

12 Man's Vs 2-Man Groups?
#241
Posted 03 July 2014 - 05:58 PM
#242
Posted 03 July 2014 - 06:05 PM

No fault of Night scorn, good group, but if You DEVS want proof 12 mans are dropping in the wrong class you claim 4x3 selects out; we are 3 separate 4 man groups, placed against Nights Scorn.,.,., this is the 3rd time in 2 days
Come on PGI pull you head out....
the only other answer for this is > if 4x3 isn't working > your populations are way lower then we thought, forcing 4x3 to create these crude matches
Edited by Opus, 03 July 2014 - 06:32 PM.
#243
Posted 03 July 2014 - 06:45 PM
While you're at it, why not allow solo players to be able to opt-in to the Group Queue (there ARE players who would do this to get shorter search times, I actually polled my server about this). That way, you could allow groups of 11 as well... Win-win
#244
Posted 03 July 2014 - 07:02 PM
Leigus, on 03 July 2014 - 06:45 PM, said:
While you're at it, why not allow solo players to be able to opt-in to the Group Queue (there ARE players who would do this to get shorter search times, I actually polled my server about this). That way, you could allow groups of 11 as well... Win-win
great idea
if you opted in that would be great, you know what your getting into and are willing to do so
But to select to be in Solo, or the 2-4 category, and get rolled by a 12 man randomly?
#245
Posted 03 July 2014 - 07:50 PM
#246
Posted 03 July 2014 - 08:51 PM
Leigus, on 03 July 2014 - 06:45 PM, said:
While you're at it, why not allow solo players to be able to opt-in to the Group Queue (there ARE players who would do this to get shorter search times, I actually polled my server about this). That way, you could allow groups of 11 as well... Win-win
Yeah, thats brilliant.
You could implement it with a simple button choice:
What kind of match would you like to play?
[Id like to stomp]. [Id like to be stomped].
That would solve everything!!!
You caught the sarcasm, right?
Once again as a life time PUG player I am laughing my arse off. PUGs asked for a PUG only queue since day 1 of closed beta and of course it never happened.
Complaining about the unfairness of being stomped by the big fish in a small pond and asking to solve it by being moved to a different pond where you are the big fish, thats just stupid. I do agree about PUGs looking for a challenge being able to opt in to the premade queue, or perhaps at least PUGs of a minimum ELO threshold.
Edited by Serapth, 03 July 2014 - 08:53 PM.
#247
Posted 04 July 2014 - 02:30 AM
I would class myself as casual/new & I like playing when I am in a team with a friend or two - I am also in Australia. From this perspective:
- When I am online there is usually a limited pool, and I will often run into individuals in PUGs consistently even when trying to vary drop times. This makes me believe that I could face the same 12 man team multiple times in one night. Further I see some players consistently across multiple nights just by coincidence.
- I have tried to get friends into this game, and while it is enjoyable for them, it is a lot to take in all at once (all of the controls) so if we were up against a 12 man team while they were exploring the game, I feel this might discourage them from playing in the future.
- I like playing with one or two close friends in a team, and I feel that we win and lose enough games in PUGs to make MWO fun, interesting, and challenging (it would not be enjoyable if every game was a rofl stomp, either on the winning or the losing side).
I am cautiously optimistic that the change won't be as bad as everyone worries, however, I do wonder if following it on the heels of the clan release makes it more difficult to acclimatise to than it would have been otherwise? I am sure that many of the 12 man teams have forked out for the biggest & baddest clan mechs and so have that advantage in addition.
#248
Posted 04 July 2014 - 04:27 AM
BTW, i have been trounced approximately 18 matches to 2 so far. Although i accept that sometimes their will be people who can organise a good pug run and i will inevitably be on the receiving end of it, these stats are unacceptable.
#249
Posted 04 July 2014 - 04:32 AM
Welcome to the new normal. Communicate with your team. (which you should have been doing all along)
Edited by Redshift2k5, 04 July 2014 - 04:33 AM.
#250
Posted 04 July 2014 - 04:50 AM
Opus, on 03 July 2014 - 06:05 PM, said:

