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So...3/3/3/3 Doesn't Work, Quit Trying To Force It


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#1 Destructicus

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Posted 20 May 2014 - 11:38 AM

Remember how tonnage limits were going to be a thing?
That would have been way more interesting/fun
There have been plenty of posts on how tonnage limits would work way better.
3/3/3/3 just seems cheap and lazy.

#2 Mahpsy

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Posted 20 May 2014 - 11:40 AM

View PostDestructicus, on 20 May 2014 - 11:38 AM, said:

Remember how tonnage limits were going to be a thing?
That would have been way more interesting/fun
There have been plenty of posts on how tonnage limits would work way better.
3/3/3/3 just seems cheap and lazy.

It may be a cheep and easy fix but me being a avid medium pilot will take anything that will reduce the number of assaults/heavies in the game.

#3 oldradagast

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Posted 20 May 2014 - 11:48 AM

View PostRagingdemon, on 20 May 2014 - 11:40 AM, said:

It may be a cheep and easy fix but me being a avid medium pilot will take anything that will reduce the number of assaults/heavies in the game.


And currently at 31 minutes and counting to find a game in a solo-drop medium, which was the preferred weight class to "find a game quickly."

3-3-3-3 has failed. You can check out the patch forum, but it didn't work - again.

#4 CeeKay Boques

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Posted 20 May 2014 - 11:51 AM

People who tried 3-3-3-3 said it really added something.

People who haven't tried it yet get off of work after 3pm.

#5 AlmightyAeng

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Posted 20 May 2014 - 11:51 AM

Keep trying, they apparently just updated it to 4/4/4.

#6 Hannibal Chow

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Posted 20 May 2014 - 12:17 PM

wow, this new system blows

#7 FupDup

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Posted 20 May 2014 - 12:29 PM

Tonnage limits are just another flavor of 3/3/3/3. Both ignore the underlying problems of the arm's race. For those who don't believe the arm's race exists, here is a post from Karl Berg:

View PostKarl Berg, on 09 May 2014 - 03:11 PM, said:

I have some recent numbers, this is for a single day of telemetry:

Light: 16%
Medium: 21%
Heavy: 35%
Assault: 28%



And why are the numbers like that? Well, it's simple really. MWO is essentially a glorified Solaris arena at the moment. You enter a shoebox-sized area with some enemy mechs, and you smash them or get smashed. You get the best payment from smashing, and smashing allows you to win every game mode and is almost always the way games are won. This game is basically an arm-wrestling match on a large scale.

This is why there are so many more heavy and assault mechs than medium and light mechs. In such a shoebox arena and with our rewards system being the way it is, the mechs that are most suited to smashing are favored by nature over mechs designed to be maneuverable at the costs of firepower and armor.

#8 Khobai

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Posted 20 May 2014 - 12:33 PM

PGI: der teams are hard

Wow the exact thing I said would happen... that PGI needed to give players a reason to actually play lights and mediums instead of trying to FORCE them to play them. AKA Role Warfare.

Edited by Khobai, 20 May 2014 - 12:35 PM.


#9 3rdworld

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Posted 20 May 2014 - 12:36 PM

View PostKhobai, on 20 May 2014 - 12:33 PM, said:

PGI: der teams are hard


It is amazing how poor their matchmaking is, both in match evenness and the absurd time it takes to find.

#10 FupDup

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Posted 20 May 2014 - 12:36 PM

View PostKhobai, on 20 May 2014 - 12:33 PM, said:

...
Wow the exact thing I said would happen...



#11 Khobai

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Posted 20 May 2014 - 12:37 PM

actually I think the matchmaking IS working. the problem is the uneven distribution of weight classes. nobody wants to play lights and mediums so its driving the queue times up.

#12 FlipOver

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Posted 20 May 2014 - 12:37 PM

View PostDestructicus, on 20 May 2014 - 11:38 AM, said:

Remember how tonnage limits were going to be a thing?
That would have been way more interesting/fun
There have been plenty of posts on how tonnage limits would work way better.
3/3/3/3 just seems cheap and lazy.

