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6 Man Premades In 12V12?


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Poll: 6 man groups (240 member(s) have cast votes)

Would you be ok with the cap of 4 player groups being lifted to 6 when 12v12 comes out?

  1. Yes (104 votes [43.33%] - View)

    Percentage of vote: 43.33%

  2. No (118 votes [49.17%] - View)

    Percentage of vote: 49.17%

  3. other (please explain in your comment) (18 votes [7.50%] - View)

    Percentage of vote: 7.50%

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#1 SmokinDave73

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Posted 09 April 2013 - 09:29 AM

Quote

Asaru: Will we be seeing the return soon of the ability to drop in premade groups of various sizes and have pugs fill out the remainder of the team like it was in closed beta? Or has there been a conscious decision to not bring this back at all?
A: This is conscious to help balance out matches. The max team size in a public match is 4 and we continue to improve the matchmaker to create a more balanced experience. When 12 v 12 rolls out, 8 player teams will be replaced by 12 player teams.



I was wondering what people thought and hopefully PGI to of the proposal of lifting the cap of 4 player groups to 6 players? My rational for this is simple,

Currently you can drop in a "4 man" groups in 8 v 8 which is 4 people that make up half the team of 8. Seeing that it is known that PGI is going to remove 8 v 8 in favour of 12 v 12 in the next 60~ days would it be ok to lift the cap of "4 man" groups to 6 since 6 players will also make up half the team of 12. Im just making a poll out to see if others would be happy to see this simple inclusion to 12 v 12 when it comes out.

Edited by SmokinDave73, 09 April 2013 - 09:56 AM.


#2 Chavette

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Posted 09 April 2013 - 09:31 AM

It would be only logical... Oops that means it probably won't happen!

#3 MaxCalibre

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Posted 09 April 2013 - 09:34 AM

I like this idea a lot. It wouldn't change the dynamic of the game.

#4 No Guts No Glory

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Posted 09 April 2013 - 09:36 AM

4 man is a lance. So no.

And the dynamic of the game needs to change with 12 vs 12.

#5 Ngamok

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Posted 09 April 2013 - 09:37 AM

Exactly, they spoke about the 12 mans being 3 lances. So it should stick to the current 4 man or lance system.

#6 Khan Ignotus Kotare

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Posted 09 April 2013 - 09:38 AM

View PostMaxCalibre, on 09 April 2013 - 09:34 AM, said:

I like this idea a lot. It wouldn't change the dynamic of the game.


I second that notion.

#7 SmokinDave73

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Posted 09 April 2013 - 09:39 AM

View PostNo Guts No Glory, on 09 April 2013 - 09:36 AM, said:

4 man is a lance. So no.

And the dynamic of the game needs to change with 12 vs 12.

This reply is very close minded just because 4 people happen to make up a lance in the lore does not mean that you can not have a group of more then 4 people? spiders jump 120+ meters in the air in TT and lore do you see them doing that in MWO, no they dont. Thanks for your opinion maybe if I added would you be happy with 5 man groups since thats a star??

#8 KingCobra

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Posted 09 April 2013 - 09:39 AM

PGI will not listen to common sense they will persist with there random generated FFA drops and no matter how many times we all tell them the older ladder/planetary type league's used a chat/launcher platform to socialize recruit train and drop in groups of 2v2-12v12.Or even for solo 1v1 games. This was what worked the best for the MechWarrior IP and generated thousands of teams ranging from 20-1000 players per team 30+ 24/7 leagues serviced the millions of MechWarrior's from all over the world. But hey why go with a old proven method when you can build a new ELO MM that has proven to be a failure in the past? This is what we need---------------->>>>>>>>>>>> Posted Image

#9 SmokinDave73

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Posted 09 April 2013 - 09:41 AM

View PostNgamok, on 09 April 2013 - 09:37 AM, said:

Exactly, they spoke about the 12 mans being 3 lances. So it should stick to the current 4 man or lance system.

I edited the poll to include other amounts of players so please feel free to give constructive answers to how many people you would like to see if needed and if anyone has a suggestion to make the poll better feel free to.

Edited by SmokinDave73, 09 April 2013 - 09:45 AM.


#10 Lefty Lucy

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Posted 09 April 2013 - 09:44 AM

I think minimizing the impact of pre-mades in the PUG queue is a good thing, so I think keeping it at 4 players per team is fine. I don't understand how people who like team play don't want to actually have to fight against other teams.

#11 armyof1

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Posted 09 April 2013 - 09:45 AM

Having up to 50% of one team consist of a premade has always been too much against a team of randoms, to try and keep that would be a mistake. 4-man team(s) in 12vs12 makes a lot more sense.

