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So What Will Happen With All Pug And Premade Drops If Seperated By Choice?


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#61 Mystere

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Posted 26 January 2014 - 12:20 PM

View PostStaggerCheck, on 26 January 2014 - 12:12 PM, said:

Or see the map that they're on... or their connection craps out... or their cat stepped on their keyboard.


I think when someone types "**** It. This is not fair." and then disconnects, it's not their connection, map, or cat.

Edited by Mystere, 26 January 2014 - 12:21 PM.


#62 Deathlike

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Posted 26 January 2014 - 12:25 PM

View PostStaggerCheck, on 26 January 2014 - 12:12 PM, said:

Or see the map that they're on... or their connection craps out... or their cat stepped on their keyboard.


Most of the time, some people don't like walking into Mordor...

#63 PanzerMagier

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Posted 26 January 2014 - 12:28 PM

The game would be a better place then. Tryhards can go tryhard.

#64 Roland

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Posted 26 January 2014 - 12:58 PM

I am absolutely in favor of a solo queue, if for nothing else than to show a lot of players that they really are terribad, and that they aren't losing because of mythical premades.

#65 Nick Makiaveli

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Posted 26 January 2014 - 01:03 PM

View PostPanzerMagier, on 26 January 2014 - 12:28 PM, said:

The game would be a better place then. Tryhards can go tryhard.


So I should try easy so you can win? Is that it?

I build a BoomJager to see what all the fuss is about, my first game out I get called names. Tell me again about "a better place".

I group up with some friends, we win. I get called names. That your "better place"?

I have a headset and a pc capable of running MWO and TS at the same time, I am "trying hard"?

I have actual friends, plus intarwebz friends in the DHB, that makes me trying hard?

How about you take your no friend, crappy pc, can't play for **** self ( or whatever it is about you that makes you hate people like me) and get a life?

#66 Felbombling

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Posted 26 January 2014 - 01:05 PM

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.

#67 Khobai

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Posted 26 January 2014 - 01:18 PM

Quote

Great idea, keep people from teaming up with their friends, that's sure to help grow the game.


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.

Quote

Better yet, tonnage limits for the group. Which is coming, so let's wait and see how that works out.


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.

Quote

So you are assuming that pre-mades always beat PUGs


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.

Quote

Oh and it would completely destroy the mech combat simulation concept.


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.

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.

Quote

Here's a proposal, download TS, visit Comstar's server, or join a merc unit. Poof you have your own pre-mades to join.


Becoming part of the problem doesnt fix the problem.

Edited by Khobai, 26 January 2014 - 01:46 PM.


#68 Roland

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Posted 26 January 2014 - 01:21 PM

View PostKhobai, on 26 January 2014 - 01:18 PM, said:


It doesnt prevent people from teaming up with their friends at all. Groups bigger than three just get placed in the group queue instead of the pug queue. And of course balancing pugs vs premades will help the game grow.

There's really no reason to allow groups at all in the PUG queue.. Just make it a solo queue like other games.

If you want to group, then you play with the big boys in the real queue.

Would be beneficial to both queues.

#69 Mystere

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Posted 26 January 2014 - 01:27 PM

View PostRoland, on 26 January 2014 - 01:21 PM, said:

There's really no reason to allow groups at all in the PUG queue.. Just make it a solo queue like other games.

If you want to group, then you play with the big boys in the real queue.

Would be beneficial to both queues.


Just don't forget to allow soloists into the group queue if they so desire, please.

Posted Image

#70 Roland

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Posted 26 January 2014 - 01:30 PM

View PostMystere, on 26 January 2014 - 01:27 PM, said:


Just don't forget to allow soloists into the group queue if they so desire, please.

Posted Image

Of course, I thought that went without saying.

If they go the route of most games, you'd have a solo only "mercenary" queue, and then a regular queue open to anyone, including solo players.

In Call of Duty, even when soloing, I tend to join the regular queue anyway, since it's generally a higher quality of game.

#71 Basskicker

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Posted 26 January 2014 - 01:35 PM

... 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.

#72 Rebas Kradd

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Posted 26 January 2014 - 01:57 PM

The questions we're facing here are not new to MWO. Every video game in history has faced the problem that any game involving multiple players will automatically turn teamwork into a trump card. Counter-Strike made no effort to separate teams from individuals, and the resulting culture gave birth to terms like "pugs", "pugstars", "stomps", etc. just like every game.

I do believe, however, that MWO is more prone to teamwork than other games. For one, the teams are big. For another, there are immersive effects - cockpit shake, impact smoke, visceral noise - that act as force multipliers for the firing team. Very, very few players can concentrate enough to hit an enemy mech while suppressed by these things, much less focus on desired nuances like targeting weak enemies or focusing on critted components. A lot of BT is lost at this point. Basically, it makes blob warfare the ultimate meta.