3/3/3/3 gets you some results.
I've experienced them on the public test.

But 3/3/3/3 isn't yet implemented I've just played a match with 4 lights... 3 in alpha and 1 in delta.

Try not to be so eager to disprove it when it's not still in working order... just saying...

#13 cSand

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Posted 20 May 2014 - 12:39 PM

View PostFlipOver, on 20 May 2014 - 12:37 PM, said:

3/3/3/3 gets you some results.
I've experienced them on the public test.

But 3/3/3/3 isn't yet implemented I've just played a match with 4 lights... 3 in alpha and 1 in delta.

Try not to be so eager to disprove it when it's not still in working order... just saying...


It's actually 4/4/4 right now

#14 Khobai

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Posted 20 May 2014 - 12:40 PM

Quote

It's actually 4/4/4 right now


Well it can be ANY combination, but a max of 4 mechs from one weight class.

So 4/4/2/2, 2/2/4/4, 3/3/3/3, 4/3/2/1, 1/2/3/4, etc... are all fair game.

But you wont see more than 4 of a single weight class.

#15 cSand

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Posted 20 May 2014 - 12:42 PM

View PostKhobai, on 20 May 2014 - 12:40 PM, said:


Well it can be ANY combination, but a max of 4 mechs from one weight class.

So 4/4/2/2, 2/2/4/4, 3/3/3/3, 4/3/2/1, 1/2/3/4, etc... are all fair game.

But you wont see more than 4 of a single weight class.


er yea, my bad that's what I meant

in theory this should be a much better plan than 3/3/3/3, so we'll see how it goes

I like the idea anyways

#16 Khobai

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Posted 20 May 2014 - 12:43 PM

agreed 3/3/3/3 is too rigid and boring. max of 4 is better since you dont know whats gonna be on the other team.

#17 Pale Jackal

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Posted 20 May 2014 - 12:45 PM

Wait times seemed reasonable when I was a medium, but awful when I was a heavy, and I played right after the patch.

The fundamental problem is that the weight classes aren't balanced. Lights were buffed by poor hit registration for a long time, and all their systems are operating under that assumption. The question is: does PGI care, or do they want to encourage us to buy the bigger and more expensive 'mechs?

At this point, I'm assuming PGI cares more about a cash grab than having a finely balanced game.

#18 Khobai

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Posted 20 May 2014 - 12:50 PM

Quote

At this point, I'm assuming PGI cares more about a cash grab than having a finely balanced game.


I think PGI genuinely wants to make the best mechwarrior game of all time. If you go back and watch some of the early dev videos I dont think MWO was ever purely a cash grab. If its become that its because of IGP's poor management of founder's/phoenix money by wasting it on other games like MWtactics which are going nowhere in a hurry. More of that cash shouldve gone to PGI to hire enough engineers to actually finish the game. Because right now MWO is a minimally viable product at best.

And certainly PGI has missed some good opportunities to monetize the game. For example, everybody wants more maps, so PGI could put together map packs and sell 3 maps for like $10 (like titanfall's dlc). Instead of d*cking around with crap like cockpit items that nobody wants they should be marketing us content we want to buy. Map packs are an ideal form of content that can be sold for a decent profit.

Edited by Khobai, 20 May 2014 - 12:56 PM.


#19 EyeOne

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Posted 20 May 2014 - 12:51 PM

Does MWO have the playerbase for this? I'm not dogging the game I'm just curious. I'm not informed on matchmaker logic or how dividing a playerbase effects MM but it seems like 3/3/3/3 would need a much larger playerbase to pull off consistently.

Then again it could just be a code error. But when they first announced it I have been wondering this.

#20 Wolfways

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Posted 20 May 2014 - 12:53 PM

So my matches will usually be:
4 lights
2-4 mediums
4-6 mixed of heavy and assault.

The only thing 4x4 changes for me is less lights....so i'm happy :)





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