8V8 Public Queues
#1
Posted 03 December 2014 - 04:30 AM
#2
Posted 03 December 2014 - 05:05 AM
#3
Posted 03 December 2014 - 05:18 AM
#4
Posted 03 December 2014 - 05:19 AM
#5
Posted 03 December 2014 - 05:22 AM
#6
Posted 03 December 2014 - 05:30 AM
#7
Posted 03 December 2014 - 05:39 AM
All Nine, on 03 December 2014 - 04:30 AM, said:
None of the current maps are going to be used in community warfare as currently constructed. There will be two new maps when CW releases.
They mentioned some of the current maps may be reworked to use in CW, but at launch none of the maps we are playing on now will be used in CW.
#8
Posted 03 December 2014 - 05:43 AM
Riverboat Sam, on 03 December 2014 - 05:05 AM, said:
Yep it's true. But most of the screams were yelled under the assumptions we'd get gamemodes and maps that actually fit 12v12 and thus 12v12 would be more tactical than 8v8 making a split into lances a viable strategy.
We all know that did in no way work out as planned/anticipated/expected. In practice 12v12 is even less forgiving when trying to break away from main force with a lance.
Ways to fix that would be better maps and gamemodes, which means a lot of work or a return to 8v8, which should be less work and at the same time will be beneficial to performance. A game that needs you to overclock even high-end systems to get stable acceptable performance is in dire need of any performance improvement that is possible.
I guess being unable to run properly on mid and low end rigs has cost the game a load of potential customers in the past year.
I mean if you have trouble with the löearning curve you just ask in the forums and get good answers. But if you go to the forums to find info on how to get better performance and all you see as an answer is buy a better rig and then overclock it, that is a hassle only hardcore mechwarrior fans would be willing to go through.
#9
Posted 03 December 2014 - 05:44 AM
Roknari, on 03 December 2014 - 05:39 AM, said:
None of the current maps are going to be used in community warfare as currently constructed. There will be two new maps when CW releases.
They mentioned some of the current maps may be reworked to use in CW, but at launch none of the maps we are playing on now will be used in CW.
Which is something I do not understand from an efficiency standpoint. Their flagship mode cannot use ANY of the current maps? Sounds like some design issues here. I really really REALLY hope CW is more than just storming a gate.
#10
Posted 03 December 2014 - 05:57 AM
cdlord, on 03 December 2014 - 05:44 AM, said:
I'm afraid you are going to be let down. I'm sure CW will evolve as time goes on, but from reading what PGI has put out there, its going to be storming a gate and either destroying/capturing a base. It sounds like their may be several gates, but that is what we are going to be doing.
At least its something new. Hopefully it will be followed on rapidly with other game modes for CW.
#11
Posted 03 December 2014 - 06:18 AM
#12
Posted 03 December 2014 - 06:41 AM
River City is the biggest offender
Forest/Snow Colony are next up
Making those maps bigger alone should help a lot.
#13
Posted 03 December 2014 - 06:51 AM
Jason Parker, on 03 December 2014 - 05:43 AM, said:
Yep it's true. But most of the screams were yelled under the assumptions we'd get gamemodes and maps that actually fit 12v12 and thus 12v12 would be more tactical than 8v8 making a split into lances a viable strategy.
We all know that did in no way work out as planned/anticipated/expected. In practice 12v12 is even less forgiving when trying to break away from main force with a lance.
Ways to fix that would be better maps and gamemodes, which means a lot of work or a return to 8v8, which should be less work and at the same time will be beneficial to performance. A game that needs you to overclock even high-end systems to get stable acceptable performance is in dire need of any performance improvement that is possible.
I guess being unable to run properly on mid and low end rigs has cost the game a load of potential customers in the past year.
I mean if you have trouble with the löearning curve you just ask in the forums and get good answers. But if you go to the forums to find info on how to get better performance and all you see as an answer is buy a better rig and then overclock it, that is a hassle only hardcore mechwarrior fans would be willing to go through.
more ppl is never more tactical. look at games like planet side, when u have small groups that engage squad v squad its fun. once u get in a mass fight it boring. u will randomly get shot and killed from some unknown source. this is know happening in MWO with 12v12. in 8v8 it did not happen as much. nothing pisses off new ppl as much as randomly dieing without knowing what killed them
#14
Posted 03 December 2014 - 06:53 AM
It's not funny if a couple of 2-man or 3-man teams drop against a full 12-man.
Matchmaking should try to match teams of about the same size against eachother.
#15
Posted 03 December 2014 - 08:52 AM
It'd probably actually be better for the game if public queues were artificially delayed based upon how long you've played the game - so that they would fire quick for new players, but more experienced players would be nudged towards CW.
#16
Posted 03 December 2014 - 08:55 AM
The group queue should be 12v12 though, because otherwise the matchmaker will just throw absolute fits.
#17
Posted 03 December 2014 - 09:52 AM
#18
Posted 03 December 2014 - 10:11 AM
#19
Posted 03 December 2014 - 10:22 AM
All Nine, on 03 December 2014 - 04:30 AM, said:
No thanks
Kirkland Langue, on 03 December 2014 - 08:52 AM, said:
It'd probably actually be better for the game if public queues were artificially delayed based upon how long you've played the game - so that they would fire quick for new players, but more experienced players would be nudged towards CW.
This is a bad idea that could foster many more problems and temptations.
#20
Posted 03 December 2014 - 01:24 PM
Kirkland Langue, on 03 December 2014 - 08:52 AM, said:
It'd probably actually be better for the game if public queues were artificially delayed based upon how long you've played the game - so that they would fire quick for new players, but more experienced players would be nudged towards CW.
Long time customers should have longer wait times because they've been here longer? ???
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