Jump to content

Launch Module Revision

team group queue PUG

21 replies to this topic

Poll: Launch Module (57 member(s) have cast votes)

Which version of the launch module would you rather see implimented?

  1. A (46 votes [80.70%] - View)

    Percentage of vote: 80.70%

  2. B (2 votes [3.51%] - View)

    Percentage of vote: 3.51%

  3. Other (please explain) (2 votes [3.51%] - View)

    Percentage of vote: 3.51%

  4. Either A or B (7 votes [12.28%] - View)

    Percentage of vote: 12.28%

Vote Guests cannot vote

#21 Osric Lancaster

    Member

  • PipPipPipPipPipPip
  • 447 posts

Posted 21 April 2014 - 10:22 AM

View PostBobzilla, on 21 April 2014 - 09:22 AM, said:

Option A as long as the MM can only ever add a set max of (2,3,4?) solo players per team.


While that's pretty much how it would work out naturally with groups matching against each-other first*, I'm all for setting external limits to keep the group queue primarily composed of groups. The original idea was to separate group and PUG queues as much as possible without making it impossible to form a group, anyway.

You could even give teams the option of placing their own limits on how many solo substitutes they're willing to let the match maker accept, knowing that doing so comes at the price of slower match making. I was just trying to keep the poll simple and straight forward.

* We had a long discussion on that in the Dev feedback thread.

Edited by Osric Lancaster, 21 April 2014 - 10:28 AM.


#22 saint71

    Member

  • PipPip
  • Bad Company
  • Bad Company
  • 34 posts
  • LocationFlorida

Posted 25 April 2014 - 11:05 AM

I voted A, I'm in the process of getting my friends to form a unit. We have 9 players, but as it stands now we can't play together because we do not have that magic 12.





4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users