Matchmaker Update - Feedback
#21
Posted 07 June 2014 - 01:18 AM
1-500 (New Players)
500+ well you should know how to play the game by now. If you don't you're never going to.
#22
Posted 07 June 2014 - 01:35 AM
#23
Posted 07 June 2014 - 02:11 AM
Rubidiy, on 07 June 2014 - 01:07 AM, said:
Say, a new popular mech is released. Everyone jumps into it and needs to drop multiple times to level it up. How the hell are we supposed to do this, if everyone wants to play this mech, not just a quarter of players???
I do understand reasoning behind 3/3/3/3, as well as I understand that it's not gonna make players' experience better at all.
How are you supposed to level it up? With patience Remember, take time to play and enjoy the game and don't only worry about the rush to max skill/level/whatever.
#24
Posted 07 June 2014 - 02:20 AM
Marvyn Dodgers, on 07 June 2014 - 02:11 AM, said:
Exactly... For the last decade or so, eople seem to have this thing about playing every game like it`s WoW and they`re members of Paragon going after the World First kill of the new raid boss... level to max, farm equipment, raid like a madman...
Except that that doesn`t work in most games, especially not most shooters....
The day they understand that not every game is WoW will be a glorious day in gaming...
#25
Posted 07 June 2014 - 04:02 AM
Quite pleased with this string of changes. I admit to having been dubious about some recent changes and when this would all come to light but the new and improve customer relations model plus regular updates on critical changes and alternative method of addressing jump-sniping....
Going to let myself get a bit hopeful. Still fussy about the decision to drive clan mech sales/release via exclusivity and not direct content and dubious about how well that will work with the inevitable one way or the other balancing issues with clan tech but.....
that bugs me less now, because all this stuff looks spot on.
Well played. Looking forward to seeing it all in game.
#26
Posted 07 June 2014 - 07:16 AM
#27
Posted 07 June 2014 - 08:38 AM
#29
Posted 07 June 2014 - 10:46 AM
Yeah new players in trial mechs verses the upper brackets of your most recent tournament.
Who cares about 3/3/3/3 when that is happening?
Edited by MrZakalwe, 07 June 2014 - 01:12 PM.
#30
Posted 07 June 2014 - 10:52 AM
Jin Ma, on 06 June 2014 - 05:06 PM, said:
Its more like a 100 ton dire wolf can get matched against a 80 ton Awesome, which is the fundamental flaw behind the 4x3 method but its the best we got right now.
That and it could lead to the popular 'searchwarrior online' where you fork up cash for a hero/pack assault or heavy and end up waiting in a long que because everyone else bought a assault or heavy. (Personally I would like the ability to select a set of mechs based on weight class to que with: IE I could set up my Griffin, my Orion and My atlas and que, get in with whatever one is available at the time.)
#31
Posted 07 June 2014 - 12:36 PM
Zerberus, on 07 June 2014 - 02:20 AM, said:
Exactly... For the last decade or so, eople seem to have this thing about playing every game like it`s WoW and they`re members of Paragon going after the World First kill of the new raid boss... level to max, farm equipment, raid like a madman...
Except that that doesn`t work in most games, especially not most shooters....
The day they understand that not every game is WoW will be a glorious day in gaming...
That's because those people have never been at the apex of competitive gaming to know the difference between playing for the challenge, or playing for the goodies.
I was fortunate that I was in Afterlife in both EQ and WoW and got to experience that firsthand with other like minded highly competitive people. It's a mindset that the average person won't understand because to them it's always been about the goodies. The challenge wasn't something they considered. Rather to them, it was an obstacle that they'd try to bypass any way that they could.
You can't really quantify the feeling of beating something difficult before anyone else has, or going up against a challenge that few can overcome through perseverance, sound strategy and players who are at the apex of their game. The euphoria is very real as are the fond memories. It's really no different than a Championship or Tournament because it's the same principle in essence.
Sadly, most completely miss the point. That's a byproduct of the outside looking in with little experience to know the difference.
#32
Posted 07 June 2014 - 01:33 PM
There are some people who disagree or worry about the limitations, but I think overall it will show some improvement toward balancing games out.
I'm not some pro player, and probably never will be. I just play the game because I enjoy it and seeing balanced games over 12-3 stomps makes me enjoy the game more. Holding thumbs that this (and the Clan patch for that matter) goes out without a hitch
#33
Posted 07 June 2014 - 01:33 PM
#34
Posted 07 June 2014 - 02:40 PM
However I am excited for the new change, and my even start playing public matches again.
#35
Posted 07 June 2014 - 05:02 PM
(Okay, honestly, I want to see some kind of balance myself)
#36
Posted 07 June 2014 - 05:27 PM
50% of rounds are 0 to 1 light on each team, 8 heavies/assualts and the rest mediums
50% of rounds are one team with 6 to 7 lights and the other team being the above.
they arent fun. when the rounds have a good mix and they close rounds, they are exceptionally fun but some of the above things are tiresome rounds where one team gets stompped into the ground in mere minutes sometimes. I've been seeing some incredibly quick rounds.
Edited by Bigbacon, 07 June 2014 - 05:29 PM.
#37
Posted 07 June 2014 - 06:43 PM
Bigbacon, on 07 June 2014 - 05:27 PM, said:
50% of rounds are 0 to 1 light on each team, 8 heavies/assualts and the rest mediums
50% of rounds are one team with 6 to 7 lights and the other team being the above.
they arent fun. when the rounds have a good mix and they close rounds, they are exceptionally fun but some of the above things are tiresome rounds where one team gets stompped into the ground in mere minutes sometimes. I've been seeing some incredibly quick rounds.
A match that is balanced between the two teams is fun, regardless of how much weight is balanced.
If 24 people bring Atlases, with 12 on each side, the match will be balanced and fun (if slow to start). If 24 people bring Locusts, with 12 on each side, the match will be balanced and fun.
On the other hand, if 3/3/3/3 is implemented and forces a huge Elo disparity to form a successful match, it will NOT be balanced and fun.
Balance between teams creates balanced matches, not forcing weight class restrictions.
#39
Posted 07 June 2014 - 11:03 PM
#40
Posted 08 June 2014 - 11:36 PM
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