Game Mode Voting - Poll V2.0
#761
Posted 08 October 2014 - 08:36 AM
Having said that, I see this topic being responsible for the most "Confirmation Bias" witnessed on the forums since "Premades are responsible for every loss I've suffered" back in Closed BETA.
Carry on.
#762
Posted 08 October 2014 - 08:37 AM
i love this game for beeing NOT a simple shooter.
river city assault is NOT camp the base. its just because YOU MAKE IT THAT WAY. you dont put any thoughts behind it. you just play it that way. the simple easy way. i love to rush up and away from base, luring enemies out of the city so they can be crushed. or open a flank up where the other side has to work on.
typical skirmishers will propably never do this. they can play good but they cant think 2 steps ahead.
so a clear YES from my side. if you want to keep your HIGH ELO just because you play skirmish only and run around in fat blobs of 12 mechs then go for the no.
#763
Posted 08 October 2014 - 08:38 AM
Josef Nader, on 08 October 2014 - 08:30 AM, said:
I believe it is because Russ said something to that effect. I am trying to find that post.
*** Edit ***
A new one works just as well:
Russ Bullock, on 08 October 2014 - 08:53 AM, said:
It's looking like the feature is on the way out.
Edited by Mystere, 08 October 2014 - 09:53 AM.
#764
Posted 08 October 2014 - 08:40 AM
Josef Nader, on 08 October 2014 - 08:35 AM, said:
then explain to me why one minute i'm fighting with competent teammates and then the next i'm fighting with people who don't know the difference between an AC and a Laser
#765
Posted 08 October 2014 - 08:40 AM
MajorFlack, on 07 October 2014 - 08:27 PM, said:
Well Said MajorFlack and I feel the same way.
New Change is not to my liking. Why force players to play a game mode they don't want to so the players that do can have they game THEY want?
#766
Posted 08 October 2014 - 08:40 AM
All in all... I voted no. Training pilots is hard enough in public queue when half my group is high elo, while the others are freshmeat.... now with any game mode and crazy unpredictable lance configurations for groups 5-10, you can expect frustration trying any tactical instruction outside of a private lobby.
#767
Posted 08 October 2014 - 08:40 AM
#768
Posted 08 October 2014 - 08:41 AM
Mechwarrior Buddah, on 08 October 2014 - 07:43 AM, said:
No, I'm just saying that having closer, more competitive matches is more important than having the ability to choose the game mode since each game mode is essentially the same.
The matchmaker has a much harder time doing its intended job the more restrictions you place on it. Personal opinions aside, I think it is an objective statement to say that giving people tighter matches is more important than giving them the ability to choose the game mode they play — since their choice affects everyone.
It's kind of like being in a situation where there are limited resources like water and you have some people that are complaining that they want the ability to use three gallons of water per day when the rest of the people are trying to get them to ration the water responsibly with 1 gallon per day so that everyone gets a fair share.
"But if we ration the water, then you are depriving people of choice!"
Sometimes choice has to take a backseat when it comes to equality.
#769
Posted 08 October 2014 - 08:41 AM
Kay Wolf, on 08 October 2014 - 08:31 AM, said:
It was not meant to be offensive. If your team truly does not care about what mode drop in leave them all enabled and you can always bring whatever mechs you want. But when you do this you need to realize that you will most likely go up against teams that do limit their game modes and make mech choices based on the modes that they have selected. This is not a MM problem, it is a team problem.
The main issue that I had with your suggestion is that dilutes the voting power of the team. If all members want to vote the same way they would need to go into their personal preferences and modify them each time they wanted to change. For now, the team vote option is the best solution.
#770
Posted 08 October 2014 - 08:41 AM
#771
Posted 08 October 2014 - 08:43 AM
Russ Bullock, on 08 October 2014 - 08:18 AM, said:
I accept how you feel and can respect it. But this is a statement that is unfair. I mean we truly felt we followed a process on this feature implementation that was asked for by the community. Ask you guys and listen. We felt that is exactly what we did.
Okay did we misunderstand? or maybe the original poll should not have been run until the better explanations were provided? Perhaps so - that is why we are running the poll again. Speak as a community now and if necessary I will roll out the feature no later than the Oct 21st patch.
I don't think it there was a problem with the implementation, the explanations, or the rollout. I think it's a difference between theory and experience.
People read the explanations and knew this was coming (or at least, some of them did) and they thought that it wouldn't be a big deal. Then they started being forced to play game modes that they didn't like and the experience left a sour taste in their mouths.
