Smaller Group Queues?
#1
Posted 27 August 2014 - 03:41 PM
I somehow managed to convince a few friends to download the game and check it out! Initial response was positive, though with the majority being young students there was the usual complaints about the cost, but we all know how that plays out so I won't go into it here.
Anyways after they get their 25 games under their belts they ask for a group game, and so I warn them what it'll be like but all the same they insist, so we jump into games together.
Never have I seen enthusiasm dashed so quickly. It went from "Hey this is cool!" to "We've lost 8 games in a row. This sucks." Now I get I warned them and tried to explain that you go against groups, I get they're all brand new and no matter the rest of the team, they can't really carry so many newer players, and you know, they accepted this, but also I think they were not expecting, as a group of 5, to go up against a pre-made group of 12 same guild Clan Mechs all moving as a single blob.
No matter what I said it felt like the damage was done. Will there ever be a method of queuing in sizes introduced? If I want to play with one other friend should it be fair that I run the risk of running into 12 guys all on voice comms?
Thanks for the feedback guys!
#2
Posted 27 August 2014 - 03:50 PM
#3
Posted 27 August 2014 - 04:02 PM
I don't know what the solution would be. If you make a casual queue it could be abused by skilled players looking for easy pickings.
#4
Posted 27 August 2014 - 04:06 PM
as things stand in the group queue if you drop with 2, 3 or 4 players you stand a fair chance of being paired up with a 10, 9 or 8 player group, and potentially a 12 man on the other team, however if the 2-4 mans were put in a "small groups" queue the "larger groups" queue would have trouble finding full teams, and this would probably lead to a limit of 5, 6, 7 or 12 players for the large group queue.
If having newer players in your group guaranteed going into a "newer players" group queue you could get some unsportsmanlike experienced players (hopefully not many but likely enough to be a problem) deliberately teaming with mostly new players to manipulate there stats and increase their earnings.
#5
Posted 27 August 2014 - 04:20 PM
Unfortunately, with multiple newcomers under your belt, you're really handicapping the other players you're dropping with. A single player that has no idea what he's doing can put the entire team at a disadvantage. Multiply that by adding more inexperienced player, even on verage sligtly better than the worst case and you've got a recepie for disaster. And if I take from your "Group of 5", that you're actually dropping with 4 newcomers? You'd need almost godlike allies to pull that disadvantage up, sorry to break that to you.
If you're alone with multiple new people, you can't be everywhere at once. Unless you intend to teach them by throwing them to the wolves (best way to lose the majority of them right after the first day), you'll have to be able to guide and actively give them advice as they play. You can only process that much information it you yourself ae not that experienced, so I'd defenitely reccomending teaming up with people on the Teamspeak servers and not drop with 5 people, but say 7 or 8. At that point, having more new players tends to be less of a problem. First, active advice is easier, as not a single person has to watch out for every detail, second the more the merrier holds true. Friendly competition increses the entertainment and people are much less focused on winning, as they are on having fun.
Newcomers tend to not notice the entertainment benefit of friendly group drops when playing with only one person that atually knows what is happening and they tend to get caught up focusing on the losses and feel like the game is not rewarding them for play, or conversely punishing them for not knowing everything off the bat.
This game strangely teaches you the best when you can manage to get into a relaxed atmosphere with your group members. Being able to joke off bad games and celebrate well-executed moves makes playing feel more rewarding and players tend to be much better at picking up on their own mistakes.
Edited by SethAbercromby, 27 August 2014 - 04:21 PM.
#6
Posted 27 August 2014 - 04:22 PM
And that's even with as lacking as it is because unlike other games which use ELO that have it modified to include a plethora of parameters such as equipment, number of plays of X, K/D, time to each kill, etc, PGI's ELO is strictly win/loss and nothing else.
Sorry to hear about your luck. What I might suggest is each person having a mech that can support each other. I know working as a team is great, but first the lance of 4 must be able to work independent of everyone else and sustain itself. Say an LRM boat, brawler/LRM tank, and two support mechs is a typical setup that works well.
Support Lance: Close Quarters.
Support Lance: Long range.
