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Matchmaker Adjustment 3/3/3/3

Balance Gameplay Metagame

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#21 Sandpit

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Posted 20 June 2014 - 03:22 PM

View PostJohnnyWayne, on 20 June 2014 - 03:20 PM, said:


Long story short, it has triggers in it that makes it possible to remove certain locks for restrictions. So if not all criteria can be met, it will open a trigger so that the MM still works.

not sure what you're getting at here? I know how it works. The questions I'm asking are for players to post their thoughts on it here since the official feedback thread has been closed and we don't have anywhere else to actually post feedback about it.

#22 DeathlyEyes

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Posted 20 June 2014 - 03:23 PM

View PostSandpit, on 20 June 2014 - 03:19 PM, said:

group limits and the rule of 3 aren't going to change roflstomps though. You're going to see the same dynamics you do now. Neither of these are going to mitigate roflstomps. That's my biggest problem with these features. They're talked up as being implemented to help mitigate these types of games and they simply will not and cannot do that. That's one of the reasons you have so many jumping on the bandwagon for them.

They have been told by devs that this is going to give them a better game experience and help stop roflstomps. There is absolutely no way taking a player out of an assault and putting them in a medium or light is going to prevent them from being just as good and effective. It's not going to make them less accurate. Also, as I stated earlier, your 4mans are just going to take 3 assaults and a heavy most of the time anyhow so it doesn't it affect that.

Having an Elo for each mech instead of just each weight class is a better start at helping to solve the issue than either group limits and the rule of 3.

I don't quite get what you are saying. Are you saying that this idea is a waste of time because a light pilot can carry a team just as well as an assault pilot? I am not suggesting an ELO for each individual mech but rather a combat carry value to each mech. I wasn't talking about group limits or 3/3/3/3. I was suggesting a solution that moves in a totally different direction that treats each mech differently without being overly complicated.

#23 JohnnyWayne

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Posted 20 June 2014 - 03:28 PM

View PostSandpit, on 20 June 2014 - 03:22 PM, said:

not sure what you're getting at here? I know how it works. The questions I'm asking are for players to post their thoughts on it here since the official feedback thread has been closed and we don't have anywhere else to actually post feedback about it.


You were asking whats different about the new MM and i gave you the awnser.

No one cares what we think. It is what it is. Feedback time is over, now developement started.

Btw, the concept of ignoring of some MM rules is not some basic knowledge about the game, it's rather already in depth.

We also don't have the metrics to give proper ideas. Some say we have enoug players, some say not. We do not know for sure. PGI claims we have enough, but the new design says otherwise.

Edited by JohnnyWayne, 20 June 2014 - 03:30 PM.


#24 A banana in the tailpipe

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Posted 20 June 2014 - 03:42 PM

I can't wait for 3/3/3/3. It sounds like a refreshing change of pace and hope a stock queue shortly follows.

#25 Sandpit

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Posted 20 June 2014 - 03:43 PM

View PostSLDF DeathlyEyes, on 20 June 2014 - 03:23 PM, said:

I don't quite get what you are saying. Are you saying that this idea is a waste of time because a light pilot can carry a team just as well as an assault pilot? I am not suggesting an ELO for each individual mech but rather a combat carry value to each mech. I wasn't talking about group limits or 3/3/3/3. I was suggesting a solution that moves in a totally different direction that treats each mech differently without being overly complicated.

I'm saying that it's NOT going to stop roflstomps. There's two scenarios

1.) 4man takes 3 assaults and a heavy. The rule of 3 doesn't affect that so you've still got the same players in the same weight classes. Hence, it won't mitigate that issue

2.) If that pilot takes a medium or assault instead, they're STILL an elite class skilled player going up against the same opponents. Do you really think I can't take a jenner and pick an Atlas apart if the pilot doesn't know what they're doing? it's easy to do so no, it's not going to mitigate roflstomps

They can't limit players any more than they already have because then you run into the issue of pugs shelling out hundreds and thousands of dollars for mechs that they can't use now or have an extremely long wait time to find a match.

THIS is why it won't mitigate roflstomps. It does nothing but limit the player experience. It solves nothing and just alienated even more players. Not a single solitary player here can say "I like 3/3/3/3" because they haven't used it yet.
We can, however, point out how it's NOT going to solve the issues the devs have stated it will solve and that's what I'm pointing out here. I'm all for coming up with ways to help mitigate roflstomps and allow more variety in mechs in the game. This, however, is not going to achieve that.