I read about the change in the patch notes and thought, "Oh, that's a change that makes sense. It'll be okay if I have to play a few rounds of conquest."
Now that I've actually had to play some rounds with this change in place, I really hate it.
PGI couldn't have known what the reaction was really going to be to a change like this until it was live.
#772
Posted 08 October 2014 - 08:44 AM
I voted "no". I HATE conquest. My complaint is that except for perhaps Solaris and military war-game exercises, I just don't see how a capture the flag scenario would work in an actual 'mech contract. When I play, I like to imagine that I'm part of a merc unit or military force actually doing a contract or assignment that means something to someone (I know it sounds goofy, but it's my dime, so why not?). And though I have problems with the other scenario types, I can at least somewhat get behind them (although assault makes almost no sense--generally BOTH sides won't have a base that near each other; what is this, Red Vs. Blue?).
To me, skirmish makes the most sense from a merc contract point of view, but I still opt in for assault because I like the idea of taking out an enemy base--even if it is ridiculous that I have my own base set up so close.
As for the inclusion of Conquest as game-mode for the sake of people who are used to this sort of thing in first-person shooters and other games, fine, I get it...I just don't want to be forced to play it.
#773
Posted 08 October 2014 - 08:44 AM
#774
Posted 08 October 2014 - 08:44 AM
Russ Bullock, on 08 October 2014 - 08:07 AM, said:
If I am able to get a link into the patcher this morning and non forum goers come in to vote, they likely won't have read any of the explanation posts or really know what ELO is.
They will just read #2 saying that they get to play the modes they want to and vote NO.
In kind of like to see the poll redone in a non biased manner but Im in the minority
The way I read it a vote for no is a vote against elo and that seems to be what a lot of ppl here are saying as well (even the ones that have to be joking about that)
#775
Posted 08 October 2014 - 08:44 AM
Josef Nader, on 08 October 2014 - 08:35 AM, said:
But that could also be fixed in other ways. I'd rather see a tonnage/BV match than ELO cause it seems to be overly complicated. At least we could figure out or BV without calling a mathematician.
I remember those matches though. Sometimes they were fun. Picking on the noob player when out of nowhere this bad ass Jenner pilot comes in and wipes the entire team out, lol. You remembered names. Because if you didn't, that bad ass pilot would take you by surprise again the next time. I also still see good players thrown in with noobs, so where is the difference?
#776
Posted 08 October 2014 - 08:45 AM
Mastergrunt9, on 08 October 2014 - 08:28 AM, said:
I have to say the more I think about this, the more I wonder if ELO is even useful in the large group queue. It works great in Solo. But with certain classes and builds working better on certain maps and game types, does it really help? Its really random. Depending on what you drop with and get for a map.
It's more about the size of the group and how well they play together that affects the outcome of the large group queue.
#777
Posted 08 October 2014 - 08:46 AM
Mastergrunt9, on 08 October 2014 - 08:40 AM, said:
then explain to me why one minute i'm fighting with competent teammates and then the next i'm fighting with people who don't know the difference between an AC and a Laser
Confirmation bias paired with your team making a tactical error and getting out-manuvered. Just because the team skill is even doesn't mean it's not possible for your team to make a blunder and get caught with your pants down by a team that was in the right place at the right time.
#778
Posted 08 October 2014 - 08:46 AM
I saw you browsing the thread and suddenly a screengrab that is perfectly relevant to the conversation, even though it shows players engaging in an act that is against the CoC/ToS was removed.
This is information that is needed in the conversation, and IMO you made a bad call.
Edited by Roadbeer, 08 October 2014 - 08:48 AM.
#779
Posted 08 October 2014 - 08:47 AM
Mystere, on 08 October 2014 - 08:11 AM, said:
It was true "at the time" (thats a joke)
I didnt see the later post till right now, but being that the poll is winning and it phrased to get that result...
Russ Bullock, on 08 October 2014 - 08:13 AM, said:
Of course we will roll it out. I will roll it out Oct 21st if not in a hotfix before then.
I was quoting directly what you said...
How am I making trouble by quoting you?
#780
Posted 08 October 2014 - 08:48 AM
As for 3/3/3/3, that's one of the few reasons I started playing the game. The old system of trying to make a spider = dire wolf I found to be asinine, and a deal breaker for me. 3/3/3/3 doesn't need to be loosened, it needs to be strengthened, so you only get 1/1/1/1 for every full/partial lance of people in your group. So if you have a 3-man group, you don't have 3 people in timberwolves giving MM heartburn.
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