Regarding The Launch Module And Team Sizes - Feedback
#101
Posted 14 April 2014 - 11:47 AM
#102
Posted 14 April 2014 - 11:47 AM
Biased Lead Designer issues dictate from on high about how it's not something that going to be worked on
What's to discuss?
#103
Posted 14 April 2014 - 11:49 AM
Roadbeer, on 14 April 2014 - 11:47 AM, said:
Biased Lead Designer issues dictate from on high about how it's not something that going to be worked on
What's to discuss?
oh come on Beer, I was already making plans to recruit a bunch of VOIPless newbs to invade the group queue to show how easy it is to exploit it. I was planning on dying a lot and driving my elo way down for the PUG queue.... ;D
#104
Posted 14 April 2014 - 11:50 AM
Roadbeer, on 14 April 2014 - 11:47 AM, said:
Biased Lead Designer issues dictate from on high about how it's not something that going to be worked on
What's to discuss?
We can literally discuss paint drying on this forums, if a dev posts about it. For like 30 pages.
Because we are literally starved for interaction.
When they said they would double down on communication, what it meant was they would make more posts directly telling us what they would do...and then disappear for two more weeks.
Which is technically double the effort they were putting in before...but it's not really anything good for the game.
#105
Posted 14 April 2014 - 11:51 AM
So for the group queue put in a lance weight limit for groups of 50 tons per player, and cap the maximum lance tonnage around 200 as well. Make players deal with tonnage before you even get to the Match maker.
Because they're in groups, set the rules so they can't even drop as a group for match maker before they meet the requirements.
Edit:
second thought:
Give solo players a hefty bonus for dropping in the Group Queue. 2x rewards multiplier or something.
Heck, if we have in-game voice comms, and never drop in solo queue again if I could fill out a team and communicate with them.
Last thought:
If there's a Group queue, there's no real need for full lance groups on Solo queue at all. I'd cut down the maximum group size to 2 or 3 over there: just enough you can train a newbie friend in solo queue before dropping them in the meat grinder. This also then increases the pool of players for the group queue, leading to faster match finding times.
Edited by Prezimonto, 14 April 2014 - 11:58 AM.
#106
Posted 14 April 2014 - 11:54 AM
RussianWolf, on 14 April 2014 - 11:43 AM, said:
Rookie - Solo Only, Stock Mech, launch on even teams (7v7, 12v12 whatever is available at the time)
Veteran - Solo + 2-4man, only one team per side, 12v12, Open mech
Team - 2-12man teams and combinations, open mech, launch on even team +/-1 (7v7, 11v12, 3v4, etc)
I'm a veteran and I'd play the shit outta some stock Mech mode!!!! xD
#107
Posted 14 April 2014 - 11:56 AM
There is no way for the matchmaker to know what gruops are just buddies playing stompy robots together and what groups are hardcores in voice chat in mechs carefully built to fight well together.
Do you actually have data showing all this is necessary?
If it is, what about artificially inflating a group's Elo and just putting them in the public queue? That's what League of Legends does, and their data show they only had to do it very slightly.
Don't make another overly complex solution to a simple problem.
#108
Posted 14 April 2014 - 11:59 AM
Also, in PUG matches can you eliminate the sync drop so puggers that don't enjoy being totally dominated in a match by more than one pre-made team possessing tactics, coordination and comms?
BTW, teams in PUG matches could conform to 4-8-12 sizes (3 lances, irrespective of a player driving an IS or Clan mechs - IMHO) Can that be hard selected? Meaning, can the PUG launch module be configured to allow 4v4, 8v8, or 12v12 matches. Sometimes a 4-man team (like a small merc unit) just wants to fight the same number in a less chaotic setting before they answer a contract. With this in mind, your CW should be able to mitigate any disruption to the player base for a given play mode (if your player numbers are to be believed) in Community matches whereas the PUGs are for the more casual players.
