#121
Posted 28 February 2014 - 01:33 AM
It's not that there are no 5+ player teams out there, they simply are not allowed to play!
Well let them cater the occasional pugs and lets watch this game go to hell...
#123
Posted 28 February 2014 - 02:16 AM
Why do I play this game? Because I love the 12-mans. I like 4-mans. I would not play this game at all if it was solo only, or if discouraging premades getting even worse. Still - I'm a big contributor to the data misinterpited by some to show that group play is negligable and not prefered.
Also, it has to be clairified if 84% of all players is solo - or if it is clicks on launch, where a 12-man is 1 launch and equal in the stats as 1 solo launch one 12-man and one solo player launching result in 92%-8% or 50%-50%?). I'm leaning towards the later, because I really can't see where all 12 solo vs. 12 solo is going on to compensate for the premades I see and participate in. After 9000 matches one tends to keeping track of names and who use to drop together...
More interesting data to see and interpret: How many players do, or don't, during a week participate in a premade 2/3/4-man or 12-man? Compairing this and the 84%-data would really tell us something about the playerbase, what they want and the state of this game.
Edited by Evil Ed, 28 February 2014 - 03:00 AM.
#124
Posted 28 February 2014 - 09:52 AM
#125
Posted 01 March 2014 - 04:09 PM
RichAC, on 27 February 2014 - 03:14 AM, said:
Because of low player bases, some games have to force people to play both sides sometimes. The matchmaker has to include everyone. Hopefully it doesn't get that bad. Just have to stick with the game man, till all the wining anonymous carebears disappear and it hopefully grows. Hopefully...
Yeah your right but you have to pay for the restriction to be lifted in one mode of the private matches, the other is just what we have now, just as long winded which I doubt many will get going after the first three to six months to if any by the time CW comes out and they are going to base their new data after the module release on all drops made, for any tweaks, to get a balance as they see fit, GOD man wake up!.....
#126
Posted 02 March 2014 - 11:22 PM
moneyBURNER, on 28 February 2014 - 09:52 AM, said:
No, a 4 man "launch" still counts as 4 launches for the 4 man launch tally. I can't possibly believe that even PGI would make such a elementary mistake in their data. Remember that not everyone plays on the same tier of ELO... 4 mans tend to go to higher ELO because of the innate advantages they bring and usually are composed of veteran players. Newer players probably (read: hopefully) don't see as many 4 mans and such in the lower ELO tiers. This would lead to your observations that many matches you play in have 4 mans despite the statistics If you happen to be higher in ELO.
#127
Posted 06 March 2014 - 10:52 AM
Now it's MechHalo: Cashshop with COD consumables...
and it attracts that kind of player.
#128
Posted 06 March 2014 - 11:00 AM
Jman5, on 27 February 2014 - 04:09 AM, said:
In order to draw that conclusion you would need at the bear minimum 2 data sets. As far as I know this is the only time PGI has released a metric like this. Why are you certain that this is trending toward more pugging and that it will continue once community warfare arrives?
Because until this recent data was released even PGI was singing the tune that the MAJORITY of players were dropping in groups.
Directly from the hand that feeds.
This is a new low in team dynamics to be sure, and the proposed "fix" will cement team play in the gutter.
Edit; Just yesterday, I lanced up with a few from the Buckminster Gaurds, 2 more logged on and it was 6. Attempted sync drops put us on opposite teams 5 out of 6 matches. Entertaining but why not let those 6 just team up.
This consistant scenario where 5-11 players are online but cannot play together for the lack of 12 doesn't make sense.
FIX IT!
Edited by Amsro, 06 March 2014 - 11:03 AM.
#129
Posted 06 March 2014 - 11:02 AM
Also, MWO does not encourage team play in any way. Chat sucks and after so many years, we still don't have quick comm keys like Attack/Defend/Follow Me/Help etc. The social interface is a mess. No wonder that people just don't bother.
#130
Posted 06 March 2014 - 11:07 AM
Tw1stedMonkey, on 02 March 2014 - 11:22 PM, said:
This is all wrong, its % of launches. As stated on the Chart. Either way even if there data is correct, it shows a complete failure in excuting a multiplayer TEAM game.
If Elo does anything to help the game or not is still yet to be determined. So far the Average Elo type Matchmaking seems to put New and Experienced players in the same match consistently. This is proven to me time and time again. Matchmaker is NOT working as intended. Niether is Elo. I'm not the only one of this opinion.
