Better Match Quality
#161
Posted 22 September 2014 - 06:38 PM
#162
Posted 22 September 2014 - 07:12 PM
I am just a few hundred kills shy of 10k, which has always been my goal. I suspect that I will completely lose interest when I reach my goal. Stop changing **** and give us useful things like maps, more game modes, and frakking Community Warfare or you will lose all of your veteran players in short order.
EDIT
Also, the above described loss of interest is specifically in reference to group mode. I have reasonably long wait times when trying to play a heavy or assault in the single mode, so I play a lot of lights there. Not being able to even run a four man of lights in a group sucks. That was some of the best fun we had in my unit. I play all types of mechs and all types of play styles. I have had a lot of success with just about everything, but being pigeon holed into playing lights by myself to get a game in less than five minutes is getting old...fast.
Edited by geodeath, 22 September 2014 - 07:26 PM.
#163
Posted 22 September 2014 - 07:15 PM
However Id have to say my biggest peeve about the matchmaking is that after playing for 2 years solo and with groups, Im sick of being grouped with fresh on the board players with no idea of what to do or how lrms work. I expect that the people I play with can hold their own, not get me killed cause they cant hit a Jenner.
Surely theres a way to have newbies play with other or semi-newb players without having to change map or type of play selections.
#164
Posted 22 September 2014 - 07:27 PM
Agent Cooper, on 22 September 2014 - 07:15 PM, said:
However Id have to say my biggest peeve about the matchmaking is that after playing for 2 years solo and with groups, Im sick of being grouped with fresh on the board players with no idea of what to do or how lrms work. I expect that the people I play with can hold their own, not get me killed cause they cant hit a Jenner.
Surely theres a way to have newbies play with other or semi-newb players without having to change map or type of play selections.
There is, go back to pure ELO for matchmaking. 3/3/3/3 is ruining the game for all of us. This entire discussion is a direct result of forcing the 3/3/3/3 system on the community.
#165
Posted 22 September 2014 - 07:36 PM
#166
Posted 22 September 2014 - 07:43 PM
However I would be a little leery of a map vote. I usually do good on most maps. However I think it would lead to build stacking for particular maps.
Anyone running dual guass is going for alpine for sure.
Got lurms, well caustic is your friend, etc.
#167
Posted 22 September 2014 - 07:44 PM
Now as for assault and skirmish I have nothing against it just that conquest is more of a game for mediums and lights. Not for the slower heavy mechs and assault mechs.
#168
Posted 22 September 2014 - 08:05 PM
That having been said, it really does depend on how MUCH better the skill balance would be in the group queue.
For instance if the Elo variance in the group queue is currently 2000 and it would reduce it to 50, that would be significant. If it is 200 and it would lower it to 175....not so much.
#169
Posted 22 September 2014 - 09:40 PM
#170
Posted 22 September 2014 - 10:45 PM
#171
Posted 22 September 2014 - 10:56 PM
Thunder Child, on 21 September 2014 - 11:01 PM, said:
So, to clarify.... The "Votes" are not actually to lock the map in. They just weight the dice to make it more favourable? I could live with that, as there is still a chance for a Wild Terra Therma to appear (which lets face it, most people despise that map. Don't know why, I prefer it over Forest Colony).
Teams decked out in heat efficient builds can go vote for the hot maps and they will have a significant DPS advantage over most teams that have energy weapons.
Most Awesome Energy Boats don't even flinch in Tera Therma.
#172
Posted 22 September 2014 - 11:48 PM
Also add the ability to party up and continue playing with the same group of people after the match has ended. Throw in voice comms and you've suddenly built yourself a community of players and who play together and get to know each other.
#173
Posted 23 September 2014 - 12:31 AM
#174
Posted 23 September 2014 - 12:34 AM
MagicHamsta, on 22 September 2014 - 10:45 PM, said:
Because if both those team's are similar in Elo it's a challenge and a better game than a roll over.
None of the game modes really differ from any other, 9/10 times they end by one team being all dead, very few people actually play conquest like conquest.
#175
Posted 23 September 2014 - 01:29 AM
Edited by TexAss, 23 September 2014 - 01:30 AM.
