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Community Warfare Queue - How It Works


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#121 Osis

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Posted 15 December 2014 - 06:24 AM

Hail,

Get social, find your faction Teamspeak and group up. 12 man drops are very fast with almost no waiting, the game is about teamwork and grouping up will help alot.

Smoke Jaguar can muster on Strana Mechty Teamspeak, drop rooms are configured for sync drops with non-unit members. Ask members with Unit Tags if you need assistance.

This weekend was great, really do not like the uncontested drops.

Seyla,

#122 DestructShawn

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Posted 15 December 2014 - 06:30 AM

Part of this issue is PGI refuses to put voice comms synced with matches in the actual game engine. This makes single pugs and small groups disadvantaged because of a lack of voice comms. Then they have to have this obsession with separating pre-mades from pugs. Now because of this controversy, you have to add all this complexity to the matchmaking. JUST ADD VOICE COMMS!!!

#123 Osis

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Posted 15 December 2014 - 06:31 AM

View PostMahKraah, on 15 December 2014 - 06:16 AM, said:

rush and shoot the cannon is the Only way to play attacker to have a chance to win a match.
defenders with the turrets and the dropships shooting and respawn right at the objective is not beatable if you try to kill them all .
this setup sadly reduces the variation in a drastic way and will make invasion mode getting boring VERRY quik.
invading a planet need such objective based battles but reducing the war to just this is .... stupid?

as for the small group - soloplayers waittimes... its not just you it hits the units eaqualy.
bigger units get a 12 man group together and are fine , but who ever dont fit into that group is in the same boat and is idling in the waiting list just as you are.
the overwhelmingly simple solution to this GAMEBREAKING problem is to allow 12 man groupes beeing formed by members of multiple units AND soloplayers AS LONG AS THEY BELONG TO THE SAME FACTION.

in preparation for this the house kurita units even installed a new teamspeak server to collect the small groupes and soloplayers and form them into 12man strike units, its just the game dont allow to do so. we are quiet successfull in using the workaround that syncdropping is.
a part group of a unit , lets say 6 man , want to attack paris, a planet the davions stole from us last friday, they occupy a dropchannel and than everyone in the lobby enters that channel untill they are 12.
the groupleader does state the target and mode and do a countdown, than everyone hits the attack/defendbutton of the same planet. the matchmaker drops them into the same battle with 75% successrate.
added advantage: everyone in the battle can comunicate and coordinate.
also the experienced unit groups are available to answer questions in the remaining waitingtimes. doing 25 cw matches on sat and sun i experienced waiting times between 50 seconds and 11 minutes using this system.
you dont need to talk , you dont need to join a unit! all you do is accepting that this is a team game and that you have to join up with a group on voice coms temporary for just that single drop: profit fun small waitingtimes are the ......... sideeffects.
you might find ppl you like , forming friendships.
you do this on YOUR time IF YOU want to, when ever YOU decide to do so.


Hail,

The other option is "kill everything" and enjoy 1 the Million CBills (my average is 750,000 per drop). I made a pile of coin this weekend, almost enough to make up all the CBills I spent on Modules and Weapons Cooldown / Range outfitting all the Mechs.

Rushing can work, but why leave money on the table. Winning is good, winning and having fistfuls of money is even better !

Seyla,

#124 Dagadegatto

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Posted 15 December 2014 - 06:44 AM

View Postk05h3lk1n, on 13 December 2014 - 10:57 AM, said:

What about making a separate "guns for hire" queue which isn't tied to a specific planet but rather supports groups of less than 12 man on attacks/defense, or if not available, fills a complete "pug" attack and defense?

+1

View Postintothefray, on 13 December 2014 - 11:52 AM, said:

What I don't understand is how it picks solo people. We decided to try and let everyone go solo last night and see if it could piece together something like that easier. So 4 of us solo queue up for the same planet. Well we're waiting 5 min and another friend comes and we tell him to do the same. Min after that he's launching and we're all still waiting.