Your'e going to see the same mechs with the same pilots you see now. You just won't see as many in the same match. Assault pilots aren't going to magically just start taking lights if they don't enjoy using light mechs. They will, however, shut the game down and play something else if they are stuck searching for a match for 5-10 minutes. This is a very likely scenario because while players are free to take any mech they want, they will have increased queue times while the MM finds players to fill out the rest of the slots. The rule of 3 isn't going to magically make other weight classes more popular or desirable.

#26 Devil Fox

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Posted 20 June 2014 - 03:57 PM

View PostJman5, on 20 June 2014 - 02:15 PM, said:

The numbers fluctuate, but I agree that lights and mediums are clearly the least played.

I'm really looking forward to this getting back into the game because I am so sick of going up against masses of heavies and assaults every game.


I've seen 0% light's during my Prime Time with 76% of the queue being the heavy and assault... I'm more annoyed that I must ton up just to play most games.

View PostSandpit, on 20 June 2014 - 03:19 PM, said:

group limits and the rule of 3 aren't going to change roflstomps though. You're going to see the same dynamics you do now. Neither of these are going to mitigate roflstomps. That's my biggest problem with these features. They're talked up as being implemented to help mitigate these types of games and they simply will not and cannot do that. That's one of the reasons you have so many jumping on the bandwagon for them.

They have been told by devs that this is going to give them a better game experience and help stop roflstomps. There is absolutely no way taking a player out of an assault and putting them in a medium or light is going to prevent them from being just as good and effective. It's not going to make them less accurate. Also, as I stated earlier, your 4mans are just going to take 3 assaults and a heavy most of the time anyhow so it doesn't it affect that.

Having an Elo for each mech instead of just each weight class is a better start at helping to solve the issue than either group limits and the rule of 3.


But you also make the assumption that 4man's will just migrate directly to the highest combination of weight class... whilst meta humping 4man's might take that route, many high elo players would also love to start shifting to lighter chassis but can't because of the prevalence of biased tonnage brought into games. I would love to pilot my light's and mediums.

Do I see 3x4 working as it's intended? Will it stop the stomps? Probably no to both questions, but at least it'll be an improvement on what **** we have now for a matchmaker, games might be more enjoyable and balanced in terms of firepower and tonnage... but this game has no way for accounting for pilot skill, because that is also tired to specific weapon systems and chassis which the ELO system just lumps into one number (so no matter your weapon systems you're being marked on being in your best).

#27 DeathlyEyes

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Posted 20 June 2014 - 03:58 PM

View PostSandpit, on 20 June 2014 - 03:43 PM, said:

I'm saying that it's NOT going to stop roflstomps. There's two scenarios

1.) 4man takes 3 assaults and a heavy. The rule of 3 doesn't affect that so you've still got the same players in the same weight classes. Hence, it won't mitigate that issue

2.) If that pilot takes a medium or assault instead, they're STILL an elite class skilled player going up against the same opponents. Do you really think I can't take a jenner and pick an Atlas apart if the pilot doesn't know what they're doing? it's easy to do so no, it's not going to mitigate roflstomps

They can't limit players any more than they already have because then you run into the issue of pugs shelling out hundreds and thousands of dollars for mechs that they can't use now or have an extremely long wait time to find a match.

THIS is why it won't mitigate roflstomps. It does nothing but limit the player experience. It solves nothing and just alienated even more players. Not a single solitary player here can say "I like 3/3/3/3" because they haven't used it yet.
We can, however, point out how it's NOT going to solve the issues the devs have stated it will solve and that's what I'm pointing out here. I'm all for coming up with ways to help mitigate roflstomps and allow more variety in mechs in the game. This, however, is not going to achieve that.

Your'e going to see the same mechs with the same pilots you see now. You just won't see as many in the same match. Assault pilots aren't going to magically just start taking lights if they don't enjoy using light mechs. They will, however, shut the game down and play something else if they are stuck searching for a match for 5-10 minutes. This is a very likely scenario because while players are free to take any mech they want, they will have increased queue times while the MM finds players to fill out the rest of the slots. The rule of 3 isn't going to magically make other weight classes more popular or desirable.