#176
Posted 23 September 2014 - 01:37 AM
TexAss, on 23 September 2014 - 01:29 AM, said:
Wow... gonna need a civics lesson to figure out the MWO Electoral College. Do mech votes get based on tonnage or weight class?
Edited by Kjudoon, 23 September 2014 - 01:37 AM.
#177
Posted 23 September 2014 - 02:24 AM
Well, thats a difficult one. Some people seem not to like any non skirmish matches. and even further, this is going to be a problem between small groups vw big groups queued up.
Now lets imagine a premade group of 10 palyers will get 2 more palyers palying vs 3x4 players.
What will happen? The 10man group which already is probably having laodouts fitting for each other will now even dictade the map to play on since they will have a coordinated vote. And if they later will also be able to dictade the map, Well good night then for any premadegroup not being big in size.
I like to intentionally play assault with a light mech. I hate Conquest in a Direwolf, because you rarely have a tactical place there when the other team tries to cap, By the dynamic of the game you are a pointless sitting duck on specific maps.
Better would be something that you said befoe, a Dropship mode. Where people can choose some kind of multiple queued classes.
Sure this may sound more complicted, But:
Or something different:
Why can I not queue up in a skirmish with a heavy and with a light into conquest at the same time? I do not really care which mode I have to drop, but I do care about having the wrong mech for the upcoming mode. While this may imbalance 3/3/3/3, because conquest may be more light s now than other clases this would balance each other out if poeple are getting into conquest with 6/6/0/0 on both sides. I absolutely hate dropping in conquest on Therra therma in my Direwolf, chances that I may be part of the battle are sometimes really low since the map is huge and the direwolf too slow. In a Victor this may be not that painful.
another alternate may be:
We queue only with a single class, but have a dropship of up to 4 chassis of that class available in it. So people could slap in a Atlas, a Direwold a Victor and a Gargoyle (in future)
Now they can choose the mech AFTER they know the map and mode. This would allow them to choose a better suited mech in for the upcoming match. A fast cooler running built Victior for Therra Therma Assault. Or a Direwold lase AC boat on forest colony snow.
Why do many people hate Therra therma? Big map, slow mech sucks. LRM's work hardly in the caldera. Laser builds are at disadvantage. Poeple in a vote mode would probably never play this map anymore.
Caustic, similar. Hot map, laser sucks, LRM's are very strong. ECM is a big need here and ECM imbalance and narc availibility decide a lot in changing a match.
So no matter what you do, if you want to imporve palyer experience but not let some maps die of by unpopularity, let people choose their mech AFTER map is known. Also with the possibility to coordinate this before the match starts.
Nothing sucks more when you come to a match and everyone says LRMS' HERE when you just stopped using your narc light because in the previous three drops there was no one in your team using lrm's. That are moments where I highly feel trolled by the MM.
#178
Posted 23 September 2014 - 03:30 AM
Lily from animove, on 23 September 2014 - 02:24 AM, said:
Nothing sucks more when you come to a match and everyone says LRMS' HERE when you just stopped using your narc light because in the previous three drops there was no one in your team using lrm's. That are moments where I highly feel trolled by the MM.
Happens exactly everytime to me too. It would have to be a really weird day for the MM when I bring narcs that we would actually have some LRMs on the team. And of course, not to mention, every time I bring an ecm mech we always have a couple of those extra on our team as well.
It's probably one of those glass being half full or half empty things, we always tend to notice more that it's half empty.
Edited by NeoCodex, 23 September 2014 - 03:33 AM.
#179
Posted 23 September 2014 - 04:08 AM
NeoCodex, on 23 September 2014 - 03:30 AM, said:
Happens exactly everytime to me too. It would have to be a really weird day for the MM when I bring narcs that we would actually have some LRMs on the team. And of course, not to mention, every time I bring an ecm mech we always have a couple of those extra on our team as well.
It's probably one of those glass being half full or half empty things, we always tend to notice more that it's half empty.
Its getting an issue because the top side of the glass should play vs the bottom of the glass. And so the glass should either be completly empty, or completely full. But wanting to be a support when there is no one to support is making you feel useless.
If you group queue, thats not an issue, because you prepare your loadouts and so you have at leats within your team some kind of fitting laodouts. But in Pugland where most poeple queue and especially newbies, this can lead to many frustration.
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