

Official And Confirmed: Solo Group Only
#121
Posted 10 July 2014 - 04:16 PM
I'll believe it when I see it.
#122
Posted 10 July 2014 - 04:21 PM
Shredhead, on 10 July 2014 - 04:14 PM, said:
Thanks for posting that. I hope it works/helps.
#123
Posted 10 July 2014 - 04:22 PM
1453 R, on 10 July 2014 - 04:16 PM, said:
I'll believe it when I see it.
They are observing the MM behaviour very closely now - Elo diffence and group size statistics. Right now if the MM doesn't find a 12-man or 10-man a match in 4 minutes, it releases the restrictions and finds them a match. However during the prime time there are several 12-mans online and the MM matches them against each other. The problem could be the odd hours and huge Elo difference.
I personally believe they can make this work - with the exception of odd hours when there simply isn't enough players to match in group size or Elo level.
#124
Posted 10 July 2014 - 04:24 PM
To recruit I am going t have to go solo and approach anyone who looks vaguely competent lol
#125
Posted 10 July 2014 - 04:25 PM
#126
Posted 10 July 2014 - 04:26 PM
damonwolf, on 10 July 2014 - 04:11 PM, said:
And NO, I'm not going to team up with acquaintances I really don't care to run with just to keep me from having my a55 handed to me. I want to play with 2-4 FRIENDS I normally play with and get along in vent, and have fun, not get frustrated because an 8-12 man team is rolling.
Sounds like someone has a serious case of the git guds.
We've been rolling and getting rolled since they introduced the 10 manz limit. Win or lose, we keep on trucking. Groups no longer break, I don't have to spend hours setting it up, there's no need to keep a static 12 people on. Casually dropping in awful mechs has never been easier.
MWO hasn't been this fun since 2012.
Which is why I fear they'll lock the fun away if people cry a bit extra on their twitters.
#128
Posted 10 July 2014 - 04:31 PM
A feature that has been asked for; well also demanded for; since closed beta doesn't tickle everyone's fancy
Who would've thought?
The group que is the best thing ever
And why does everyone think that a 12 man, even on the still rare occasion that you run into one, is so much better
The side with cobbled together, but actually good players, stands a better chance at victory anyday still
It's just like in the solo que
It's not comms, as much as it is some skill, or experience for that matter, and willingness to work together
If you have a lot of high ELO players on one side, and low to midrange on the other then comms seriously doesn't matter anymore
Seen it many, many times now, also in group que
Kicked 12 mans butt, and got it handed to us running a 12 oureselfs
Even in a group, clan, merc corp you have players of different skill
Players that want to grind, or try crazy builds
12 are far from unbeatable, I have seen some realy good flanking maneuvers from teams that are obviously no 12 man
Also thank god the premade bogey man is gone now
Let's see what the next excuse is gonna be
Also
#sarcasm
LRM's n clans are OP
Sync dropping n stuff
It's definatly not my all LRM stalker with xl engine, without tag and BAP, holding back at just 980 m away from any red triangle that's at fault here
It's sync drops
# sarcasm off
I'm glad I can walk to a front line these days without loosing all my back armor to someone's test firing
I have seen times when a 2 man complemented out 10 man quite well
Altogether rather good matches
Maybe everyone who has problems finding friendly guys to group up with should maybe try a different TS
I have yet to run into someone being unfriendly or unsportsmanlike like
Maybe it's just a space Viking thing