3/3/3/3 is going to fail. Here is why. People in the high ELOs don't miss or miss very rarely. We routinely destroy light mechs regardless of the player. There's very little you can do. Now in 3/3/3/3 the premade groups are going to use 3 Dragon Slayers and a light or 3 Dragon Slayers and a Cataphract. This is because if you drop 3 mediums and a light and get matched purely based off ELO against another unit that is running that they will completely wreck your team.

This system allows players to play outside of meta. Not all mechs are created equal regardless of weight. Some strategies are just better and this opens up more options. The less optimized your build is the less influence you will have on the match. The best player in a locust is still going to get 1 shot by someone who rarely misses. This lets players play a variety of mechs without worrying about being matched against shenanagins

#28 Sandpit

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Posted 20 June 2014 - 04:05 PM

View PostApostal Sinclair, on 20 June 2014 - 03:57 PM, said:


I've seen 0% light's during my Prime Time with 76% of the queue being the heavy and assault... I'm more annoyed that I must ton up just to play most games.



But you also make the assumption that 4man's will just migrate directly to the highest combination of weight class... whilst meta humping 4man's might take that route, many high elo players would also love to start shifting to lighter chassis but can't because of the prevalence of biased tonnage brought into games. I would love to pilot my light's and mediums.

Do I see 3x4 working as it's intended? Will it stop the stomps? Probably no to both questions, but at least it'll be an improvement on what **** we have now for a matchmaker, games might be more enjoyable and balanced in terms of firepower and tonnage... but this game has no way for accounting for pilot skill, because that is also tired to specific weapon systems and chassis which the ELO system just lumps into one number (so no matter your weapon systems you're being marked on being in your best).

No, I make the statement that the rule of 3 isn't going to magically make players who don't like piloting mediums and lights jump out of their heavies and assaults. It's a bit naive to think it will in my opinion. Do you think the rule of 3 is going to get someone to jump out of their favorite mechs? Not to mention how about players who don't own any lights or mediums? Do you expect them to ride around in trial mechs just to have an easier time finding a game?

Improve on the current MM? Maybe
That's not the point though. It was implemented and announced and touted as being the solution to everything I've mentioned. That's the point. They're touting it as a solution to a problem that it isn't going to solve. So now you have players who believe it's going to solve the whole roflstomp problem and players that think it's going to magically somehow create variety in the types of mechs seen. It's not, so I'm pointing out that PGI is saying it was done for a reason that it's simply not going to address. In other words, there are TONS of options, solutions, suggestions,etc. that have been given that WOULD help solve those issues but THIS feature is being implemented instead.

#29 Funkadelic Mayhem

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Posted 20 June 2014 - 04:35 PM

I cant wait for 3x4!!! It cant come soon enough!
The best matches I have had in pugs was the short time it was in game.

#30 Deathlike

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Posted 20 June 2014 - 05:14 PM

View PostMischiefSC, on 20 June 2014 - 02:08 PM, said:

3/3/3/3 is a brilliant solution to a number of problems.

For one, it puts a hard limit in place on force escalation. People get ganked by bigger, better armed mechs so they bring a bigger, better armed mech.

For another it creates inherent limits to the viability of the big/slow/over-armed mechs be that the Stalker LRM boat or the Dire Wolf, well, anything. Between 3 and 6 mechs on the other team every match will be geared towards and eager to find and kill them.

Because of the above it creates a strong reward/motivation for pug teams to stick together. You only need to get trounced a couple of times because you left your heavies/assaults behind when the other team didn't to adapt your tactics.

Even for premades it serves a benefit. It allows them to build a 4man that can then more reliably fit into a group of 8 pugs. If they build the heavies and assaults they know the pugs will all be lights and with 3/3/3/3 there is a strong, consistent reward for pug lights who are supporting their teams. If they run lights/mediums they are in a much better position to get the pugs to go with their plan.

It rewards, or at least punishes way less, taking sub-peak builds and alternate tactical options. You know the other team isn't going to be 10 assaults and 2 spotter ravens and that the other team will have 3 or 4 lights and 3 or 4 mediums, so you can pack a light hunter or fast harasser and know you'll have adequate targets. You can risk moving into engagement range more readily because you know the other team isn't a row of assaults who will focus you down before you can get back to cover.

It minimizes LRMs and poptarts and light swarms and assault rolls.

We all have a laundry list of major weapon and equipment rebalances we'd love to see. The reality is though we're not going to see those lists get whittled down by any measurable amount for a long time. In the interim, 3/3/3/3 is a solid solution for suppressing the symptoms of that. It's a simple, predictable, easy and reliable system for balancing mech populations and thus firepower/build populations in every match and better equalizing teams.

