totgeboren, on 25 September 2014 - 10:59 PM, said:
I do understand that those who regularly play in 12-man groups do not want longer wait times in the queue, but really, the current system is actively reducing the player base.
There are lots and lots of people who have quit because of the current system, yet I have not heard of people quitting because the waiting time in the queue as a 12-man is too long?
Don't take my word for it. There are plenty of voices on both sides of the issue. If you start assuming we're the minority, it won't solve any issues, because we aren't.
pbiggz, on 22 September 2014 - 04:18 PM, said:
This isn't about ultra comp vs pug
I cant even begin to describe the effect not being able to play together had on my company. Its that important.
Imperius, on 22 September 2014 - 05:18 PM, said:
I have paid tons of money I play this game with 3-10 players I've played all night with 3 man against larger groups and we won. I fought long and hard to get groups back into this game. Many many merc units fought hard to play with thier friends.
To the OP, you should be happy you can play with your kids. The game should be about having fun and playing with them. Not about winning, if they are too focused on that then you have a problem that you should fix.
Of douse adding a single player campaign to MWO with up to 4 players could fix this issue.
Killashnikov, on 22 September 2014 - 06:52 PM, said:
Lord, NO! PLEASE do not make it harder to form groups! This was the death of the game by slow agonising demoralisation.
This is a game that NEEDS teamwork - this is why people get stomped... they do not play as a team. Get in-game comms working right, create a PVE mode to let people lean to play.
Create a lop-sided game mode(s) so that patch teams have an easier objective than larger pre-mades! Then work on the matchmaker to ensure the weaker side gets a advantage.
WM Jeri, on 22 September 2014 - 07:15 PM, said:
Agreed we went from barely 4 to 5 on at prime time to an average of mid 20's. We went from few spending money to quite a few spending money.
I have bought every pak at the top tier to date i but I will walk away from it most likely and just focus my energy and money on Star Citizen if we are going to rehash this mess once again.
As the number two in charge for a unit of about 150 this one item would turn opinion of the game on a dime. I would really caution dramatic changes in this area, quite frankly we would like some continuity without game play changes destroying our attendance levels again.
Take the feedback for what its worth.
pbiggz, on 22 September 2014 - 03:44 PM, said:
As i said before, limiting groups damages the core of your game. This is a team game, other players should be playing IN teams. You do not punish teams for being teams.
Domoneky, on 22 September 2014 - 12:23 PM, said:
I'm' fine with how the MM is right now. Granted fine tuning is always welcome but otherwise I'm just happy I can finally drop with my friends.
Mickey Knoxx, on 25 September 2014 - 05:41 AM, said:
wait a sec.. wasn't it a couple months ago they should cater to the "76%" solo players and why the groups had to be removed to their own que. And that a 12 man had to wait an hour (or 2) to find a match?
And now you are starting to see more and more groups grow and the number of larger groups increase.
So the fact that before the group que, at best would have 6 people online during our primetime. And now from the same list daily see 20-30 online is a showing a problem?
I would say things are better. People I know who have not dropped a penny in years, dumping hundreds now. I think they are catering to the right people, but I may be wrong.
alVolVloLy, on 25 September 2014 - 06:03 AM, said:
I think the queues are fine as is. We finally have the ability to drop with any amount of teammates (except 11) and solo players can play with solo players. Wait times for groups are also pretty reasonable at this point also.
I don't think that any amount of group size restrictions are going to work for the people advocating groups of 2-4 only. Within a week there will be posts about larger units splitting into smaller units to farm the 2-4man queue and we will be back to the same place as we are now.
Maybe there is an answer within elo brackets, but we've already been down the pug/premade road regarding group size and I think most would agree that the game is finally in a good spot regarding group sizes.
Gyrok, on 22 September 2014 - 12:07 PM, said:
*sigh* I would rather the MM stay exactly as it is with almost any size group then go back to shoehorning odd numbers of players into one off groups. This does not fix the issue at all.
THIS!!!!!!!!!!!
Gas Guzzler, on 22 September 2014 - 12:04 PM, said:
The flexibility of group sizing is just so nice though.. I know some have issues with fairness and getting stomped, but it just happens sometimes. Additionally, many times a team made up of 3-5 smaller groups will give a 10-12 man group a run for there money, and even win. I have been on all sides of this, and I have to say, being able to play in any group at any time is really nice, and I would gladly trade the risk of having a bad game just to play with whoever whenever.
It really comes down to smaller groups losing their pride/stubborness and working together. A lot of times in the group queue, someone will say lets do this, and 2/3 of the team will do that, and the rest will go off by themselves and get killed because they didn't want to cooperate. On the flip side, a small group will say "lets go D5" and the rest will say no or just not do it, and the small group in question will go ahead and do it anyway and get killed.
In either scenario, it is most likely going to end in a wipe, and that isn't the match makers fault. Your chances of success are just so much higher when you decide to do something (other than hide and wait) as a team. Watch your mini map, if you are in a small group and are isolated from your team, you are asking to run into the full force of their team and get kicked to the curb.
You are better off going with a bad strategy as a whole team then going with a good strategy with a couple buddies.
Kjudoon, on 25 September 2014 - 10:23 PM, said:
That solution does not lock out anyone. It turns the Company queue into a free for all gawdaweful mess for those who think they're manly-man enough to handle it, allows groups of 11 and expands your queue. You not only get what you want, but expand what you want with all the Rambos who want to clip off a piece of what you got.
If they really like it, they'll stay. If they get sick of it, they'll leave and return to the form of play they desire.
How can you not be 100% behind this?
I'm not against it, I simply feel the onus should be to play full games, with people who opt for a casual game reaping less rewards than those who play all out.
If we are to use your example, then leave the solo queue alone, except for offering them an option to fill up group queues. If they select this option, they get a reward boost.
Don't restrict groups at all, give them an option to either play casual, or play with no restrictions. If they select no restrictions, then they play with full rewards. If they select casual, they take a penalty on their rewards. My suggestion is a 25% penalty, which increases depending on how many people you have in your group.
That will mean no reduction in the group queue wait times no matter what your group numbers, yet allow people who want to play 'less serious' to have an option to try and do so, as well as discourage serious players from griefing more casual teams.