Supersmacky, on 06 March 2014 - 07:33 PM, said:
Also, there is a lack of free public 5 man groups because PGI won't put it in the game. It is not a matter of the option being there and people not using it. Again, there stated reason for not giving the option is the impact on the battle, not the lack of interest. So, people want it and PGI knows they want it, they just won't add it.
No disputing any of this, PGI has said that if you want to play a 5-11 man group it will be a PREMIUM match. I am simply defending PGIs decision to support solo PUG players by limiting teams to 1 premade, and not requiring solo players to fill gaps on 5-11 man teams.
That being said, I am 100% for free 5-11 matches. I understand that a 10 mech match (5v5) uses the same resources as a 24 mech match. Ok, I understand that, how about you charge the same for both, especially since 5-11 man matches don’t even use the matchmaker, they are invitation only.
Supersmacky, on 06 March 2014 - 07:33 PM, said:
Of course you use PGI’s metrics. It is an absurd assertion that PGI is driving some hidden solo agenda and providing false metrics. PGI’s goal is to make money, they have to support their consumers (and prioritize on the majority), even when those consumers change playing habits midstream. Remember several months ago when PGI’s metrics indicated most play was in groups, that wasn’t a lie then, and solo play isn’t a lie now, it is simply consumers changing habits.
It has already been observed that PGI looked at “launches” not players. This is likely because they don’t want to get bogged down in minutia. If you have 1,000 players that log in to play one match a month, is that more relevant that one player who plays 1,000 matches in a month? This likely why PGI uses Launches to compare solo vs groups. Sure solo player tend to launch more than groups in a given time period because they don’t have coordinate with 3 other people, but what metric do you use if not “number of games played”?
If you use “unique” players, what about all the people who try MWO once and leave because they got PUG stomped? You can’t, and PGI doesn’t they instead look at the aggregated metric of “launches” as it blends all unique launches in with dedicated players who may play 2-4 hours a day.
Amsro, on 06 March 2014 - 08:00 PM, said:
All the teams struggled to maintain 8 players only at all times. This led to long wait times and the painful search for that 8th player when someone had to leave.
Really? one could almost draw the conclusion that Solo players, even on team speak do not want to be a part of larger teams.
Amsro, on 06 March 2014 - 08:00 PM, said:
But,
I enjoy lancing up with 3 other pilots, sometimes, if they don't already have a full lance. We'll just pretend to sync drop while being on the opposite teams all night.
Personally I think PGI opted to ignore the 12 man metrics because that landscape will change drastically when Community Warfare arrives. At least I hope this is the case, where there is a strong incentive for the best organizations in MWO to compete for the most lucrative planets.
As I mentioned, I really hope PGI allows you to play in 5-11 man groups for free, I think I will help the game overall. But only as long, and I cannot stress this enough, as Solo players are not required to participate.