I'm of the opinion that CW should be anything goes so long as it's faction specific mechs on each side. For pugging though, 3/3/3/3 is excellent.



I wanted to discuss this with you in a thread, since doing it in game is woefully inefficient. So, let me state my case here.

One of the issues that this system DOES NOT fix is actually people's willingness to play other classes. The current MM readout does not lie.. everyone tons up because they can. While the system will "enforce" 3/3/3/3 in matches, it will NOT dramatically change the state of the MM's selection. If anything, it will prolong the search times for many people. It's great when someone volunteers to go small to "give relief" to the MM (as an aside, you CANNOT see the MM's info when you're in a premade) but I'd suspect a majority will "use what they are going to use".

What is LIKELY to happen is those "release valves" being hit early and often. Many of the MM iterations had that done, but always resulting into "disproportionate" tonnage EVEN while the games were close. Part of the problem was the "human element", reacting to something that they had no control over. It is understandable. I don't like running Steiner Scout lances, but they still happen in this game. While 3/3/3/3 will "remove them" from the equation, it won't make the mechs LESS DESIRABLE.

What you need to consider is that the MM indicator is "accurate" for the entire queue.
The problem: It is totally inaccurate for the Elo bucket you are in.
Remember Paul's long post with pics? If we segment the population with 3 Elo buckets (newbie, average, veteran/elite), then you will immediately understand that there's a very disproportion population that plays this game (heck, even the new account-underhive testing shows they play a vastly different game than the rest of us).

If you are understanding of statistics is proper AND knowing the balance between the mechs in their appropriate weight classes, you will understand that what we're doing right now (<15% medium and <15% light) will just exacerbate the issue... IN ADDITION to disproportionate levels of skill/Elo that people demonstrate AND that YOU have 4 different Elos - one per each weight class. This becomes incredibly more difficult to address.

Some people can be deficient in Lights and be proficient in Assaults... that's just the human element. While I'd like to think I have an OK Light Elo, I get the feeling that my Elo in Assaults is far greater. So, even then, it's hard to compare equally.

In essence, you need to look at how this all breaks down. I could probably address the points in your argument (if I'm bored enough or as a request, I could do it) and show you that it isn't as clear cut as you'd think.


View PostJman5, on 20 June 2014 - 02:15 PM, said:

The numbers fluctuate, but I agree that lights and mediums are clearly the least played.

I'm really looking forward to this getting back into the game because I am so sick of going up against masses of heavies and assaults every game.


You and your hunchies!

*shakes fist*

;)


View PostSandpit, on 20 June 2014 - 02:45 PM, said:

I agree with a lot of what you said except this. The rule of 3 isn't going to affect 4mans like that. What it will affect is the ability for players to find matches and lock up the assaults and 1 heavy nearly every time they drop in a team. We'll see but I forsee some loooooooong wait times for those players. Although that doesn't seem to matter much given the past 6 months of "position at the time" regarding groups.


I have always said 3/3/3/3 would definitely be a good thing for seeing more variety in weight classes. it's not going to affect which mechs within those weight classes are taken but it will force a little more variety in weight classes


4-man premade construction isn't hindered... just the ability to drop "quickly" will be significantly hampered if it isn't MM favorable.

I think the "release valves" will most likely be hit though... and there's a very high chance that this could be exploited intentionally and unintentionally due to the popularity/unpopularity of a mech at the time. When you "know" what the result of the "release valve" happens to be due to team construction, you can readily predict the outcome (kinda like sync dropping to a degree).


View PostPygar, on 20 June 2014 - 03:01 PM, said:


I have always thought that they should make 4 mans do 1/1/1/1, A: Theoretically 4 mans should be the most prepared to change mechs if needed and also the most likely to actually use the intended team roles. (which is a major reason to even do the 3 rule in the first place) and also B: letting 4 mans pick whatever is actually what the matchmaker has the hardest time with when trying to do the 3 rule.

Some people don't like this idea (both the 3 rule in general and the 4man 1/1/1/1 split) but the truth is, to have balance you have to have firm rules....letting people do whatever they want because: "Freedom!", is a major cause for many of the balancing headaches PGI has to deal with in MWO.


