StaggerCheck, on 26 January 2014 - 01:05 PM, said:
Nick, you are pretty assumptive about the maturity level of my friends in that post you made. They spent time in game before the cadet bonus, for your information. It wasn't about winning or losing or learning the game. It had to do with effective use of time. They didn't see spending time in an initial game experience set up, purposefully in their opinion, to encourage spending on customizable Mechs over Trial Mechs. Now, if you consider their loss as nothing to worry about, in your book, fantastic. I'm just wondering how the bottom line and player levels would look at this point had PGI put some serious forethought and effort into their product.
Yep, since I have little info. But it seems like you confirmed most of what I thought. They "couldn't" have fun unless they had the best equipment etc and blamed the losses on the equipment. So it sounds to me like they would have used the Cadet money to buy mechs, then still lose (since they didn't attempt to learn the game) then join the pre-mades are evil crowd.
Khobai, on 26 January 2014 - 01:18 PM, said:
It doesnt prevent people from teaming up with their friends at all. Groups bigger than two just get placed in the group queue instead of the pug queue. And of course balancing pugs vs premades would help the game grow.
Ok, so now we have the player base split. That in and of itself could cause problems. Now let's add in CW. So do these queues add together for control of planets? Two separate CWs? What's stopping people from forming 6 two man groups and sync dropping (since the rumor mill has it this works everytime)?
Tonnage limits are quite frankly idiotic. PGI is going to end up shooting themselves in the foot by limiting how many heavies and assault mechs can be used in games since their primary source of income is selling heavies and assaults. Talk about limiting growth of the game...
I also resent being told what mechs I can and can't play. Implementing the "tonnage police" is not a good direction for this game to head in.
I thought you wanted balance, tonnage is a way to balance things. Also, ironic in that I don't want to be told what queues I can join etc.
I dont recall ever making that assumption. All I said was that premades vs pugs was unbalanced. Which is true because premades have a significant advantage over pugs. Will premades always win? no. But are they favored to win more often? absolutely.
Ok and this is a problem in a team based game why? It's not a P2W situation, this is players using existing and open technology to get an advantage. Should we have separate queues based on pings? Sorry, your video card is too powerful, you have to join the Rich Kid's Queue!
I disagree. Battletech fluff contains dozens of examples of mech reinforcements being hotdropped directly into battlezones via dropship or orbital insertion. If anything respawn reinforces the simulation concept of the game by making the battles more strategic overall.
It also has 10x as many examples of Mechs being extremely rare. As a matter of fact, the books are written about the rare battles that involve mechs. So given that most battles (these rare ones mind you) didn't have reinforcements dropping in, that means they were very rare. Also, they involved large scale battles, or emergency situations, not relatively small scale battles.
What actually ruins the simulation concept of the game is having objectives which are overshadowed by killing the enemy team. Respawn gamemodes would take the focus off killing the enemy team and put it back on the completing the objectives. That lends to more strategic gameplay where killing enemy mechs alone may not necessarily be enough to win you the game.
So you shouldn't be allowed to win by killing the enemy? That sounds just like the whines about base capping. This is a people are morons problem, not a reason to introduce respawns.
Becoming part of the problem doesnt fix the problem.
OH so now VOIP is the problem. I think we have the truth coming out. The problem is groups ruin your Rambo experience, so you want them taken out.
Grow up.
Basskicker, on 26 January 2014 - 01:35 PM, said:
... if you can't separate the queues because of size of playerbase... then the only solution is to have integrated VoIP. Won't eliminate all roflstomps, but it will at least put Pugs on equal footing as the premade groups.
Myself, I only Pug... I actually like playing against premades. Premades give me a chance to test myself against a team of players. That being said, integrated VoIP is long overdue, and is essential to a game like MWO. Teamspeak doesn't do anything for solo pugs, integrated VoIP is the answer to all the problems in this thread.
Do you really believe the solo's players will listen to what is being said? That they will actually have team work? That the Khorne worshippers will stop chasing kills? That the Slaanesh worshippers will stop chasing squirrels?
That it won't be full of your momma jokes?
I can state this with absolute certainty. I will only ever join it with a recorder running so I can attach it to the inevitable reports.
Roland, on 26 January 2014 - 02:11 PM, said:
Nah. You want to play with a friend, then you play in the big boy's queue.
Great plan to get more people to play, restrict their choices so you aren't pounded on by the evil tryhard pre-mades.
Jesus...is this what it's like for PvPers on the MMO forums?
Roland, on 26 January 2014 - 02:37 PM, said:
None of your statements here are true.
Which one?
Splitting the queues would reduce the number of players in the queues. Less players reduces the odds of making a match, unless they throw the limits out the window.