Edited by armyof1, 09 April 2013 - 09:45 AM.


#12 SmokinDave73

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Posted 09 April 2013 - 09:48 AM

To give my persoanl bias now so it was not in the OP I only suggested raising the cap to 6 people because I often personally have 6 people on in my clan at the same time and it will be a shame if we will have to keep splitting into two, three man groups in 12 v 12 which is a significantly larger group of people going from 16 to 24 but thats just my personal opinion.

Edited by SmokinDave73, 09 April 2013 - 09:49 AM.


#13 Roadbeer

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Posted 09 April 2013 - 09:53 AM

Add an option for the creation of even numbered groups (2,4,6,8,10,12) and I'll vote on it. :ph34r:

#14 Ngamok

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Posted 09 April 2013 - 09:55 AM

View PostSmokinDave73, on 09 April 2013 - 09:41 AM, said:

I edited the poll to include other amounts of players so please feel free to give constructive answers to how many people you would like to see if needed and if anyone has a suggestion to make the poll better feel free to.


I would still stick to 4 mans if the team size stays at 12v12. As explained before by me and LeftyLucy, I don't want PuG play to have 50% of a team as a pre-made and would make PuG play much more interesting if it's 4 mans x 3 or a bunch of solo players and one 4 man. The issue of sync dropping is still there but with making it a 12v12, there is a better chance that you will be on the oppoisng team since there are more slots to fill.

#15 SmokinDave73

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Posted 09 April 2013 - 09:58 AM

View PostRoadbeer, on 09 April 2013 - 09:53 AM, said:

Add an option for the creation of even numbered groups (2,4,6,8,10,12) and I'll vote on it. :P

Ill just make the third option other and you can vote for that if you like thanks for the feedback this my first poll :ph34r:

View PostNgamok, on 09 April 2013 - 09:55 AM, said:


I would still stick to 4 mans if the team size stays at 12v12. As explained before by me and LeftyLucy, I don't want PuG play to have 50% of a team as a pre-made and would make PuG play much more interesting if it's 4 mans x 3 or a bunch of solo players and one 4 man. The issue of sync dropping is still there but with making it a 12v12, there is a better chance that you will be on the oppoisng team since there are more slots to fill.


fair enough thanks for your feedback :D

Edited by SmokinDave73, 09 April 2013 - 09:57 AM.


#16 Hawkwings

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Posted 09 April 2013 - 09:59 AM

Premades are already too powerful in pugs. I am all for toning down the effect of premades in pugs by keeping the limit at 4 in 12v12s. If you're sad because you can't pubstomp in a 6-man group then tough cookies. If you have 5-7 people online and can't get everyone in the same match, then tough cookies. Switch people in and out or just have people drop solo or in small groups. [REDACTED]

Edited by Viterbi, 10 April 2013 - 01:43 PM.
Removed directed language


#17 MaddMaxx

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Posted 09 April 2013 - 10:41 AM

2 x 6 = synch dropped 12. We already have 4 x 4 = synch dropped 8 and so many have noted their love for it when in the Pug Pool.

Now 4 x 3 = 12 (even if a sync was to happen) would be so rare the 12 x 12 pool should be easily balanced in the MM via the 4's that would make them up.

#18 Roland

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Posted 09 April 2013 - 10:42 AM

There is no need for a cap on the number of players.

There should be two queues:
1) Solo, ungrouped players
2) Everyone else

This is how every other game in the world does it.

#19 Scratx

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Posted 09 April 2013 - 10:50 AM

Keeping the 4 per group limit is good because it limits the impact any single group will have. It should allow for much more even matches overall, which is actually a good thing. Why? They're usually more fun for everyone involved.

4 is the magic number. Just have the matchmaker try to keep everyone in a group in the same lance and color-code your lance-mates differently. I mean... lances should stick together, right? Help us do so!

#20 Roadbeer

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Posted 09 April 2013 - 10:52 AM

View PostScratx, on 09 April 2013 - 10:50 AM, said:

Keeping the 4 per group limit is good because it limits the impact any single group will have. It should allow for much more even matches overall, which is actually a good thing. Why? They're usually more fun for everyone involved.

4 is the magic number. Just have the matchmaker try to keep everyone in a group in the same lance and color-code your lance-mates differently. I mean... lances should stick together, right? Help us do so!


Good limit to protect lone wolfs, but it's quite detrimental to communities who have formed and are forced to have 'odd man outs' while trying to build to the critical mass of the next largest group.

Thought this was a TEAM game.





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