you have to keep in mind that every single death you suffer has more influence on your k/d ratio than a single kill...
Let me do the math for you:
Player A: 20 kills, 4 deaths, k/d: ( 20 : 4 = ) 5
after 1 "k/d improval match":
Player A: 28 kills, 12 deaths, k/d: ( 28 : 12 = ) 2.33...
I'm pretty sure nobody would try it that way...
"