#7
Posted 27 August 2014 - 04:44 PM
Small groups of 2-4 with high group synergy. You may also consider using medium and light mechs and leave the heavy hitters to the larger/more coordinated groups.
A friend and I (admittedly, not new) played in the group queue with two HBK-4J's and alerted the team that we were LRM support. We had a very good time and a roughly even win/loss ratio.
#8
Posted 27 August 2014 - 05:28 PM
#9
Posted 27 August 2014 - 05:52 PM
I agree that the game is brutal, but if you want people to play in a group, sadly baptism by fire, or getting them to drop with a big group (there are literally dozens upon dozens of groups that would love to drop with new players), are the only two ways.
#10
Posted 27 August 2014 - 05:55 PM
Edited by CapperDeluxe, 27 August 2014 - 05:57 PM.
#11
Posted 27 August 2014 - 06:12 PM
I hear the 12 person groups say, if we do that it will take to long to find groups.. Well being someone's fodder is no fun either, so most people won't even bother with grouping as it is now..
For me if the 12 man is taking to long, break up into two teams of six.. Might have to beat up your friends all night, but maybe that would be more fun.. unless your idea of fun are 12-0 rolls all night.
though as i always say,.. Get keyboard command macros, or In game VOIP, and a ton of the issues go away
#12
Posted 27 August 2014 - 06:27 PM
And here is how you fix it groups of 2 to 3 can chose to opt out of group que so That noob can play with friends in pugs and maybe 3 man pros won't hurt pug drops then 4 man groups are set to drop with group or pug ques only option is to go group drop only
Any number higher than that is group drop only
I will not try to get others into this game till you fix it and this man tells the truth and makes the point Iv been meaning to make thx you good sir
#13
Posted 27 August 2014 - 07:51 PM
I would suggest that new players, with low Elo, when grouped with a similar low Elo/new players and have an overall low Elo average, be filtered into the pug queue.
#14
Posted 27 August 2014 - 08:35 PM
Edited by Modo44, 27 August 2014 - 08:37 PM.
#15
Posted 27 August 2014 - 09:07 PM
#16
Posted 27 August 2014 - 09:12 PM
#17
Posted 27 August 2014 - 09:30 PM
#18
Posted 27 August 2014 - 09:46 PM
TitanTwo, on 27 August 2014 - 09:07 PM, said:
It works in WoT, because they have a significantly larger playerbase (and significantly lower average player skill level) and cause the same problems as they would do here in MWO. One good group can roll over a team with very high efficiency, if it weren't for the massive amounts of penalties good players get (I wish I was kidding), which is an absolutely horrendous design choice. It doesn't matter how it's done there as done here, it would cause the very same issues.
And really, how often do you really meet a true 12-man? Think what might be more likely. A 6-man, a 4-man and a 2-man? Each group using VOIP to coordinate themselves internally. Suddenly the need is not to coordinate 12 individuals, but rather 3 groups, each acting as a single entity. They can appear to act in harmony, but what really happens is the groups respoding to the choices of their allies and using their internal communication to call the shots and focus their effort. The 2-man might feels a bit left out of the loop, as less information is available compared to the other two, but just by sticking with them and adapting to their play, they can integrate near seamlessly.
That is the true power of the group queue. Learn to wield it and dropping with any group size can be very rewarding and enjoyable.
Also, when you bring people in, you have the responsibilty to act as their mentor. Give them feedback as you observe their play and explain them how to improve that way and generally help them get over the first few overwhelming defeats by making their first mistakes by being a good sportsman about it and offering constructive feedback.
#19
Posted 27 August 2014 - 09:52 PM
RavenKnight86, on 27 August 2014 - 09:30 PM, said:
It's impossible to cater to everyone. First problem: the community is rather small and very focused, which transaltes into a fairly high average skill, significantly beyond of what most games offer. It also causes immense problems when you start dividing it into different segments, as you further narrow down the number of players significantly. Second problem: Once you start making exceptions, where do you stop? I get where you are coming from, but there is no real way to properly filter the good from the new. The Elo rating is a joke and newcomers are the butt of it.
Edited by SethAbercromby, 27 August 2014 - 09:53 PM.
#20
Posted 27 August 2014 - 09:57 PM
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