Russ Bullock, on 22 September 2014 - 03:33 PM, said:
I appreciate all the feedback truly - I have confidence that we can collectively agree on a combination of:
1) a few tweaks - game mode selector etc
2) a few improvements - VOIP
3) a few tradeoffs - potentially less group options and more mech requirements within.
This is not a short term problem if I want to stay on track with CW which of course I do and about 99% of you do as well. So we need to apply a few of the short term improvements asap.
1) put the game mode selector vote system in.
2) Slightly increase the wait time of groups as they get larger to find a more competitive match
These will help - will it be light and day and everyone stops talking about MM? no. But I do believe it will be noticable with the majority of players seeing the difference and we have more tolerance to await engineering time.
Go for it.
Let him do the minor things he thinks might help for now. And let them continue working to get CW up and running on schedule. Because that's hopefully going to change some things.
As I see it, there's three primary problems that have been created:
1) Many solo players absolutely don't want to give up the solo only queue they've been given. Even to allow 2-mans.
2) Group players don't want to give up the 'any size group' they've been given.
3) 12-mans don't want to give up the easy queue access for matches they've been given.
They're now in a position where to ever 'fix' the issue that smaller group players are voicing displeasure about; something above would have to give.
CW will open up some new outlets for competitive play. Something for 12-mans to do and possibly larger groups short of 12 too.
With CW in place and running :
- Pull the 12-mans back out of the regular group queue.
12-mans will have their place for unit combat. Attacking/Defending planets.
Full teams are for unit vs unit fighting. Not unit vs random mixes. (If CW includes 'filling' that's fine. Those people know what they are getting into by participating)
That would mean 12-mans may have to go back to setting up private matches for play outside of CW. They are the most capable of doing it. It's done in other games of MWO's type. Set up internal practices, set up scrims with other units. Unit play is supposed to be where things 'get serious' (at least to some degree). That's part of it.
They can leave a 12-man random queue up. It doesn't hurt anything. Perhaps with the advent of CW there will be enough growth in the number of units out there playing that it will gain more traction than it did before. If so, that's a bonus.
- Make the Group Queue 2-6. And allow solo players to opt in to it.
6 is ample space for groups of friends. It gives a good bit of fluctuation room for players to be joining/leaving. Trying to accommodate every version of 'But what about when Joe gets on and we already have X?' isn't good for the MM. There need to be limits for the group MM to significantly improve. This remains flexible while providing that limit.
Some people act as if they've never played a game with group size limits before. I've played similar style games, in units, with group size limits unless you were doing full team vs full team. It didn't destroy participation, it didn't kill the ability to have fun with friends. It is not something they should be letting get in the way of better MM for regular queue play.
Yes, it's a team game. And it should be as well balanced a team game as possible. When mixed group sizes get too big, it can play heck with that. There's going to be full team play to take part in. 12-man CW. From the sounds of it so far, there may well be a place for larger, but not quite 12 groups in there too. That'd be great. Anyone joining in with them will be doing so by choice.
The biggest problem here is putting the horses back in the barn. They should never have opened it as far as they did. I get why they did it, but it was short sighted.
- Solo queue.
Nothing would need to be done here. (Note: I'm not averse to them allowing 2-mans in. A solo/duo queue. But then I didn't have a problem with 2-4's mixed in evenly. Though I understand why some did. I just think it might not be necessary with the above group queue changes.)
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It will never be perfect to what everyone wants.
There will be opposition to anything they do. People rarely want anything given, later taken away. I don't have a vested interest in any outcome. However strongly stated, they're just my opinions on what would ultimately give the most options (once CW is working) while also helping improve MM for regular group queue play.
The challenge Russ has is to figure out which things players really do need and which ones they just want but aren't really needed, even if some fuss over it.
Glad it's not my job.
Edited by Spades Kincaid, 22 September 2014 - 09:06 PM.