That's not going to work. You have to strongly consider the new player to this game. First off, you ASSUME that you have one mech OF EACH WEIGHT CLASS to accommodate such a result. That is UNLIKELY to happen as you START WITH 4 MECHBAYS. Given how the current game system works where you must get 3 variants of the same chassis to progress, this becomes GREATLY problematic. I mean, you "could" avoid not eliting out a mech, but you're handicapping yourself long term. So, in essence, your proposal becomes very non-newbie friendly. I mean, yes you could tell them "buy some mechbays", but that assumes they are willing to put up with this game.. as this is a hard game to get through its initial stages.

IOW, it's not that simple.

#31 MischiefSC

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Posted 20 June 2014 - 06:31 PM

@Deathlike;

I absolutely get your point and when it was originally proposed I was against it for that reason. Then however I dropped in a few of the 3/3/3/3 matches when it came live (for little bits) and realized what a better experience it was. Then I started paying attention to *why* I and others pick the mechs they do.

If all other things were equal people would play mediums and lights more often. They don't because no matter what you do, 6 mediums vs 6 assaults is a stomp. So people bring assaults and heavy hitting heavies because if you don't you're playing at a disadvantage.

People love their striker mediums. People love to play lights without ECM. People want to play fast heavies even, light-hunters.

They can't though because against a group of 5 lights or 8 assaults they just get destroyed. You build a light hunter you may never see a light to hunt. If there are 3 lights in every match a good light-hunter will be *critical*, because those little ******** will *know* there's going to be 3, and just 3, fat, slow, delicious assaults bumbling around the map.

It creates the role warfare that would otherwise require a lot of backend mechanics and tweaks to produce. The people who enjoy rolling a team of 12 assaults will get disappointed. The people who don't want or enjoy balanced matches will too.

In terms of balancing though I think what you'll find is that it will sort itself out very quickly. You'll be able to play the mech you want, not the mech you have to in order to compete. That's a significant change.

#32 MischiefSC

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Posted 20 June 2014 - 06:36 PM

View PostSandpit, on 20 June 2014 - 04:05 PM, said:

No, I make the statement that the rule of 3 isn't going to magically make players who don't like piloting mediums and lights jump out of their heavies and assaults. It's a bit naive to think it will in my opinion. Do you think the rule of 3 is going to get someone to jump out of their favorite mechs? Not to mention how about players who don't own any lights or mediums? Do you expect them to ride around in trial mechs just to have an easier time finding a game?

Improve on the current MM? Maybe
That's not the point though. It was implemented and announced and touted as being the solution to everything I've mentioned. That's the point. They're touting it as a solution to a problem that it isn't going to solve. So now you have players who believe it's going to solve the whole roflstomp problem and players that think it's going to magically somehow create variety in the types of mechs seen. It's not, so I'm pointing out that PGI is saying it was done for a reason that it's simply not going to address. In other words, there are TONS of options, solutions, suggestions,etc. that have been given that WOULD help solve those issues but THIS feature is being implemented instead.


People who like heavies and assaults will still play their heavies and assaults. In fact they'll be able to play them with fewer restrictions; the enemy won't be built around bringing MORE assaults with MORE firepower. It'll be about making the most effective overall build against lights and mediums as well as heavies and assaults. 6 UAC5 is useful now because most of the other team is assault and heavy mechs. Almost all of them. When that turns into maybe 4 good targets for a slow moving AC platform... well, suddenly packing 2 or 4 streaks and just 4 ACs, plus some lasers is a lot better idea isn't it?

That or, god forbid, focus not on setting yourself up for a good shot but sticking with your team so you don't get left alone, or conversely paying attention to your team and keeping your big, slow, heavy hitters alive. A good medium striker is ideal for supporting a Dire Wolf. Dangerous to lights, mediums and fast heavies, able to chase them away or herd them into the Dwolfs fire it's a solid role and people who enjoy playing it can now where they couldn't before. They've only got 3 enemy assaults to worry about being outclassed by.

The 3/3/3/3 matches that have come up so far, the few we've had, were awesome. Flat out awesome. Tactical and the best thinking-pug matches I've ever had. Just wait and see. While not perfect, it's a hell of a lot better than what we've got now.

#33 ApolloKaras

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Posted 20 June 2014 - 06:36 PM

SandPit I see this being Extremely hard to accomplish. Right now there was just a huge release of mechs, most popular being the Timberwolf. People are going to want to play these chassis. It wouldn't surprise me if they held off on it until the new feel wore off.

