I Want A Refund
#21
Posted 07 October 2014 - 05:45 PM
CQ sucks and that's a fact
#22
Posted 07 October 2014 - 05:46 PM
The counter point was multiple posts per week from players stating that the group queue was frustrating enough that they were going to quit playing. The ELO spread was just to great, and with our player base size we had just to many options available as to make it impossible for the match maker to put better matches together.
Instead of just making the changes I felt would make matches more competitive I came to the community and polled players. Players chose 80% in favor of the change.
We make the change and we have some customers that are unhappy. I am planning on making an additional post to describe the results of the MM change. It does seem to be having the desired impact.
Do I not have an obligation to majority of my customers? sometimes there just isn't a middle ground. I will gather the stats but don't the majority of conquest matches just end in an enemy team being wiped out more often then by cap?
#23
Posted 07 October 2014 - 05:48 PM
Russ Bullock, on 07 October 2014 - 05:46 PM, said:
The counter point was multiple posts per week from players stating that the group queue was frustrating enough that they were going to quit playing. The ELO spread was just to great, and with our player base size we had just to many options available as to make it impossible for the match maker to put better matches together.
Instead of just making the changes I felt would make matches more competitive I came to the community and polled players. Players chose 80% in favor of the change.
We make the change and we have some customers that are unhappy. I am planning on making an additional post to describe the results of the MM change. It does seem to be having the desired impact.
Do I not have an obligation to majority of my customers? sometimes there just isn't a middle ground. I will gather the stats but don't the majority of conquest matches just end in an enemy team being wiped out more often then by cap?
Thanks for responding, I think that's what most of us want. Personally I'm happy with it, but can you please increase the rewards for Conquest (capping only gets you 50 bonus xp, I feel like I might as well just try and play it like skirmish in order to get the same rewards as I do in the other modes).
#24
Posted 07 October 2014 - 05:48 PM
Russ Bullock, on 07 October 2014 - 05:46 PM, said:
But you can make even more people happy if you launch with preferences first system then use the voting system for the players that are left...
Edited by White Bear 84, 07 October 2014 - 05:49 PM.
#25
Posted 07 October 2014 - 05:51 PM
Russ Bullock, on 07 October 2014 - 05:46 PM, said:
The counter point was multiple posts per week from players stating that the group queue was frustrating enough that they were going to quit playing. The ELO spread was just to great, and with our player base size we had just to many options available as to make it impossible for the match maker to put better matches together.
Instead of just making the changes I felt would make matches more competitive I came to the community and polled players. Players chose 80% in favor of the change.
We make the change and we have some customers that are unhappy. I am planning on making an additional post to describe the results of the MM change. It does seem to be having the desired impact.
Do I not have an obligation to majority of my customers? sometimes there just isn't a middle ground. I will gather the stats but don't the majority of conquest matches just end in an enemy team being wiped out more often then by cap?
May I suggest, Russ, that you take another look at Conquest mode?
There's nothing to be done about players like myself who despise the sort of player behavior that happens in Skirmish, but most of us are also prepared to put our big boy pants on and deal with it anyways. However, it strikes me that giving Conquest a once-over, with the intent of making it more dynamic and increasing its payout to the same general level as the other two game modes, could make a hell of a difference in the fallout you're seeing now.
I do understand that you and Piranha are between a rock and a hard place on this one, but the solution may well be in adjusting the individual game modes themselves to be less objectionable to a greater percentage of your player base. Perhaps gather some official feedback on some desired changes for Conquest mode?
#26
Posted 07 October 2014 - 05:51 PM
Russ Bullock, on 07 October 2014 - 05:46 PM, said:
They do sir,
Could you perhaps readdress cap times, granted they needed to be longer than they used to be. The shift was too heavy handed even with a cap accelerator. Perhaps the time to de-cap and cap should be very slightly adjusted again?
#27
Posted 07 October 2014 - 05:52 PM
I for one played about 10 matches during the day and I did not play conquest even one time, and I selected conquest only as my preference.
So I understand the frustration but there is no doubt that getting conquest more often than skirmish and assault is either just a very uncommon bad set of random dice rolls and/or an exaggeration.
I suggest everyone give the feature at least a couple of days to settle out.