The problem is that any possible direct solutions are impractical (i.e. game population too low) and vaguely draconian ("uhh, just let us play?"). Count me amongst the people who have the vague feeling that the queues would be too long if split like that. Granted, PGI is the one with the real data, but they're also the ones who avoided splitting up the queues last chance they got (3PV).

#73 Khobai

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Posted 26 January 2014 - 02:04 PM

This graphic pretty much illustrates the overwhelming advantage premades have. Focus fire is a dominant tactic in MWO. And premades are not only able to call targets more easily but are also more adept at setting up concave firing lines and not blocking eachothers shots. Its hard to get pugs to all fire at the same thing and even harder to get pugs not to rush in for the kill and block everyone elses shots.


Spoiler


Understanding that, I definitely think the game would be improved greatly by the complete removal of KDR. KDR impacts player behavior in a negative way by making personal gain more important than teamplay.

Additionally it would be nice if a system was implemented so the commander could designate primary, secondary, tertiary, etc... targets for purposes of focus fire. Basically the commander would be able to display icons next to an enemy mech which everyone on his team could see. So like if a D-DC is the lynchpin of an enemy team, your commander could set it as the primary target, and everyone on your team would now know thats what they should be shooting at.

Edited by Khobai, 26 January 2014 - 02:15 PM.


#74 Roland

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Posted 26 January 2014 - 02:11 PM

View PostKhobai, on 26 January 2014 - 01:48 PM, said:


I would allow groups of 2 just so you can play casually with a friend. I think thats perfectly fine for someone to have a single wingman.

Nah. You want to play with a friend, then you play in the big boy's queue.

#75 Zerberus

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Posted 26 January 2014 - 02:14 PM

View PostRyoken, on 26 January 2014 - 05:15 AM, said:

I would pick the premade queue anyday.

But feel free to demand beeing able to click an option to get into a non-premade queue.

I bet it will be this non-premade queue that will dwindle as soon as people realize playing with not-teamplayers and socially challanged only is no fun at all.


Skirmish+No premade = I wich I had some way to spectate, I`d never need to rent or d/l another comedy in my life :D

I say give them their queue, watch the"pure" solo PUGs wait forever to nit find find matches, that then wind up in absolute chaos. They`ll come back a week later whining and screaming about how the game that they specifically asked for is unplayable.

Then tell them that we told them so.

Just like we did with skirmish... ;)

And this time maybe the devs will finally tell them to stop wasting their time with incessant whining and just admit that they don`t have a clue what they`re asking for 99% of the time.

Edited by Zerberus, 26 January 2014 - 02:23 PM.


#76 Sandpit

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Posted 26 January 2014 - 02:34 PM

They don't waste time. They dont' listen to it. Bad ideas are bad ideas regardless of how many times the same people post them. over
and over
and over
and over
and over
again
They're bad ideas because they aren't feasible, they isolate and alienate a big portion of the population, and they would make wait times go through the roof

#77 Roland

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Posted 26 January 2014 - 02:37 PM

View PostSandpit, on 26 January 2014 - 02:34 PM, said:

They don't waste time. They dont' listen to it. Bad ideas are bad ideas regardless of how many times the same people post them. over
and over
and over
and over
and over
again
They're bad ideas because they aren't feasible, they isolate and alienate a big portion of the population, and they would make wait times go through the roof

None of your statements here are true.

#78 Rebas Kradd

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Posted 26 January 2014 - 02:37 PM

View PostKhobai, on 26 January 2014 - 02:04 PM, said:

Understanding that, I definitely think the game would be improved greatly by the complete removal of KDR. KDR impacts player behavior in a negative way by making personal gain more important than teamplay.


In a perfect world, I'd agree. But people are motivated by personal gain and removing such people as contributors would kill our wait times even more than dividing the queues.

#79 Nick Makiaveli

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Posted 26 January 2014 - 02:40 PM

View PostStaggerCheck, 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.

View PostKhobai, 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.




View PostBasskicker, 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.

View PostRoland, 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?

View PostRoland, 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.

#80 Roland

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Posted 26 January 2014 - 02:58 PM

View PostNick Makiaveli, on 26 January 2014 - 02:40 PM, said:

Great plan to get more people to play, restrict their choices so you aren't pounded on by the evil tryhard pre-mades.

I think you misunderstand my position.

I'm saying that everyone gets thrown into the "real" queue, which allows anyone to play regardless of group size.

Let the folks who are afraid of the premades go play in a solo queue. And then in the real queue, we can play with as many folks in our group as we want, without arbitrary player limits.



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