EDIT: Also welcome back, haven't seen your posts in a while

Edited by Saxie, 20 June 2014 - 06:36 PM.


#34 Sandpit

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Posted 20 June 2014 - 06:54 PM

View PostMischiefSC, on 20 June 2014 - 06:36 PM, said:


People who like heavies and assaults will still play their heavies and assaults. In fact they'll be able to play them with fewer restrictions; the enemy won't be built around bringing MORE assaults with MORE firepower. It'll be about making the most effective overall build against lights and mediums as well as heavies and assaults. 6 UAC5 is useful now because most of the other team is assault and heavy mechs. Almost all of them. When that turns into maybe 4 good targets for a slow moving AC platform... well, suddenly packing 2 or 4 streaks and just 4 ACs, plus some lasers is a lot better idea isn't it?

That or, god forbid, focus not on setting yourself up for a good shot but sticking with your team so you don't get left alone, or conversely paying attention to your team and keeping your big, slow, heavy hitters alive. A good medium striker is ideal for supporting a Dire Wolf. Dangerous to lights, mediums and fast heavies, able to chase them away or herd them into the Dwolfs fire it's a solid role and people who enjoy playing it can now where they couldn't before. They've only got 3 enemy assaults to worry about being outclassed by.

The 3/3/3/3 matches that have come up so far, the few we've had, were awesome. Flat out awesome. Tactical and the best thinking-pug matches I've ever had. Just wait and see. While not perfect, it's a hell of a lot better than what we've got now.

I'm not disputing anything you're saying here. I'm pointing out it's not going to sovle or even mitigate roflstomps. It doesn't actually change anything other than you're assured to see 3 of each weight class in every match. Which, on another note, is stupid in my opinion. So I'm going to drop on a planet, assault their capitol and take it over using light mechs? Uhm no, light mechs are for scouting, recon, etc. You don't use your lights in an entrenched position but that's a completely separate issue.
Wait times WILL increase under the rule of 3. There's almost no way around it. It's going to increase dramatically in some cases. I dropped earlier today in my Stalker. The FASTEST time (because I started timing) was just over 2 minutes. The SLOWEST was well over 4 minutes, nearly 5. Limiting the MM in this fashion can't help but increase those times outside of peak hours. That's yet another issue with the rule of 3. It simply is not a good way to balance the MM. It restricts player choices. It increases wait times to actually play the game. It makes it more difficult to put together a balanced team.

In short, it solves absolutely nothing while creating a whole new list of issues. That's the exact opposite of what any balancing feature should do

#35 Sandpit

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Posted 20 June 2014 - 07:02 PM

View PostSaxie, on 20 June 2014 - 06:36 PM, said:

SandPit I see this being Extremely hard to accomplish. Right now there was just a huge release of mechs, most popular being the Timberwolf. People are going to want to play these chassis. It wouldn't surprise me if they held off on it until the new feel wore off.

EDIT: Also welcome back, haven't seen your posts in a while

That's one of my points. I don't like or support the rule of 3, that's just my personal opinion on it though.
This new launch module does nothing but create a whole new list of problems. This doesn't even bring into account the debacle of its first release. It's poor planning and to me, it shows that PGI seriously has no clue about what is causing things like roflstomps, matches with nothing but assaults and heavies.

Instead of looking at options that entice players they repeatedly look at options that force players. If we were talking "new ground" then I could understand it a bit more but this is the type of balance that thousands of games have been successfully accomplished for decades now. They have plenty of examples in history to follow and have literally had dozens if not hundreds of suggestions from their player base (you know, those guys who hand them money and as such should probably be considered when dismissing their suggestions on how to make the game more enjoyable) to help them get it right. Their hubris seems to make them think that "they know best" what players want and in many cases they do the exact opposite of what their players are screaming for.

and thank you ;) I've been here and there. I read the forums even though I haven't posted much. (You can thank Russ' twitter comments about "true support" for me getting riled up enough to post lol)

#36 Yokaiko

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Posted 20 June 2014 - 07:02 PM

View PostDeathlike, on 20 June 2014 - 05:14 PM, said:



I wanted to discuss this with you in a thread, since doing it in game is woefully inefficient. So, let me state my case here.

One of the issues that this system DOES NOT fix is actually people's willingness to play other classes. The current MM readout does not lie.. everyone tons up because they can.



