Regarding The Launch Module And Team Sizes - Feedback
#141
Posted 14 April 2014 - 01:22 PM
Seriously, i can only Rofl hardest.
#142
Posted 14 April 2014 - 01:22 PM
Revorn, on 14 April 2014 - 01:22 PM, said:
Seriously, i can only Rofl hardest.
It's the Public queue. It's for solo and small groups (2-4, limit one group per side).
Edited by Heffay, 14 April 2014 - 01:23 PM.
#144
Posted 14 April 2014 - 01:24 PM
Compared to the "neighboring thread" about technical issues... the response is a lot more productive... a dialogue. It is something that clearly doesn't exist in a Paul-feedback thread.
#145
Posted 14 April 2014 - 01:26 PM
Deathlike, on 14 April 2014 - 01:24 PM, said:
Compared to the "neighboring thread" about technical issues... the response is a lot more productive... a dialogue. It is something that clearly doesn't exist in a Paul-feedback thread.
Or in Karl's thread down in OT.
THAT'S looking for Feedback, this is just "Hey, I don't care, so I'm not going to do it. Here's why, now discuss"
#146
Posted 14 April 2014 - 01:27 PM
#147
Posted 14 April 2014 - 01:28 PM
Roadbeer, on 14 April 2014 - 01:26 PM, said:
I actually like that thread. Even if I don't like the answers, I get a human response.
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Historically, this is what a Paul thread happens to be.
Edited by Deathlike, 14 April 2014 - 01:29 PM.
#148
Posted 14 April 2014 - 01:30 PM
OMG I CANNOT QUE WITH 11 PLAYERS . . . . ONLY 2,3,4,5,6,7,8,9, OR 10!!!
WORLD IS ENDING. AND PGI IS ENDING IT!!!!
OH, THE HORRORRRRRRRRRRRRRRRRRRRRRRR . . . . . .
/sarcasm
Seriously if it's that big a deal, get one more player, or tell jimmy to rotate with susie every other game.
They didn't say it's never coming. In fact they said at some point they'd like to button it all up so it works better. But they do have other things they're working on.
Yes, they're very late on those things. But frankly it makes me feel better to know they're not wasting a lot of time on making the group matchmaker perfect before moving on to more pressing matters.
:-)
#149
Posted 14 April 2014 - 01:32 PM
Malorish, on 14 April 2014 - 01:30 PM, said:
OMG I CANNOT QUE WITH 11 PLAYERS . . . .
Fixed.
You really should read it deeper, the whole thing is an excuse for not making a group queue... period.
#150
Posted 14 April 2014 - 01:32 PM
Malorish, on 14 April 2014 - 01:30 PM, said:
Yes, they said that about CW... 90 days ago... and 90 days ago before that, and 90 more days...
#151
Posted 14 April 2014 - 01:33 PM
SuckyJack, on 14 April 2014 - 11:11 AM, said:
Also, by making it player choice, that a player has to choose to drop it into a group queue from the Launch Menu instead of the regular Solo Queue you're going to get solo players in the group queue that want to communicate and work with a team.
SuckyJack, on 14 April 2014 - 10:48 AM, said:
Jacob Side, on 14 April 2014 - 10:48 AM, said:
How about leaving that choice up to the player. You might end up being surprised that there are players that want to fill that role. And surprised at the success of winning.
You guys make my head hurt with your design choices, give the player options and you'd be surprised at what we pick.
Pyrrho, on 14 April 2014 - 10:52 AM, said:
moonglum, on 14 April 2014 - 11:06 AM, said:
^^^ I just want to second, third, and fourth this sentiment.
"It's only high because it's so flipping hard to play in a group."
Rouken, on 14 April 2014 - 10:26 AM, said:
As someone who almost exclusively pugs I would join in the group queue
Rasc4l, on 14 April 2014 - 10:33 AM, said:
But I'd echo what was already said please allow single players to join the group queue if they want.
QuimMorius, on 14 April 2014 - 10:33 AM, said:
Couldn't que be 2-12 please?
HANGMAN1962, on 14 April 2014 - 10:41 AM, said:
all so could let solo players see what an ogenized group can do too.
StalaggtIKE, on 14 April 2014 - 09:55 AM, said:
These are just from the first 5 pages of THIS thread. Please, Paul/PGI, try to tell me again how "solo players wouldn't want or like the option to drop in group queues"
#152
Posted 14 April 2014 - 01:37 PM
I can accept that there can be enormous technical challenges to implement seemingly simple functionality, like a viable messaging system.
But what's the excuse for not having a cancel button for match-searching? Or a toggle-button for AMS that tries to shoot down missles in an enclosed tunnel? Or flamers that heat the user more than the target? Or having to click 30 times to buy 10 mechbays? The list goes on and on of baffling design decisions and management priorities.
#153
Posted 14 April 2014 - 01:37 PM
#154
Posted 14 April 2014 - 01:37 PM
Restricting choices only "reduces the effort" for which a player would like to play the game. It's not a balance issue WHEN YOU KNOW WHAT YOU ARE GETTING INTO.
By restricting players to play with more of their friends by default, "it reduces their effort" for them to play this game.
It's simple math Paul.
Edited by Deathlike, 14 April 2014 - 01:38 PM.
#156
Posted 14 April 2014 - 01:40 PM
Roadbeer, on 14 April 2014 - 01:32 PM, said:
You really should read it deeper, the whole thing is an excuse for not making a group queue... period.
You forgot 10 also. . . . .
I did read it. And it's not worth freaking out over. At all.
Where's CW? That's worth freaking out over. Why is the current Meta of 30 pt alphas at 1 km? That's worth a little bit of a freak out (probably not full on freak out, because you never want to go full on freak out).
But needing a certain group size to que for group oriented combat? That's not worth the freak out we're seeing here . . .
#157
Posted 14 April 2014 - 01:41 PM
Deathlike, on 14 April 2014 - 01:32 PM, said:
Yes, they said that about CW... 90 days ago... and 90 days ago before that, and 90 more days...
stop making stuff up. Also we know its coming as they have been on track with development this year(THIS YEAR, stop making excuses).
#159
Posted 14 April 2014 - 01:44 PM
BLOOD WOLF, on 14 April 2014 - 01:41 PM, said:
Yes, tell the people who went to the launch party that PGI never said that. That'll go over well.
Last I checked, "HPG" is still a "new map", 4 months later.
#160
Posted 14 April 2014 - 01:46 PM
moneyBURNER, on 14 April 2014 - 01:37 PM, said:
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So yes, while your AMS will fire at missiles that have no chance of hitting you, at least THEY ARE destroying some of the impotent missiles coming in. It's possible that a teammate outside the cave might be benefiting from that.
It's a minor issue, one I think we can live with.
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I found that very interesting.
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