After a few pages of less fractious discussion, we seem to be descending into yelling yet again
I agree with Squall.
You guys cannot have your cake, and eat it at the same time.
On the one hand, you guys hate the fact you're forced into solo queue, because you want to play with your friends. Not playing with them sucks. I agree.
Why is it then okay for us to have to kick some of our friends out of our groups? Why does a bigger group suddenly mean that its fine to exclude people from groups? That makes no sense whatsoever. It still sucks.
People are bringing families and children into this, then let me give you an example.
You and your children want to go on a holiday. You've booked an awesome place, some kind of dream theme park, and all your kids are raring to go.
You arrive, and... you're turned away.
The people there say 'Sorry, we only allow two kids per parent. You have 5 kids. You'll have to send one home or pay a ludicrous penalty fee which no one in their right mind would pay.'
Does it suck any less that you can bring some of your kids, but some won't be able to come?
Spades Kincaid, on 27 September 2014 - 04:03 PM, said:
What you're enjoying right now is everything perfectly favoring you. Fast queues and a dominant large group position that favors more wins against small groups, instead of regularly being matched against other large groups. Something of that needs to give.
Using 'have a fast queue' as some kind of reasoning is somewhat inane isn't it? Its the same as saying 'big groups should have to waste time looking for games'.
Not only that, the game is based on teamwork. To suddenly have to put a brake on things, and start putting limits on how much teamwork is allowed seems completely counter-intuitive.
Let me give an example.
If you said 'I hate losing. This sucks. I'm gonna practice like mad, read all the guides, learn the meta, and then get damn good and come back and beat the crap out of these guys.'
And I said 'Sorry, no, you're limited to reading one guide only, and if you get too good, we start taking armour off your mech, and you'll not be allowed to carry the same loadout every match so you have to use other weapons. You can't get too skilled, it will impact the fun of others'
You'd be incensed. You'd call the game stupid, arbitrary, and you'd be completely right.
So why is it us saying 'You know what, the inability ingame to communicate is terrible, I'm gonna get some friends, and we're gonna go on voice comms to talk to each other'
And you saying 'Sorry, no you can't, you'll be much too organised compared to others, you can only play with some of your friends, others will have to play elsewhere'.
Suddenly, that's okay?
The fact is, teamwork limits are stupid. Its no less stupid that limiting the amount of time and effort someone can put into the game. After all, all said and done, teamwork is simply another skill, isn't it.
The call for hard caps on groups is a patchwork and crude fix. I'd rather take a massive Elo matching handicap and be able to play with my friends.
My preferred solution, would be a game mode where two sides have different objectives. The smaller groups/solos get to be the side representing pirates and raiding parties, the organised groups get to be defenders who need teamwork to win.
One side has an organised team. Say 8 man and above. They have a base, with turrets, and several buildings that are destructible and marked as critical.
The other side is solo and up to 3 man team only, with time based respawn.
Game ends when time is up, say around 10 minutes, or if all of the organised team and their critical structures are destroyed.
Points are tallied accordingly, with different scoring criteria.
Defence team gets credited for the usual kills assists etc, as well as how long they survived, as well as how many of their buildings are still standing.
Offence team gets credited for kills, assists, etc, and how many buildings they destroyed, as well as how few respawns they used. The more they respawn, the less they get.
Both sides get to have fun doing what they enjoy.
Edited by Valore, 27 September 2014 - 05:32 PM.