No they ton up because its literally stupid to drop in a light or medium.

Too fragile, not enough damage output. Since damage > all for match score, there is literally no reason no to derp around in a big damage mech, win or lose you do better than the lights on the winning team.

#37 Deathlike

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Posted 20 June 2014 - 07:04 PM

I guess I have some time to address these issues point by point, so things are clear.


View PostMischiefSC, on 20 June 2014 - 02:08 PM, said:

3/3/3/3 is a brilliant solution to a number of problems.

For one, it puts a hard limit in place on force escalation. People get ganked by bigger, better armed mechs so they bring a bigger, better armed mech.


I think it's not so much forced escalation (I think those people are in the minority), but as much as people generally believe that Lights and Mediums don't have much of a place in the current state of the game. Unless Role Warfare shows up, the meaning of other weight classes have no value. I still run Lights believing in some limited value of the role (as it currently stands), but I'm not blind to going bigger because "noone else is gonna go small".

Plus, the TTK on Lights is pretty low... so it's either go all out or go home.

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For another it creates inherent limits to the viability of the big/slow/over-armed mechs be that the Stalker LRM boat or the Dire Wolf, well, anything. Between 3 and 6 mechs on the other team every match will be geared towards and eager to find and kill them.

Because of the above it creates a strong reward/motivation for pug teams to stick together. You only need to get trounced a couple of times because you left your heavies/assaults behind when the other team didn't to adapt your tactics.


For me, shooting easy-slow-dumb targets because people aren't willing to go smaller is fine by me. It's target practice.

Forcing it now just makes it easier to count/realize that I have far much less to kill. Fight multiple-easy-bulk targets or fight intentionally-weakened-force? Latter please!

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Even for premades it serves a benefit. It allows them to build a 4man that can then more reliably fit into a group of 8 pugs. If they build the heavies and assaults they know the pugs will all be lights and with 3/3/3/3 there is a strong, consistent reward for pug lights who are supporting their teams. If they run lights/mediums they are in a much better position to get the pugs to go with their plan.


Pugs don't actually change. If the 1-premade per group is actually applied, the "randomness" of the PUG's "willingness to play smart" is always a counter. You have to factor in people are their own worst enemy or ally. I still expect no better with other PUGs while I'd actually hope it gets better with the Elo buckets, it guarantees nothing".

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It rewards, or at least punishes way less, taking sub-peak builds and alternate tactical options. You know the other team isn't going to be 10 assaults and 2 spotter ravens and that the other team will have 3 or 4 lights and 3 or 4 mediums, so you can pack a light hunter or fast harasser and know you'll have adequate targets. You can risk moving into engagement range more readily because you know the other team isn't a row of assaults who will focus you down before you can get back to cover.

It minimizes LRMs and poptarts and light swarms and assault rolls.


I tend to believe that people that are scared to engage will still continue to do so. Sure there's not as many Assaults+Heavies, but human nature still overrides logical situational reactions.

While Assault rolls are boring (going both ways in a winning+losing situation), I don't fear Light swarms. People who lose to them are either uninitiated or scared to death at trying to leg one mech at a time...

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We all have a laundry list of major weapon and equipment rebalances we'd love to see. The reality is though we're not going to see those lists get whittled down by any measurable amount for a long time. In the interim, 3/3/3/3 is a solid solution for suppressing the symptoms of that. It's a simple, predictable, easy and reliable system for balancing mech populations and thus firepower/build populations in every match and better equalizing teams.

I'm of the opinion that CW should be anything goes so long as it's faction specific mechs on each side. For pugging though, 3/3/3/3 is excellent.


It doesn't solve problems like Awesomes vs Victors, or Locusts vs whatever 35-ton Light. It simply make instant magic from purely/poorly balanced mechs.


View PostMischiefSC, on 20 June 2014 - 06:31 PM, said:

@Deathlike;

I absolutely get your point and when it was originally proposed I was against it for that reason. Then however I dropped in a few of the 3/3/3/3 matches when it came live (for little bits) and realized what a better experience it was. Then I started paying attention to *why* I and others pick the mechs they do.


It's still a placebo for "fixing stuff" in the long run. The matches were no different to me in the grand scheme of things.

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If all other things were equal people would play mediums and lights more often. They don't because no matter what you do, 6 mediums vs 6 assaults is a stomp. So people bring assaults and heavy hitting heavies because if you don't you're playing at a disadvantage.