We have experience that as well, it's crazy. :blink:

View PostKohl Slaasruud, on 13 December 2014 - 12:11 PM, said:

Erm, what is the idea with mentioning "waiting 30 minutes" or "waiting 5 minutes"... either of these is essentially a broken condition with the matchmaker.
...
also the message editor window misses typed letters like a mo-fo if you're anywhere near 5 characters per second... broken broken broken...

Yes, that chat input jazz is just ridiculous. And I agree, even 5 minute queues are not acceptable. This IS a Beta and so I think any bugs should be accepted as part of that process. However, there are also some very odd design decisions and to me those show a lack of proficiency. Make no mistake, game UI and UX is fiendishly difficult work, especially for a game like MWO. But by looking how the game's interface has progressed since closed beta it is obvious that the devs's UI and UX designer(s) are not up to the task. Bad designer! No twinkie!

View PostNic B, on 13 December 2014 - 12:22 PM, said:

What would be useful is having dedicated solo player planets. Since if I understood Russ 's correctly it would give matchmaker an easier time to fill in solo player pugs.

I think just a separate solo queue would suffice since each planet can run multiple battle instances.

View PostGooner, on 13 December 2014 - 03:44 PM, said:

One thing that I've seen suggested in other threads that might help that I definately agree with would be some sort of "instant action" button.

Yep, that's a no-brainer. However implementing it might be difficult seeing as the matchmaker is a wild beast that cannot be tamed. :huh:

View PostQuimMorius, on 13 December 2014 - 05:27 PM, said:

Quick fix, solo players can be put in a que that fills up whatever is needed in relation to their faction, no planet selection no attack/defence selection, groups can select planet to fight and get filled up with qued solo players with FIFO system.

Another good idea. +1

#125 Joe Mallad

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Posted 15 December 2014 - 06:50 AM

View PostRiverboat Sam, on 13 December 2014 - 09:20 PM, said:

This mechanic suffers from the fatal, and I believe very flawed, belief that the only appropriate size for a battle in MWO is a 12 man team on each side. I must say, your dedication to 12 man's is nearly religious. It has broken this game mode irreparably and no amount of patching will make it anything better than, "not so bad as it used to be". Such a shame.
ive been saying this for the longest time now. I understand that 12 vs 12 is what they have in mind but it would also help if there were ques for at least 8 vs 8. In drop ship mode it would just be 32 vs 32.

#126 DestructShawn

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Posted 15 December 2014 - 07:39 AM

Yes, I don't understand the baseless devotion to 12 v 12. Why?

Also, ADD VOICE COMMS!!!

#127 Felio

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Posted 15 December 2014 - 08:36 AM

View Postscruffy416, on 13 December 2014 - 06:15 PM, said:


As someone in another thread pointed out, this is NOT a Skirmish match - if you try to kill all of the defenders, instead of trying to reach the Objective (kill the Orbital gun), you will lose. Took me about 5 or 6 matches until I faced up against an attacking team that knew this, and ran right past us to the generator and blew it to hell. Most of the defenders were still hanging around the gates wondering what just happened.


I think that's kind of unfortunate. The zerg rush should not be the only viable strategy. It shouldn't even be the best strategy.

#128 Cimarb

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Posted 15 December 2014 - 08:40 AM

View PostFelio, on 15 December 2014 - 08:36 AM, said:


I think that's kind of unfortunate. The zerg rush should not be the only viable strategy. It shouldn't even be the best strategy.

It is the easiest, but also very unprofitable. Doing it "right" is working just fine for us, and is much more fun, imo.

#129 LtPoncho

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Posted 15 December 2014 - 11:19 AM

You reap what you sow! For 2 years the CW minded player has waited while this game was CATERING to casual and pickup minded customers in order to expand it's player base. No wonder there is such a negative reaction to this perspective of the game now that it has been implemented. The game has been dominated for over a year by a casual base - there was never any effect or consequence on a win or loss before.