#131
Posted 06 March 2014 - 08:04 PM
That said, I love the game and am hoping that things will improve. I want them to improve. Everyone benefits from it improving. It is unfortunately my feeling that PGI really wants to do it the way they want and not the way players are asking for. I have seen that kill many o' game in all my years and would hate to see it happen to MWO.
#132
Posted 07 March 2014 - 05:53 AM
They are going to kill synch drops altogether as an attempt to not homogenize all the mechs. In so doing, they are clear that their priorities, and therefore cash flow, are aimed at holding together a game but aiming it clearly at solo drops.
They have to make one of a plethora of choices. This is the one they are making.
#133
Posted 07 March 2014 - 09:42 AM
Groups have dwindled because limitations were imposed on group sizes. that creates a trend of people that HAVE to drop solo, not because they WANT to drop solo. It shouldn't take a college degree to understand that after a year of limitations on group sizes that of course your numbers and statistics are going to change because PGI LIMITED GROUP SIZES not because players don't want to drop in groups but because they CAN'T. It's really that simple
#134
Posted 07 March 2014 - 12:42 PM
Sandpit, on 07 March 2014 - 09:42 AM, said:
Groups have dwindled because limitations were imposed on group sizes. that creates a trend of people that HAVE to drop solo, not because they WANT to drop solo. It shouldn't take a college degree to understand that after a year of limitations on group sizes that of course your numbers and statistics are going to change because PGI LIMITED GROUP SIZES not because players don't want to drop in groups but because they CAN'T. It's really that simple
I find it a little presumptuous that many of the posters in this thread feel that because the data does not support their personal cause that it was erroneous or misleading.
PGI chose drops because it is a more meaningful statistic that population. There may be 500 people who install the game one time and never play again, should those statistics be as relevant as 5 players who each played 200 games in a month? Launches is a good aggregate a metric of player who play once a month and players who play 4 hours a day. Could they have used a different metric like time played? Sure but the result may have been identical.
Your conclusion that when players cannot play in 5-11 man groups they instead drop solo doesn’t make sense to me. You are suggesting that 7 players who cannot drop as a seven man group have instead been dropping as seven individuals and not as a 3 man and 4 man team?
The one very significant thing you mention, which is worth investigating is: What caused the shift in player preference between group play (as PGI stated months ago) and solo play (the most recent metric). Was it changes in group mechanics? Or player attrition? Or an large influx of new players? Or simply player preference?
Edited by Agent 0 Fortune, 07 March 2014 - 12:45 PM.
#135
Posted 07 March 2014 - 01:17 PM
Sandpit, on 07 March 2014 - 09:42 AM, said:
Groups have dwindled because limitations were imposed on group sizes. that creates a trend of people that HAVE to drop solo, not because they WANT to drop solo. It shouldn't take a college degree to understand that after a year of limitations on group sizes that of course your numbers and statistics are going to change because PGI LIMITED GROUP SIZES not because players don't want to drop in groups but because they CAN'T. It's really that simple
Let's not forget the statistical outliers that may prefer to drop in groups but are dropping solo to grind c-bills because it is more efficient to do so, or the people dropping solo while waiting for their group to log on. Even if it truly was 84% of players dropping solo it does not mean that is what they want to be doing, or that is what they prefer. The data is vague, and like you said not surprising because when you make things more difficult and tedious to do people migrate away from it.
#136
Posted 07 March 2014 - 02:21 PM
WarHippy, on 07 March 2014 - 01:17 PM, said:
The problem I have with this "what if" scenarios and conspiracy theories is that they don't address the point you are trying to make. If you want 5-11 matches petition for that, don't try to attack the data, recognize that you are in the minority, but that even as a minority withing the community, your desires and ideas for a better game are just as valid as anyone's.
#137
Posted 07 March 2014 - 02:27 PM
Agent 0 Fortune, on 07 March 2014 - 12:42 PM, said:
Your conclusion that when players cannot play in 5-11 man groups they instead drop solo doesn’t make sense to me. You are suggesting that 7 players who cannot drop as a seven man group have instead been dropping as seven individuals and not as a 3 man and 4 man team?
