IceSerpent, on 22 September 2014 - 10:02 AM, said:
They are not separate at all. The fastest possible MM is what we had in CBT - single game mode, everybody in the same queue, no MM checks whatsoever. Nobody really liked that and people were more than willing to sacrifice that speed for more game modes, separate solo queue, private matches, etc. In other words, we already have ample evidence of players willing to trade time for some other benefit and not willing to trade time for something they don't think is beneficial.
They are separate complaints in the MM discussion. They are certainly related, but most people don't say 'I was matched too fast and got a crappy match!' They just say 'I got a crappy match' and sometimes 'I waited x minutes and got a crappy match!' because all the balance locks came off.
With the 100% rando MM we had before the biggest complaint was 'the evil pre-made boogy man' because voice coms in 8v8 matches is a huge advantage.
IceSerpent, on 22 September 2014 - 10:02 AM, said:
No, we don't - you can't extrapolate like this from specific number vs. specific number (i.e. 12 v. 12 or 8 v. 8) to combinations of various group sizes.
Besides, the biggest problem that killed 12v12 queue was not the wait time, it was the requirement to have exactly 12 players online. You have less - you can't play there at all. You have more - extra people are "on the bench", get bored and go do something else.
Now you're just contradicting yourself. The 12 man queue died because of wait times to find a match, good or otherwise. To get a "good" match in 12 man *requries* another 12 man, by virtue of unified voice coms alone. A 10+2 on seperate coms isn't a match for a 12-man, nor is an 8+4, 6+6, etc. The 12 man group drop is back now, with the advent of private matches and now their inclusion into the general group queue. It didn't die because of lack of 12 mans, it died from lack of matching 12 mans in the queue - a long wait.
People stopped playing most groups except 4 or less because of match wait time. It's a fact, one that leads to statictics like 'only 20% of the players play in groups'. Which is a number forced by a match maker that wouldn't allow more than 33% of the player base to play in groups.
IceSerpent, on 22 September 2014 - 11:55 AM, said:
I understand completely. The big question is what those guys/gals call "gameable" and how is it different from current scheme in MWO. In other words, what possible advantage one can get from BV that doesn't exist in our current "stock Locust is equal to fully pimped Raven because they belong to the same weight class" situation.
From my perspective (and it's entirely possible that I might be missing something), the only way to "exploit" TT BV is to create a build that doesn't use known "bad" weapons (i.e. AC2) and go vs. someone who uses those. Yet, that's the issue with the actual values (numbers) and not the scheme itself.
Here's an interesting observation: I've seen a lot of people claiming that BV is exploitable on the forums (implying that concept itself can be gamed), but I haven't seen a single example of how it can be done. Which leads me to believe that folks who say that are referring to some specific values in TT instead of the idea in general.
Not really disagreeing with those people you mentioned (yet), just want to figure out whether there actually is a point of contention or is it just a case of not everyone being on the same page.
Things like this:
http://themittani.co...ech-brotherhood
Although in MWO you can't get a numbers advantage, a group of low BV heavies and assaults will beat a group of high BV lights and mediums because of the durability factor. Also, the published BV's don't mean anything in the MWO game and would have to be redone because weapon BV only seems to account for damage, range, and to hit modifiers (
reverse engineered BV calculator).
It's not an accurate balance of how weapons work in MWO since damage per hit fluctuates based on range/burn time for lasers, Clan UAC being burst vs IS which are single shot, accuracy is totally dependent on real pilot skill, missile hit percentages are all over the map, etc. A new system would need to be created for MWO, and likely see it's own balancing passes ad infinitum.
Edited by EgoSlayer, 22 September 2014 - 07:49 PM.