JSparrowist, on 21 October 2013 - 12:11 PM, said:
The limit should stay in place until the match maker is working properly or better balanced.
Easy mode pug stomping, as it seems you want, is no good for either party involved. All it does is drive new players away and doesn't really challenge the premade group to get any better. Then ONLY thing it is good for is farming experience and cbills... Go play 12v12 so all your 'friends' can join in too! Fill in the gaps with randoms if you must.
Solo pug and premade group queues should be separated, as a matter of fact.
When ever I see anyone who posts "easy mode pugstomping" I immediatley know that the likelyhood that this person has ever grouped is tiny.
Here are some facts for your consumption because I highly doubt you will ever form an educated opinion on the subject when it's simply easyer to assume and dictate terms.
4 man teams in the PUG queue lose games frequently.My own ratio is about one third loses.If I play three games I lost one on an average.I have seen upwards of 8 loses in a row so premades do experience losing trends.
Most games end with a lopsided score.In 4 mans and solo most of the time the team that gets a significant lead in kills keeps the lead and a snowball effect takes place leading to the scores we see as stomps occuring.This is not premades beating down all the poor puggies it's just how it works.
It is a rare match were I do not see an obvious premade opposing our own premade.To me this tells me that matches are generaly fair as it places premades on each side.
As a premade in a 12 person drop we compose only 1/3 of the forces.Trust me the most influential factor in winning is not the premade's abilities it's the pugs in the team that create the win or the loss.If 8 puggies die and do nothing while doing it 4 premade players will still lose to 12 v 4 odds.If those puggies play well as a team they win.It's always your team that wins and it's your team that loses.
Now for some opinions.
12 v 12 was already forced upon the players and it's not efficent in any way to play.
Let's say each player accounts for 10 seconds of delay between drops (mech lab tweaks/bio breaks/phone/door/etc) the more players you have the more likely it is you will experience delays between drops.This means less time playing.
12 v 12 searching for a match...this takes easily 4 times longer than solo drops and I have almost never seen a solo drop fail to find a match.In 12 v 12 it's a common occurence to not find a match after several minutes of searching.This means less time playing.
12 v 12 matches are frequently against the same opponents time and time again.It lacks varriety when the three drops you do get in are all against the same team.
getting 12 players to allocate the same amount of time at the same time is rare so frequently your 12 man becomes an 11 man after only a drop or two.
Those puggies who exclaim that just get 12 players and do 12 mans are failing to think it through. what if you have 12+ we have a 12 man a 4 man and a 2 man online at once.If it's puggies only and 12 man only what do the 4 and 2 man teams do go play it your way because you demanded it be so?We should all conform to the primitive inefficent puggie playstyle because bad players demand it to be so?
So when some poster comes in and makes demands about seperate queues (that they already got) what I see is this.
"I want to remove the chances of being challenged in a match because I refuse to adapt and play more intelligently.I demand that the queue I play in only contains other petulent demanding bads with no sense of team work just like me and anyone who does not see it my way must be banished to less efficent more frustrating version of the game so I will never have face players who understand the value of tools and team work."
Seriously what is a valid excuse for not using efficent team work I would love to hear these excuses.
Edited by Lykaon, 21 October 2013 - 03:16 PM.