#28
Posted 07 October 2014 - 05:52 PM
#29
Posted 07 October 2014 - 05:52 PM
/THREAD
#30
Posted 07 October 2014 - 05:53 PM
#31
Posted 07 October 2014 - 05:54 PM
Russ Bullock, on 07 October 2014 - 05:46 PM, said:
The counter point was multiple posts per week from players stating that the group queue was frustrating enough that they were going to quit playing. The ELO spread was just to great, and with our player base size we had just to many options available as to make it impossible for the match maker to put better matches together.
Instead of just making the changes I felt would make matches more competitive I came to the community and polled players. Players chose 80% in favor of the change.
We make the change and we have some customers that are unhappy. I am planning on making an additional post to describe the results of the MM change. It does seem to be having the desired impact.
Do I not have an obligation to majority of my customers? sometimes there just isn't a middle ground. I will gather the stats but don't the majority of conquest matches just end in an enemy team being wiped out more often then by cap?
If 1500+ votes in this poll constitutes a majority of players, this game has significant issues.
I would suggest you do the poll again, and link it to player game log in so that you reach the "majority" of your players.
#32
Posted 07 October 2014 - 05:54 PM
XphR, on 07 October 2014 - 05:51 PM, said:
Could you perhaps readdress cap times, granted they needed to be longer than they used to be. The shift was too heavy handed even with a cap accelerator. Perhaps the time to de-cap and cap should be very slightly adjusted again?
a reasonable suggestion.
#33
Posted 07 October 2014 - 05:54 PM
Russ Bullock, on 07 October 2014 - 05:46 PM, said:
The counter point was multiple posts per week from players stating that the group queue was frustrating enough that they were going to quit playing. The ELO spread was just to great, and with our player base size we had just to many options available as to make it impossible for the match maker to put better matches together.
Instead of just making the changes I felt would make matches more competitive I came to the community and polled players. Players chose 80% in favor of the change.
We make the change and we have some customers that are unhappy. I am planning on making an additional post to describe the results of the MM change. It does seem to be having the desired impact.
Do I not have an obligation to majority of my customers? sometimes there just isn't a middle ground. I will gather the stats but don't the majority of conquest matches just end in an enemy team being wiped out more often then by cap?
We also need 4 vs 4, 8 vs 8 and the 12 vs 12 ques. If people are going to keep throwing games and costing the rest of us a match, than I'd prefer to play a game where my 8 man unit drops together, is agreed in the game type and will stick with each other. And I don't want to have to worry about the other guys in my 12 man that my unit is forced to work with in the 12 vs 12, dropping and messing up the match for my unit.
Also, if this voting system stays, we are going to need a way to pick our mechs AFTER the mod is set, so we can go into that mode with the desired mech that is optimized for that mode.
Edited by Yoseful Mallad, 07 October 2014 - 05:56 PM.
#34
Posted 07 October 2014 - 06:08 PM
Russ Bullock, on 07 October 2014 - 05:46 PM, said:
Russ Bullock, on 07 October 2014 - 05:46 PM, said:
Russ Bullock, on 07 October 2014 - 05:46 PM, said:
Russ Bullock, on 07 October 2014 - 05:46 PM, said:
Russ Bullock, on 07 October 2014 - 05:46 PM, said:
#35
Posted 07 October 2014 - 06:10 PM
#36
Posted 07 October 2014 - 06:13 PM
ZealotTheFallen, on 07 October 2014 - 06:10 PM, said:
So, you do then believe they care or did you talk yourself into a corner?
#37
Posted 07 October 2014 - 06:15 PM
WarHippy, on 07 October 2014 - 06:08 PM, said:
You said listen to the forum goers more, so we are. Now that is unacceptable, so what would you like from us now?
#38
Posted 07 October 2014 - 06:18 PM
Don tbelieve you RUSS AT All you jerked us around and around and around too much
we gave you the money to make the game you said you were making LIE
#39
Posted 07 October 2014 - 06:18 PM
Russ Bullock, on 07 October 2014 - 05:52 PM, said:
I won't be playing for at least a couple of days then.
#40
Posted 07 October 2014 - 06:20 PM
I still see such an ecm disparity between teams and matches that are so lopsided in the last few days its very discouraging . I will be taking a break ....
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