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Fix The Lobby & Mm


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#1 M3rc

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Posted 28 June 2014 - 09:34 AM

I know match making imbalances will always exist, but part of the frustration I keep reading about in different forums is that everyone is frustrated from a different point of view and PGI appears to be trying to appease everyone by pleasing no one!

The problem is, players don't truly know what is going on. Why does my team keep getting stomped 12v1? Why have we been sitting in the queue for 15 minutes? Why can't PGI do "x" simple fix to get things working?

I say the way to fix things is through TRANSPARENCY (ie. solve the issue by putting choice into the hands of the players).

Revamp the lobby. Show things like - number of players online, player rankings, 4- 8- or 12-man premades looking for match (with group ELO)...

Use ELO/combat rating NOT # of players to set up matches. Game is already imbalanced on the drops. Why not just admit it - "If you can't beat them, join..." Let the MM go 10v12 or 8v9 or whatever (allow players to choose parameters). If the lobby has clear data, players will be able to make selections that will guarantee them a match...or let them re-choose their selections.

In addition to overall ELO, give players a mech ELO. Maybe I'm a death stomping machine in my Spider, but I can't seem to get over 200 damage in that Atlas...

In drop queue show - ELO or combat rating. It might help PUG teams know who to listen to :)

Give players 15-30 sec in drop queue to change loadout on their mech before the drop (maybe allow players to set-up alternate loadouts for each mech that can be accessed instantly as long as equipment is available in storage).

In summary, if players have good information about what is happening behind the scenes or what level of player/group they are facing, they will feel more personally responsible for the results. Instead of hearing "PGI mm sucks!" maybe you will hear "Whoa dude! I just took down that top 10 ELO pilot! Who cares if we lost!" :p





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