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No 8 Mans...


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#21 Mazzyplz

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Posted 21 April 2013 - 12:05 AM

View PostZylo, on 21 April 2013 - 12:03 AM, said:

What happens with a group that has fewer than 4 players? Most of us don't have exactly 3, 7 or 11 other players available every time we want to drop.



well if you want to team up you should be able to look for a team.

maybe just allow 2 and 3 man into PUG queue but cram all the 4 man into team mode.

#22 Johnny Reb

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Posted 21 April 2013 - 12:10 AM

View PostTekadept, on 20 April 2013 - 11:48 PM, said:

You think its bad now,just wait till you are forced to find 11 other scrubs for 12man. Get 12 men or go pug stomp..hmmm..

ACTUALLY ITS EASIER TO GET ONE 12 MAN THAN 2 8 MANS! MATH AND ATTENDANCE AN ALL!

#23 Zylo

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Posted 21 April 2013 - 12:14 AM

View PostMazzyplz, on 21 April 2013 - 12:05 AM, said:

well if you want to team up you should be able to look for a team.

maybe just allow 2 and 3 man into PUG queue but cram all the 4 man into team mode.

This doesn't really help larger merc corps run in groups together though. Flexible group sizes matching up against similar size groups will encourage more of the merc corp players to run larger groups and it also removes problems related to sync-dropping as there would be no reason to try sync-dropping onto the same team if you could just form a group of any size between 2 and 8.

If my corp has 5 players on late at night a flexible size group system should match us against another group of 5 and fill the remaining spaces on each team with lone-wolf players. If the system was unable to find an exact size match then it would be reasonable to allow matchmaker to expand the tolerance to include a 4-man or 6-man group for the other team. This tolerance would also encourage groups to run as large as possible meaning more group vs group matches.

Edited by Zylo, 21 April 2013 - 12:14 AM.


#24 Mazzyplz

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Posted 21 April 2013 - 12:15 AM

View PostZylo, on 21 April 2013 - 12:14 AM, said:

This doesn't really help larger merc corps run in groups together though. Flexible group sizes matching up against similar size groups will encourage more of the merc corp players to run larger groups and it also removes problems related to sync-dropping as there would be no reason to try sync-dropping onto the same team if you could just form a group of any size between 2 and 8.

If my corp has 5 players on late at night a flexible size group system should match us against another group of 5 and fill the remaining spaces on each team with lone-wolf players. If the system was unable to find an exact size match then it would be reasonable to allow matchmaker to expand the tolerance to include a 4-man or 6-man group for the other team. This tolerance would also encourage groups to run as large as possible meaning more group vs group matches.


i thought we had established larger groups were in decline? and that it was hard to get them together at all nowadays?

if that's the case though just allow 8 man too,

4+4 OR 8.

4+4+4 OR 8+4.

i have my doubts many groups will want to launch 12 man in one group. people would rage when waiting for 1 to switch a mech or something

Edited by Mazzyplz, 21 April 2013 - 12:17 AM.


#25 Tekadept

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Posted 21 April 2013 - 12:17 AM

View PostJohnny Reb, on 21 April 2013 - 12:10 AM, said:

ACTUALLY ITS EASIER TO GET ONE 12 MAN THAN 2 8 MANS! MATH AND ATTENDANCE AN ALL!

Umm suuure. If theres another 12 man playing. when I drop which is 1PM GMT - 4PM GMT it is a struggle to get a 8man drop with anybody else in the world, and requires you to run 2 8s against each other, it would be evenmore of a struggle to then ensure we have 2 12mans running. Sometimes I think id rather just run with a man less and sacrifice that mech just to get a match in when the night draws long and their are only 7 people online. a 7v8 match would be much more fun then pugstomping in a 4man.

#26 Zylo

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Posted 21 April 2013 - 12:17 AM

View PostMazzyplz, on 21 April 2013 - 12:15 AM, said:

i thought we had established larger groups were in decline? and that it was hard to get them together at all nowadays?