CW was and should have been a fundamental pillar of the game from day one. Reality today is compared to suddenly speaking to your child in a different language from what he/she was raised with.

#130 Arctourus

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Posted 15 December 2014 - 11:53 AM

except by everyone, including russ's admission, there are quite a few "instant win" matches because a 12 man will drop and the MM can't figure out how to put a team up against them, while single players or smaller groups are sitting around waiting to join a game but not being allowed.

#131 Amardez

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Posted 15 December 2014 - 12:25 PM

View PostLtPoncho, on 15 December 2014 - 11:19 AM, said:

You reap what you sow! For 2 years the CW minded player has waited while this game was CATERING to casual and pickup minded customers in order to expand it's player base. No wonder there is such a negative reaction to this perspective of the game now that it has been implemented. The game has been dominated for over a year by a casual base - there was never any effect or consequence on a win or loss before.

CW was and should have been a fundamental pillar of the game from day one. Reality today is compared to suddenly speaking to your child in a different language from what he/she was raised with.



Anything that excludes singles and small group or disadvantages them is throwing away potential income while team work should be the basis of this game it also need to be casual enough that you can drop in and out as a solo player or you will lose A LOT of players who have helped fund the game. Small groups are easier to form as with the hectic styles of life a lot of people lead getting a 4 man is easy enough but a 12 man and HOLDING it together is kinda tricky, 12 mans get A MASSIVE boost to coordination if they are on team-speak this should be all the incentive they need to form up if they have people they know. But i find that there are lot of people who are not prepared to form up with pugs as they don't want to end up getting their time wasted when 1 or more of them becomes unreliable, this is where the MATCHMAKER should come in but it appears to be not working as it should.

I find it crazy that i have Game Vox and Overwolf running but i can't link my server in a game lobby to get people onto it. The way it integrates is not to cpu heavy and just show how little it would take for MWO to have it integrated, it is nothing more than laziness and the game is suffering from the lack of what should be a core feature.

#132 Cimarb

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Posted 15 December 2014 - 01:10 PM

Can everyone please realize that PGI is working on these issues and it IS the holiday season, so things may go a little bit slower for the next couple weeks?

They care about solo players, and they care about group players. Just have some patience and they will work out the bugs.

#133 Von Falkenstein

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Posted 15 December 2014 - 01:53 PM

8pm-11pm UTC+1: Only two drops with enemies in three hours (running in a twelve men premade myself), rest of the time waiting or turrets only.

My group will skip Community Warfare until we get a solution for this.

#134 Cimarb

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Posted 15 December 2014 - 04:18 PM

View PostVon Falkenstein, on 15 December 2014 - 01:53 PM, said:

8pm-11pm UTC+1: Only two drops with enemies in three hours (running in a twelve men premade myself), rest of the time waiting or turrets only.

My group will skip Community Warfare until we get a solution for this.

You might want to try fighting somewhere else. We have tons of matches all the time up in the invasion corridors.

#135 Hillslam

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Posted 15 December 2014 - 07:30 PM

Add an indicator to show us if a planet is in DEFEND mode or COUNTERATTACK mode so we can see BEFORE we drop.

After all, if your unit ATTACKS a planet you pretty much know what you're doing: you're attacking. But if your list of planets is defense, its a crap shoot.

SUCKS for people trying to get a mix of attack and defend for the night, when all you get is CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack CounterAttack

CounterAttack


I pretty much dumped this mode until you give us more visibility and CONTROL over what we're getting into.

Edited by Hillslam, 15 December 2014 - 07:31 PM.


#136 Amardez

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Posted 15 December 2014 - 08:01 PM

View PostCimarb, on 15 December 2014 - 01:10 PM, said:

Can everyone please realize that PGI is working on these issues and it IS the holiday season, so things may go a little bit slower for the next couple weeks?