#131
Posted 10 July 2014 - 04:37 PM
Joseph Mallan, on 10 July 2014 - 04:32 PM, said:
No, it needed to be cut out with surgical precision.
It was P2W.
It made the game extremely unfun.
It had bad effects on the community.
Playing well punished you (twist away damage on your atlas, pay fatter repair bills to fix armor. Better to get cored quickly).
It locked out content for freeplayer scum, while the golden master race could run whatever they wanted, whenever they wanted, however they wanted.
Impossible for new players to catch up.
Game earned such a bad rep, gaming sites were referring to it as a korean grind simulator.
It didn't really do anything.
One billion possible exploits, all of which were necessary to abuse if you wanted to make bank. Newer players wouldn't know about these, so were even more disadvantaged.
Etc.
There was no way they could have fixed that mess, and even if they did, all it would have been is a fun tax, anyway. ggclose, Paul.
#132
Posted 10 July 2014 - 04:40 PM
Vassago Rain, on 10 July 2014 - 04:37 PM, said:
No, it needed to be cut out with surgical precision.
It was P2W.
It made the game extremely unfun.
It had bad effects on the community.
Playing well punished you (twist away damage on your atlas, pay fatter repair bills to fix armor. Better to get cored quickly).
It locked out content for freeplayer scum, while the golden master race could run whatever they wanted, whenever they wanted, however they wanted.
Impossible for new players to catch up.
Game earned such a bad rep, gaming sites were referring to it as a korean grind simulator.
It didn't really do anything.
One billion possible exploits, all of which were necessary to abuse if you wanted to make bank. Newer players wouldn't know about these, so were even more disadvantaged.
Etc.
There was no way they could have fixed that mess, and even if they did, all it would have been is a fun tax, anyway. ggclose, Paul.
Your opinions there young man. I enjoyed the fact that my Play had an Impact on what I actually took home after the match. If you were such a hot shot and made money hand over fist you wouldn't have needed to worry about R&R. As a average player I had no problem making a profit after every match. And I did full repairs all the time, even during the depression.
#133
Posted 10 July 2014 - 04:43 PM
Joseph Mallan, on 10 July 2014 - 04:40 PM, said:
That's great.
Still doesn't change that it was all the things I listed, and lots I didn't list.
Killed for a reason, hopefully never coming back. By the way, you can stop pretending you did full repairs while making money. I know for a fact that wasn't possible.
I'm the guy who played EVERY BUILD SUBMITTED for a month, and only the cheapest of the cheapest of pure tech 1 builds could afford full repairs and ammo refills if they wanted to make money. No, going positive 500 c-bills doesn't count as 'making money.'
#134
Posted 10 July 2014 - 04:46 PM
Vassago Rain, on 10 July 2014 - 04:43 PM, said:
That's great.
Still doesn't change that it was all the things I listed, and lots I didn't list.
Killed for a reason, hopefully never coming back. By the way, you can stop pretending you did full repairs while making money. I know for a fact that wasn't possible.
I'm the guy who played EVERY BUILD SUBMITTED for a month, and only the cheapest of the cheapest of pure tech 1 builds could afford full repairs and ammo refills if they wanted to make money. No, going positive 500 c-bills doesn't count as 'making money.'
I played an Atlas with 11 tons of LRM Ammo... I always made more than 500C-Bills... Cept maybe during the depression. You know for a fact YOU didn't but unless you hacked my account you Don't know. Which is obvious.

Making war is expensive.
Edited by Joseph Mallan, 10 July 2014 - 04:47 PM.
#135
Posted 10 July 2014 - 04:48 PM
#136
Posted 10 July 2014 - 04:49 PM
cBill grinding is the engine that keeps the game running. When you tie punishment to this system it really hurts peoples experience and the game as a whole.
I agree that in CW there NEEDs to be some sort of logistical system that brings meaning to a win or a loss beyond cBills. But it should not be linked to the very personal cBill accumulation.
There needs to be other ways of simulating downtime, repairs, economy etc that is an abstraction that affects you personally if you CHOOSE to drop in a CW match, but also effects your faction as well.
Old R&R was punitive and not fun in a F2P environment IMO
#137
Posted 10 July 2014 - 04:49 PM
Joseph Mallan, on 10 July 2014 - 04:46 PM, said:

Brah, I had a mega thread full of screenshots with 500k ammo refill costs, 200k armor repair bills, and other nonsense. That's kinda why RnR died.
Because it was such an awful system, and I kept submitting proof of just how bad it really was. They had no choice but to cut it out.
We wouldn't be having this discussion if they'd kept it, as the game would have simply died due to how unplayable it was under RnR.
#138
Posted 10 July 2014 - 04:53 PM
PGI will need to hire an economist to design an economy that would work properly because I have doubts they have the necessary skill to do this properly (no offense intended, it's just let''s face it, you're talented elsewhere) and if you botch it, the game will be mangled as Vassago Rain is pointing out about the previous version of R&R.
Dynamic enconomies solves the meta with dynamic price fluxuations based on demand and availability. It fixes stupid play by penalizing those who just charge in going 'mech smash'. It rewards smart tactics, capping and a plethora of other good choices and gives a bonus to using no-ammo energy weapons as it should.
R&R must return for CW to be worth a plug nickle.
#139
Posted 10 July 2014 - 04:54 PM
Stellar idea that was....
#140
Posted 10 July 2014 - 04:55 PM
Agent 0 Fortune, on 10 July 2014 - 04:48 PM, said:
Yes, a new meta will arise in the Solo PUG queue. It will require much more self sufficient "screw alla youse I'm playing for myself" mechs that may as well be in for "king of the hill" style free for alls where it's everyone for himself last man standing.
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