No, not at all
What I'm suggesting is that when we have a 4man and a 5th jumps on they HAVE to drop solo if there's noone else to drop with or there's noone on they WANT to drop with. You're discounting this aspect which is specifically what I'm referring to. I could have been a bit clearer there though. It also completely discounts that if you have the 7 you mentioned that those two groups cannot play with one another. That means they're dropping groups but still can't play with their buddies.
I'm not disputing the data they used. I'm saying they have seriously misinterpreted the data. There's a huge difference.
4 out of 5 dentists recommend x gum
That's a pretty common statistic thrown around. Is that accurate though? Well.........
What if the question posed to the dentists was
"Which gum would you suggest?"
or
"Would you suggest a gum?"
There's a huge difference in the bias of the two questions I just proposed. Then you have to see WHY those 4 dentists chose that gum. It's about understanding the data. PGI just isn't in my opinion.
The statistical analysis is skewed because they don't take into consideration the correlation between group limitations and more solo players now than before the group limitations.
84% is NOT an accurate representation of solo drops. I drop solo lots of times when I'm just wanting to try out builds, just have time for a few quick games, etc. That does NOT mean that I'm a solo player lone wolf type. The same player dropping into games could be counted multiple times in different sections. They might drop solo, then group up, then do a 12 man as more players from their unit join.
I can see all of these factors even with the minimal data they've released. I can see it because I DO have an understanding of statistics beyond simple percentages. I can also understand why 84% is completely wrong. By wrong I mean it's being misunderstood. There's very rarely a hard number when dealing with stats. You can't simply say
"Well we're taking this item off the menu because even though it was the most popular and most sold product for a year but then we limited the number we were going to sell. Now a year later it doesn't sell as many units because we limited the number sold per day."
See how that is a fallacy and would be taking an item off of a menu due to lower sales after limiting the number you're going to sell? That's very similar to what we have with PGI at the moment. They're making a decision based off of a bad interpretation of the data, not because the data itself is bad.
This is a very simplistic and basic idea of how stats and statisticians work when it comes to data sets and how even good data can be biased, misunderstood, misrepresented, etc.
Agent 0 Fortune, on 07 March 2014 - 02:21 PM, said:
The problem I have with this "what if" scenarios and conspiracy theories is that they don't address the point you are trying to make. If you want 5-11 matches petition for that, don't try to attack the data, recognize that you are in the minority, but that even as a minority withing the community, your desires and ideas for a better game are just as valid as anyone's.
This is where you're misunderstanding. We're not attacking the data, we're pointing out that the data is being interpreted very poorly.
#138
Posted 07 March 2014 - 02:59 PM
In relation to me being part of the 84%....
I used to be in a clan a while back, but because the group limitations forcing us to find 12 people if we play more than 4 was really frustrating with no alternative for clans to use besides Sync Dropping.. I am in a clan no more, dropping solo because these issues. As one of the 84% I would like to rejoin a clan, but the game seems to be built for low group number (<=4) PUG drops. Its ironic we have the Battlegrid tools for a commander to command lances yet its really frustrating to get 12 people together at the same time (so sync dropping happens instead).
Edited by zolop, 07 March 2014 - 03:20 PM.
#139
Posted 07 March 2014 - 03:16 PM
zolop, on 07 March 2014 - 02:59 PM, said:
I have completely stayed away from this point because I know people will just cling to it and try to misrepresent it. I agree though, generally speaking groups, units, clans, etc. players who are more invested in the game due to relationships with online gaming buddies and such are much more apt to spend money at a steadier and higher rate than the player who just wants to drop once in a while and shoot stuff.
Every game I've ever spent money on beyond the initial purchase (IE dlc and such) is not because of the game itself but because I've found people I enjoy playing with, not because of the game's merit. Great games are great but for me personally I have more fun in a game when I've got people I can shoot the breeze with, discuss, debate, talk smack to, etc. which means I play it longer and as such wind up spending more money on it.
#140
Posted 07 March 2014 - 03:40 PM
Being launches, the low amount of team launches can easily be explained. Consider that if 4 people launch solo, that counts as 4 individual launches, whereas if 4 people drop in a group, that counts as 1 group launch. Based on this, we can work backwards to figure out what percentage of players (IE: 4 players dropping in a group is adjusted to count for 4 group launches) are dropping as what:
- 2 Man - 8% -> 16%
- 3 Man - 4% -> 12%
- 4 Man - 4% -> 16%
- Solo: 100 - 12 - 16 - 16 = 56%
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