People love their striker mediums. People love to play lights without ECM. People want to play fast heavies even, light-hunters.


At times, it is somewhat of a "crutch" for a lack of a better term for explaining away why you lost. Sometimes this is the case and I don't fault people for occasionally complaining about that. On the other hand, tactical errors occur far more often, causing the domino effect to increase greatly. If you're concerned less about your tonnage AND more concerned about how you went about the match, people would actually be better for that... ESPECIALLY when equal tonnage (as best as possible) is involved. That builds skill and character... not artificially forcing it. You can tell the response of a person who realizes what he did wrong, vs one that blames everyone else. There's usually a gulf on the reality of trying to connect statements to people...

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They can't though because against a group of 5 lights or 8 assaults they just get destroyed. You build a light hunter you may never see a light to hunt. If there are 3 lights in every match a good light-hunter will be *critical*, because those little ******** will *know* there's going to be 3, and just 3, fat, slow, delicious assaults bumbling around the map.

It creates the role warfare that would otherwise require a lot of backend mechanics and tweaks to produce. The people who enjoy rolling a team of 12 assaults will get disappointed. The people who don't want or enjoy balanced matches will too.

In terms of balancing though I think what you'll find is that it will sort itself out very quickly. You'll be able to play the mech you want, not the mech you have to in order to compete. That's a significant change.


It won't work the way you'd think. Even while you ensure 3/3/3/3, it doesn't replace competent players that you know you can trust to "do what it needs to be done". You don't necessarily need "skill", but an understanding of what has to be accomplished to succeed. Sometime it can just be 1 guy making a sacrifice in order to "create" the 12-1 roflstomp (which will still happen). Role Warfare generally is non-existent... especially with the vast # of players that SHOULD be scouts, THAT DON'T SCOUT or report back to the team.

The difference between winning and losing... is the ability of people to know "what to do".. and often times people don't. That's why we've had "CapWarrior Online" debates and "LRMWarrior Online" debates and even "Lolcust is a joke" debates. These exist because people don't critically analyze what is to be done... now that we get more modules, turrets, and lol (because I can't think of anything beneficial to say about the Lolcust), we're continuing to dumb down the game further instead... the age old classic statement of.. L2P.

Sad, but true.

Edited by Deathlike, 20 June 2014 - 07:07 PM.


#38 Yokaiko

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Posted 20 June 2014 - 07:07 PM

View PostDeathlike, on 20 June 2014 - 07:04 PM, said:


The difference between winning and losing... is the ability of people to know "what to do".. and often times people don't. That's why we've had "CapWarrior Online" debates and "LRMWarrior Online" debates and even "Lolcust is a joke" debates. These exist because people don't critically analyze what is to be done... now that we get more modules, turrets, and lol (because I can't think of anything beneficial to say about the Lolcust), we're continuing to dumb down the game further instead... the age old classic statement of.. L2P.

Sad, but true.



Again, it doesn't pay to scout, 4 spots and a couple assists is like 20 match points.

400 damage is 80.

Take your pick.

/signed, light pilot.

#39 Sandpit

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Posted 20 June 2014 - 07:08 PM

View PostYokaiko, on 20 June 2014 - 07:02 PM, said:


No they ton up because its literally stupid to drop in a light or medium.

Too fragile, not enough damage output. Since damage > all for match score, there is literally no reason no to derp around in a big damage mech, win or lose you do better than the lights on the winning team.

uhm I have to disagree. They ton up because they have more fun in the heavier stompies.
People who enjoy lights pilots lights.
those who enjoy mediums pilot mediums
those who enjoy heavies pilot heavies
those who enjoy assaults pilots assaults

This isn't going to change because of the rule of 3.

#40 Yokaiko

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Posted 20 June 2014 - 07:11 PM

So if you are even remotely observant, you see t

View PostSandpit, on 20 June 2014 - 07:08 PM, said:

uhm I have to disagree. They ton up because they have more fun in the heavier stompies.
People who enjoy lights pilots lights.
those who enjoy mediums pilot mediums
those who enjoy heavies pilot heavies
those who enjoy assaults pilots assaults

This isn't going to change because of the rule of 3.



Bullshit or you wouldn't see 70% or better of the queue as heavies and assualts.

Damage > all, period, they designed it this way.

Edited by Yokaiko, 20 June 2014 - 07:12 PM.






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