It's difficult to get exactly 8 together for an extended period of time. If we have 5, 6 or 7 online right now we have too many for a 4-man group and too few for an 8-man. Flexible group sizes would allow us to match up against a similar size group.

#27 Mazzyplz

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Posted 21 April 2013 - 12:28 AM

View PostZylo, on 21 April 2013 - 12:17 AM, said:

It's difficult to get exactly 8 together for an extended period of time. If we have 5, 6 or 7 online right now we have too many for a 4-man group and too few for an 8-man. Flexible group sizes would allow us to match up against a similar size group.


but how do you fill up the quota?

maybe just implement 7v7 matches, and 6v6 in premade modes?

#28 Zylo

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Posted 21 April 2013 - 12:33 AM

View PostMazzyplz, on 21 April 2013 - 12:28 AM, said:



but how do you fill up the quota?

maybe just implement 7v7 matches, and 6v6 in premade modes?

No, just use lone-wolf players for a full 8vs8 for the remaining spaces. A group of 7 on each team would have a lone-wolf player added to each team to make 8vs8.

#29 Boris The Spider

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Posted 21 April 2013 - 12:44 AM

View PostMazzyplz, on 21 April 2013 - 12:05 AM, said:



well if you want to team up you should be able to look for a team.

maybe just allow 2 and 3 man into PUG queue but cram all the 4 man into team mode.


Wouldn’t work, PUG's already get annihilated almost every match in the 8 man queue, having PUG's in that queue who cannot talk to each other and cannot set their load-outs pre-battle would just be a slaughter. All that would do is make the default PUG size 3 instead of 4, or nerfing teamwork if you like.

If you havent tried it already, log onto one of the teamspeak servers and try to organise an 8 man PUG from the LFG channel to see what the level of play is in 8vs8, if you can keep that 8 man together for more than 3 games, I will take my hat off to you.

This is the effect you will see if you put 4 man's into the 8vs8 queue, they would try it once, possibly twice, then reform as a 3 man.

#30 BoydofZINJ

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Posted 21 April 2013 - 12:47 AM

A quick update, we got enough people to do 8-mans (7 and me)

Three attempts at approx 3:45am CST on Saturday late night/Sunday early morning all failed.

#31 Ter Ushaka

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Posted 21 April 2013 - 12:54 AM

Think it's hard now, it'll likely get worse when Posted Image moves to 12v12.

#32 GrimmwolfGB

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Posted 21 April 2013 - 02:03 AM

View PostTer Ushaka, on 21 April 2013 - 12:54 AM, said:

Think it's hard now, it'll likely get worse when Posted Image moves to 12v12.


Very true. For our group it might mean the end of the big game (8 vs 8) nights. We are 11 friends meeting every monday and usually get around 8 people to attend. 12 vs 12 would be impossible atm and unlikely to happen if we should find another player.
According to the latest "Ask the devs" there is no intention of keeping the 8 vs 8 mode. :D

Edited by GrimmwolfGB, 21 April 2013 - 02:04 AM.


#33 F lan Ker

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Posted 21 April 2013 - 02:10 AM

S!

Well, there were not many 8-mans online even and no-one wants to face the boring russkies. Give them an own server to play on like on WoT :D So we did synced drops with ARMD, CI and others to have some fun like all Trial Mech fights and stuff. Was more fun than the 8 mans with oh so predictable setups. Of course had some real 8-mans were got arse whooped and whooped some too, but it was again the same safe builds galore. But the amount of 8-mans is low.

#34 Tekadept

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Posted 21 April 2013 - 02:18 AM

View PostF lan Ker, on 21 April 2013 - 02:10 AM, said:

S!

Well, there were not many 8-mans online even and no-one wants to face the boring russkies. Give them an own server to play on like on WoT :D So we did synced drops with ARMD, CI and others to have some fun like all Trial Mech fights and stuff.

Glad you had some fun with ARMD amongst others. If anybody is looking for 8's checkout ARMD on NGNG and message somebody that you are looking for 8's and we can see what we can do.





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