They care about solo players, and they care about group players. Just have some patience and they will work out the bugs.


Not trying to sound rude but they were working on TS a long time ago and canned it on the basis of not wanting to re-invent the wheel (a choice A LOT of people disagree with), though I would settle for integration of another system something is needed. As for the match maker it is and has been a ongoing mess fix one issue and it seems like another crops ups, and even if that is not the case it is the impression that is being given which is as important as what is really happening.

#137 Kageru Ikazuchi

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Posted 15 December 2014 - 08:03 PM

View PostHillslam, on 15 December 2014 - 07:30 PM, said:

Add an indicator to show us if a planet is in DEFEND mode or COUNTERATTACK mode so we can see BEFORE we drop.

After all, if your unit ATTACKS a planet you pretty much know what you're doing: you're attacking. But if your list of planets is defense, its a crap shoot.

While I agree that we should be able to see what mode we're playing before we drop, so that we can select which drop deck to bring, you do realize that only counterattack (and not defend, or hold -- the attacking force's version of defend) will take points away from the other faction, right?

The only way for a defender to turn a planet back, once the attacking faction has more than 6 points, is to counterattack.

Edited by Kageru Ikazuchi, 15 December 2014 - 08:04 PM.


#138 Talono

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Posted 15 December 2014 - 09:12 PM

View PostVon Falkenstein, on 15 December 2014 - 01:53 PM, said:

8pm-11pm UTC+1: Only two drops with enemies in three hours (running in a twelve men premade myself), rest of the time waiting or turrets only.

My group will skip Community Warfare until we get a solution for this.


+1 on that, during yesterdays CW waiting time with one drop in 5 hours you made Amazon rich as i did the christmas shopping during the boring waiting :P

Edited by Talono, 15 December 2014 - 09:38 PM.


#139 Punk Oblivion

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Posted 16 December 2014 - 12:05 AM

I would like a que option for smaller groups/solo players (say 4 and smaller) that has an option for "I want to attack/defend/counterattack/anything!" That way the larger groups can kick off attacks against planets, then everyone in the "smaller group que" gets funneled in to fill larger teams, or just add additional forces to those planets in the form of Pug groups. Almost like the 12-mans are leading the solo players if you will. In any case I have been in quite a few PUG groups that wiped the floor with 12-mans this weekend. All with in-game communications.

Having said all that, a global faction chat with options to set up groups would be awesome! But how long would that take to implement? Weeks? Months? I would like some kind of fix faster. Hopefully seeing the number of players qued on each planet can be put in quickly, and would help guide ppl to focus certain planets for their faction during each round attacks.

Edited by Punk Oblivion, 16 December 2014 - 12:07 AM.


#140 TamerSA

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Posted 16 December 2014 - 01:23 AM

So.... does anyone else think MOBA style gameplay would actually work well for CW?

I mean just entertain me for a moment. With the gates and turrets you already have a similar "lane" setup. We have the dropship "respawning". So keep everything the way it is now, maybe boost the gates and gate turrets a bit. And then add waves of creeps....

In this case it would be infantry and tanks etc. As with most MOBAs these creeps would not pose much of a threat to mechs unless they choose to fight enemy mechs while surrounded by them to give the enemy mech a slight advantage. Making you pick your battles carefully.

These waves could be upgraded by unit coffers etc. to provide things like ECM tanks or whatever is viable from lore.

This could also be used to make shifting points on the battlefield where you need to push waves of creeps ahead to be able to take down points like doors or turrets.

I know not everyone wants to play a MOBA, but with MWO as it is now you will keep the dynamics of the core game. It will still be a battletech game with customizable mechs and everything that makes it MWO. It might just shift CW from being a base rush game to being the epic battles PGI originally painted. Focus would go back to the front line battles between mechs rather than tower defense tactics to kill the enemy before they reach the base.





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