No fault of Night scorn, good group, but if You DEVS want proof 12 mans are dropping in the wrong class you claim 4x3 selects out; we are 3 separate 4 man groups, placed against Nights Scorn.,.,., this is the 3rd time in 2 days
Come on PGI pull you head out....
the only other answer for this is > if 4x3 isn't working > your populations are way lower then we thought, forcing 4x3 to create these crude matches
there's 3 assaults, 3 Heavies, 3 mediums and 3 lights on each team. This is clearly 4x3 working. Any groups of 4 or less, are currently shuffled into both the solo AND group queue... the group Queue is 2-10 and 12's. 12's are not a seperate queue.
#251
Posted 04 July 2014 - 04:57 AM
SurlyMohawk, on 04 July 2014 - 04:50 AM, said:
there's 3 assaults, 3 Heavies, 3 mediums and 3 lights on each team. This is clearly 4x3 working. Any groups of 4 or less, are currently shuffled into both the solo AND group queue... the group Queue is 2-10 and 12's. 12's are not a seperate queue.
I was confused too. The Kurita 12 man appear to have 3/3/3/3.
#252
Posted 04 July 2014 - 06:12 AM
warner2, on 04 July 2014 - 04:57 AM, said:
SurlyMohawk, on 04 July 2014 - 04:50 AM, said:
there's 3 assaults, 3 Heavies, 3 mediums and 3 lights on each team. This is clearly 4x3 working. Any groups of 4 or less, are currently shuffled into both the solo AND group queue... the group Queue is 2-10 and 12's. 12's are not a seperate queue.
My comment has nothing to do with weights leveling
from PGI ->Groups of 2 to 4: Groups of 2 to 4 will be matched up in the Solo players queue or the group queue. When they are placed in a Solo queue there will be a group of 2 to 4 on the opposing team. When matched in the Group queue they will be playing with groups of various compositions. Keeping an eye on the matchmaking queue status for each weight class will reduce wait times
So it is a gamble for 2 to 4 man groups, but according to this: you are first matched with solo pugs, then it moves you to other 2-4 man groups for matching and lastly open group profiles.
SO my statement stands on its merits either the ""4x3 system"" isn't working according to above statements, or the population is so low, 2-4 man groups are getting thrown into 12 mans regardless.....
added Edit >>>> I guess you really have to ask yourself ""Who" chooses where you are placed, group que, or solo que - from PGIs programming, it is F'king totally random
Edited by Opus, 04 July 2014 - 07:32 AM.
#253
Posted 04 July 2014 - 08:08 AM
#254
Posted 04 July 2014 - 10:46 AM
It's brutal.
Solo seems fine.. maybe a little easier due to the number of higher ELOs running in big groups in the group queue.
I think it would be very helpful to allow 2 to 4 man groups a choice of group queue or not.
As to "Communicate better with your team", that's all well and good when you're using voice coms. When you have to do so by trying to type without getting your torso shot out, it is very limiting.
#255
Posted 04 July 2014 - 11:09 AM
#256
Posted 04 July 2014 - 11:58 AM
2 man groups don't provide much revenue to PGI. The large groups purchase stuff from PGI in massive numbers. So.. this is not a problem for PGI. If several 2 mans go up against a 12 man that has communication, they are going to lose. This is why there is no voice in the game.
Money is why community warfare and new maps don't show up. They don't provide income to PGI. Don't expect them to do anything that will not give them money. Its not a hobby for them.
"After all, we are not communists." Don Barzini from the godfather.
#257
Posted 04 July 2014 - 12:01 PM
#258
Posted 04 July 2014 - 12:03 PM
RENEGADEMOON, on 04 July 2014 - 11:58 AM, said:
2 man groups don't provide much revenue to PGI. The large groups purchase stuff from PGI in massive numbers. So.. this is not a problem for PGI. If several 2 mans go up against a 12 man that has communication, they are going to lose. This is why there is no voice in the game.
Money is why community warfare and new maps don't show up. They don't provide income to PGI. Don't expect them to do anything that will not give them money. Its not a hobby for them.
"After all, we are not communists." Don Barzini from the godfather.
MWO's largest player base is PUG players according to DEV stats. Put that aside for a moment > money has always been a factor in all games, many make millions only to piss it away by horrible mismanagement, and lack of community involvement
Enough said
Edited by Opus, 04 July 2014 - 01:15 PM.
#259
Posted 04 July 2014 - 03:02 PM
Kendricke, on 03 July 2014 - 05:22 PM, said:
Everyone's counter-argument is more-or-less this.
"One time is enough to make me and others quit the game."
Personaly I think it's silly/insane, but I do know real life people, people that would pay money for this game, that would be the above statement.
I'm an about to play right now with my partner. I will report back if this ends up being true.
#260
Posted 04 July 2014 - 10:04 PM
DarkonFullPower, on 04 July 2014 - 03:02 PM, said:
"One time is enough to make me and others quit the game."
Personaly I think it's silly/insane, but I do know real life people, people that would pay money for this game, that would be the above statement.
I'm an about to play right now with my partner. I will report back if this ends up being true.
I dont see ""I quit QQ rage, F-off and die PGI "" comments, these are real concerns
I have kept playing for over 2+ years now since early beta, I just keep the pressure on PGI to perform to their capabilities.,., Which I think they are performing at a "C" rating right now when they could be doing so much better
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