poohead, on 27 May 2014 - 01:57 PM, said:
I have to disagree here. A game is not enjoyable only if you win. If everything you do is all about winning, it's often less fun.
If I played with the same 'optimized' build every match, and everyone else did the same, what would be the point in mech design? All the fun in that would be gone. You would know the loadout to expect from every player, and their tactics.
That sounds boring to me, not fun at all.
I do agree mate, however what some players define as "fun" can be different from player to player. Competitive players are not any different, Some truly just want to see the victory screen, others want the challenge of being the best at something (what "best" is, obviously varies to from player to player). A competitive mindset as well doesn't always make a good player, as well good players don't always make good competitive players.
Playing the same mech over and over is a loose point, as a player could be changing up his mechs, and unless you are watching their stream or stalking them it becomes a catch-all. However I do not disagree though, some players do play the same mech for so many reasons that aren't "evil"
For example, a Competitive player hasn't played in a couple nights and has a match-up tomorrow. Team's 12v12 practices normally don't last over a hour or 2 at most, as well they mostly don't allow a player much practice in the "chaos" aspect. That aspect is normally the hardest to train, and because of this more valued. However practices can't provide experience of every single possible thing that could happen, this is where PUG play comes in. PUG play is very random in most cases, and allows players to see things and train on things that could never happen in a 12v12,.Teams are also always looking for a edge, they may try something they saw in pug play, and players have to be ready for everything, and be able to quickly react.
Pug play helps competitive players become better pilots, just like it does all other players, is the point here.
Triordinant, on 27 May 2014 - 01:58 PM, said:
Those "evil" premades are not evil because they use meta builds or play competitively -many "good" premades do that. They are "evil" because they actively avoid playing against other premades and try to sync-drop against all-PUG teams if they can (which is still possible until PGI implements the 1 premade per team rule along with the rule that balances a premade on one team with a premade on the other).
The absolute best scenario is a premade-free, PUG-only queue alongside a premade queue that PUGs can opt into. The competitive premades will likely end up in the latter along with others who share their playstyle. The PUGs that join them will probably have the same playstyle as well. The casuals end up in the PUG queue and can play any way they want without getting farmed by "evil" premades. Everybody wins.
See I don't get this " actively avoid playing against other premades" what do you mean? you are you saying competitive players have some control over the matchmaker? Do you have facts to back this up? I mean screenshots and other forms of media, all taken right after of each other that proves your point here? I know there was a MM bug that caused groups of 12s to drop into the pug games, but that has since been fixed. Just as well if the point was to drop into pure pug games do they disconnect if this doesn't happen? Matchmaker matches normally evenly ELO-wise so a team of equal skill level would normally be on different sides if a sync did happen. However it is to note that the matchmaker does not do this very well all the time, and normally when there are less players online in the higher ELO brackets. However if you are trying to say that "evil" pre-mades are "evil" for simply only playing at a certain time like I describe, I can't really take your point seriously
WIthout proof of such a thing being what you describe, as well if it does happen "all the time" then there would be tons of proof as well piling up that would be easily seen, found, and commonly known about.
What you are purposing does nothing for the player base as a whole and is quite hurtful. Pre-mades aren't always better then the people they are playing, competitive players you wish to remove from the PUG queue will play solo like they do now regardless. In addition you are making a system where it removes the challenge of playing people only at your level.