#109
Posted 14 April 2014 - 12:01 PM
Prezimonto, on 14 April 2014 - 11:51 AM, said:
This is a bad idea. Nobody would drop in the public queue then, as all the solo droppers would be trying to get the bonus. Then the wait times for solo droppers in the group queue would be forever, unless you allowed entire matches to be filled with solo droppers. In which case the public queue would evaporate.
Don't cannibalize the public queue for the group queue. If the group support is as strong as the people who are asking for it are insisting it is, the group queue will be just fine.
#110
Posted 14 April 2014 - 12:03 PM
Heffay, on 14 April 2014 - 12:01 PM, said:
This is a bad idea. Nobody would drop in the public queue then, as all the solo droppers would be trying to get the bonus. Then the wait times for solo droppers in the group queue would be forever, unless you allowed entire matches to be filled with solo droppers. In which case the public queue would evaporate.
Don't cannibalize the public queue for the group queue. If the group support is as strong as the people who are asking for it are insisting it is, the group queue will be just fine.
eeehh..
Then don't give a bonus. I'd still drop in the group queue as solo if I could. It's much more likely I'll be playing with folks who know what they're doing rather than running around like kiddies in a 4 year old soccer game.
#111
Posted 14 April 2014 - 12:05 PM
#112
Posted 14 April 2014 - 12:13 PM
Heffay, on 14 April 2014 - 09:46 AM, said:
I didn't see anything about rewards, but may have missed that. Will you be able to earn c-bills and modify Elo in the group queue?
good question, as usual, there are many variables that create problems
Roadbeer, on 14 April 2014 - 11:47 AM, said:
Biased Lead Designer issues dictate from on high about how it's not something that going to be worked on
What's to discuss?
biased?.
Edited by BLOOD WOLF, 14 April 2014 - 12:18 PM.
#113
Posted 14 April 2014 - 12:14 PM
#114
Posted 14 April 2014 - 12:23 PM
BLOOD WOLF, on 14 April 2014 - 12:13 PM, said:
Yes, biased.
Given recent interactions with you, I don't feel like rehashing the topics of "launch" percentage discrepancies, impact of the group caps, and the decline group population over the last year. We've done that.
I also don't feel like pointing out to you how that entire post is dismissive and condescending.
So, at this point we're going to agree to disagree, because having a conversation with you is EXHAUSTING. You seem to think that I enjoy being mad at PGI, when the fact is, up to 2 months ago, I was one of their biggest cheerleaders.
Edited by Roadbeer, 14 April 2014 - 12:27 PM.
#115
Posted 14 April 2014 - 12:23 PM
Why not call it, Que as usual ?
#116
Posted 14 April 2014 - 12:25 PM
#117
Posted 14 April 2014 - 12:26 PM
PGI acknowledges the power of a 4-man premade in a PUG, but considers an 11-man premade to be outmatched by teaming with a single solo player, or the solo player to be shortchanged? And yet the matchmaker regularly launches games with unbalanced numbers.
Why is the solution not this simple? Two queues:
1) solo-only. period.
2) any-size groups, plus solo players to fill remaining spots (with a limit of solo players per team, from 1-4)
If solo players are getting stomped in the group queue, then they have the choice of playing in the solo-only queue! If the group queue has significant problems with finding matches, THEN consider alternative solutions. Give the community a chance to play without restrictions.
The solution to premade pug-stomping has always been to add a solo-only queue to give solo players a choice, not to take away choices and make compromises that screw everyone.
#118
Posted 14 April 2014 - 12:28 PM
#119
Posted 14 April 2014 - 12:32 PM
101011, on 14 April 2014 - 12:28 PM, said:
They have mentioned previously that they would explore the asymmetric drop sizes if 12 clan 'mechs were shown to be too much to handle. They didn't say how or when something like this would be examined, but based on other metrics they have collected it is possible they will make a long term decision on it roughly one week after the initial implementation.
#120
Posted 14 April 2014 - 12:35 PM
Edited by 101011, 14 April 2014 - 12:36 PM.
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