12Man Sync Broken
#1
Posted 06 February 2014 - 06:48 PM
#2
Posted 06 February 2014 - 08:36 PM
#3
Posted 06 February 2014 - 09:04 PM
#4
Posted 07 February 2014 - 08:11 AM
#5
Posted 07 February 2014 - 08:12 AM
NextGame, on 07 February 2014 - 08:11 AM, said:
Yeah, it would have been amazing for the health of the game. And could've made a lot of money for PGI.
#6
Posted 07 February 2014 - 08:47 AM
Nicholas Carlyle, on 07 February 2014 - 08:12 AM, said:
Yeah, it would have been amazing for the health of the game. And could've made a lot of money for PGI.
I agree, but as we don't even have the game out yet. Testing a lobby system may or may not be high on the DEVs list. Creating maps so we have more than 6-9 environs to battle in would be a bit more important Having Clan Mechs Ready to battle as well.
Lobbies will help, but we don't get to make the decisions on order.
#7
Posted 07 February 2014 - 09:23 AM
#10
Posted 07 February 2014 - 09:42 AM
Ozora Wolfsaber, on 06 February 2014 - 06:48 PM, said:
Were you running the samish tonnages? Is one team way better than the other?
The only time I have had problems syncing is if the team we are playing isn't that great. Against SJR or BSK we rarely fail to hit them.
#11
Posted 07 February 2014 - 10:13 AM
All those fan web sites, units, league, ladders would already likely be supporting MWO online.
#12
Posted 07 February 2014 - 10:18 AM
Lupin, on 07 February 2014 - 10:13 AM, said:
All those fan web sites, units, league, ladders would already likely be supporting MWO online.
Agreed, I get it...they don't want CW to be invalidated before it even comes out...but dear lord, the money they've lost because of this...
#13
Posted 08 February 2014 - 01:51 AM
Nicholas Carlyle, on 07 February 2014 - 10:18 AM, said:
Agreed, I get it...they don't want CW to be invalidated before it even comes out...but dear lord, the money they've lost because of this...
I don't understand why PGI does the things they do. I'd have payed cash money back in the beginning to spectate their planning sessions on the implementation of features. Its almost like they've decided to implement whats vital to pvp last, like lobbys and voip etc etc.
#14
Posted 08 February 2014 - 05:05 PM
3rdworld, on 07 February 2014 - 09:42 AM, said:
Were you running the samish tonnages? Is one team way better than the other?
The only time I have had problems syncing is if the team we are playing isn't that great. Against SJR or BSK we rarely fail to hit them.
We were running the exact same tonnage. The drops were for marik civil war
#15
Posted 08 February 2014 - 05:40 PM
3rdworld, on 07 February 2014 - 09:42 AM, said:
Were you running the samish tonnages? Is one team way better than the other?
The only time I have had problems syncing is if the team we are playing isn't that great. Against SJR or BSK we rarely fail to hit them.
There might actually be some criteria being applied, whether it is ELO or tonnage. I thought PGI admitted it was something like "first come first served" in 12-mans.
#16
Posted 08 February 2014 - 05:43 PM
#17
Posted 08 February 2014 - 05:49 PM
#18
Posted 08 February 2014 - 05:54 PM
#19
Posted 09 February 2014 - 01:54 AM
Because god forbid a heavily team orientated, competitive, tactical multiplayer game have private matches/lobbies.
edit: and seriously, as a few others have said, private matches would have done so damn much for the game.
-vastly improved new player experience.
-team practices
-competitive play of all types
-external leagues/competitions
-not being abused by the broken ass matchmaker
-more fun/game variety (even though weapon balance is shit, maybe have a game with your friends where you all use flamers or SPL etc).
-ETC. ETC. ETC.
5-6 months ago, private matches might have stopped entire clans from quitting/disbanding. Now, it is a little late.
Edited by and zero, 09 February 2014 - 02:04 AM.
#20
Posted 09 February 2014 - 11:04 AM
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