Heffay, on 19 March 2014 - 10:19 AM, said:
Because the launch module will allow people to run matches of any size and with almost any limitations they want. That is exactly what teams are looking for. The whole launch module is ALL about making team play more viable.
So yes, teams between 1-12 people will be able to form up and run, just like you're asking for.
Jacob Side, on 19 March 2014 - 10:45 AM, said:
Clean your ears and open your eyes Heffay.
What I heard and read of NGNG podcast is the we're limited to 4 man pug drops & given private matches which are worthless.
Oh wow! thanks for the ability to play with 4-11 of my friends but I have to go look for up to 7 players to fill out my team and another 12 for the op force. On top of them giving no XP/Bill for the matches.
Private matches are Totally useless for the small casual group.
What us casual teams are looking for is to be able to drop with any size group. We got told "oh well" by Russ in that podcast.
If CW gives us that, that would be great.
Jacob Side, on 19 March 2014 - 10:51 AM, said:
What about the groups of guys that have their 7 real life friends that they're the only people they want to play the game with?
Your telling them "oh well" just like Russ did.
And yes those groups are out there. Just look at the Launch Module feeback thread
Belorion, on 19 March 2014 - 10:56 AM, said:
If you can find another team of the same size to coordinate with. That's almost as difficult as dropping with two twelve mans.
They should have just opened up the general queue to teams of any size. If they really want a safe place for solo guys then they could make a solo only queue.
Ghost Badger, on 19 March 2014 - 11:07 AM, said:
Heffay, Respectfully...teams want to be able to easily play with their friends. They want to see which of their friends is on, group up, and hit the 'Drop.'
PGI had said nothing of including the tools necessary to COORDINATE the kind of play they'll promising. Lobbies? A 5-12 group matchmaker? Anything?
They're making it difficult...and unless you wanna get into coordinated league play...most people that have a more than 3 but less than 12 friends instantly available won't get what they're hoping for in the launch module.
Also, in all respect Heffay. I think Jacob, Belorion and Ghost Badger are right. PGI keeps kicking the social teamoriented players into the guts continuosly!
The meta playing competitive crowds get served with the launch module for their leagues. And that is perfectly ok and definitely a step into the right direction.
But in no way does it work for the casual gamers that want to drop with their pals, level some mechs and enjoy the game. As they do not give ANY XP and c-bills which absolutely kills this option to the non-competitive crowd.
There are numerous suggestions how to overcome the 5-11 player gap in this and the NGNG forums. Yet I did not hear any serious debate of PGI on the topic besides "We got 30ish years of experience and we say no." which is no argument at all.
Fact is that we do not have any evidence that 5+ premades are causing a negative gaming experience.
Fact is we only know that an unequal distribution of premades in the public queue teams can cause a negative gaming experience. (And that really is a nobrainer, and I do wonder why the hell PGI did not balance number and size of premades on both teams right from the start!?)
Fact is even WG in WoT did realize they had to mind the gap between their 3man platoon mode and full company game mode, and they did with a 5-7player game mode.
Fact is PGI continues to misstreat a well earning, well paying population with an immense expansion potential due to their social gaming habbits.
We have been here from the start, we continue to support the game and we deserve that PGI at least tries to offer us a way to play with more than 3 friends in MW
online.
Be it by balancing size and number and weight class composition of premades on both teams and integrating 4+ premades into the public drop queue.
Be it creating a separate single player queue and a seperate 2-10 player premade drop queue.
Be it creating a 2x6man VS 2x6man premade queue.
Be it creating a 6v6 and a 8v8 queue.
Again there are countless of suggestions, and the least PGI can do is to collect them, or ask the community to collect them. Then start to view them all thoroughly together with the community to find the best looking solutions.
And finally try them out by implementing them to the live server in monthly trials.
Then they would see what works best. Then they would collect reliable data!
But if they do not allow teamplay and severely punish it by hurdles and xp/c-bill aka progress-denial it is absolutely no wonder they do not observe any teamplay.
Heck the 4player limit followed by the 5-12player gap is also a main reason for 12man becoming a ghost town.
Edited by Ryoken, 19 March 2014 - 12:21 PM.