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Community Warfare Queue - How It Works


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#141 Iothil

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Posted 16 December 2014 - 02:12 AM

View PostRuss Bullock, on 13 December 2014 - 10:55 AM, said:

- Show the real numbers of players in the pre-queue of each planet.

- Allow players to group with all players of the same faction whether they are in your unit or not.

- Add a global faction chat with easy abilities to friend/group with players.


Sweet. Exactly what is needed. Cannot wait that CW has a quicker MM, most awesome thing in MWO so far.

#142 Daxxx

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Posted 16 December 2014 - 02:29 AM

CW matching seemed to stop working about 10 pm PST . Waited in ques off and on for a couple hours- only got into one game with no defenders.

#143 Amardez

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Posted 16 December 2014 - 02:40 AM

View PostTamerSA, on 16 December 2014 - 01:23 AM, said:

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.


Noting it was not uncommon for Mech(s)to be accompanied into battle by both other ground forces and even air support (gunships etc) you could make it work and even stay in universe without breaking anything if only we could mod this game the things that would come out would be amazing.

#144 Kvaneal

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Posted 16 December 2014 - 10:26 AM

It would also be useful to have a chat lobby on the Home screen.

#145 Gaulwa

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Posted 16 December 2014 - 03:30 PM

Showing the numbers for each planets is nice, but why not implement a "quick match" setting, where solo players can queue any planet of the faction they are aligned with?
Matchmaking would simply grab solo players from this common pool and put them where they are needed.

#146 Raven-kell

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Posted 16 December 2014 - 05:39 PM

the question I have is, my group has 2 people, i accept the defend que to attack or defend, but how do I know my group drops as a whole? do they hae to que to that same map or will I pull them in when i get a game? thanks.
DK

#147 TVMA Doc

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Posted 16 December 2014 - 07:42 PM

Not only was it clan vs. IS on a map strongly favoring long range weapons, but we ended up with 12 solos vs. a 12 man team made up from the same unit-all with comms. I can't say how much I feel that the 30 minute wait for the MM followed by the 15 minute one sided stomp made m feel that all of this time spent waiting for CW was somehow all worthwhile...

Releasing this mode in this condition is huge mistake. I'm not certain that I'll ever waste my time to even try it again. It was such a one-sided stomp after nearly an hour of time total. The game NEEDS in-game comms to even out the playing field as a MINIMUM requirement before something like this is launched.

Edited by TVMA Doc, 16 December 2014 - 07:56 PM.


#148 N0MAD

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Posted 16 December 2014 - 10:03 PM

View PostIothil, on 16 December 2014 - 02:12 AM, said:


Sweet. Exactly what is needed. Cannot wait that CW has a quicker MM, most awesome thing in MWO so far.


Ok im seriously confused here, Russ says three things that will improve things....

View PostRuss Bullock, on 13 December 2014 - 10:55 AM, said:


- Show the real numbers of players in the pre-queue of each planet.

- Allow players to group with all players of the same faction whether they are in your unit or not.

- Add a global faction chat with easy abilities to friend/group with players.

The global chat still has technical risks and is not confirmed. At this point this is just a plan that once technically reviewed may start development. I think it represents a nice next step that allows us to keep all the current flexibility and freedom players currently have.

The global chat and being able to group with your faction speak for themselves, I imagine even 12 man units that have 1 player log for the night going to the global chat and saying something like "we need one more who wants a group?"


Now his statement about chat? what? he says it will help but then says it has tech risks an not confirmed?
Its just a plan and after review MAY start development? its a nice next step?
Dunno read it yourselfs seems some what contradictory to me, even if it wasnt its not even been reviewed yet no plan to start developing it..
So another SOON feature ?
Wont any sort of player number counters give PGIs competitors info, this was a reason given by them as to why a Player online counter is a no go for MWO...

#149 ice trey

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Posted 17 December 2014 - 05:16 AM

How about instead of having the game invite you to attack or defend whenever ANYONE is in the cue, you as a player or as a group could "Take a number" showing that you are interested in dropping on multiple/one particular world. When a certain number of players have taken "Tags" for the given world in question, all players that are currently not mid-match will receive a notice that there will be a drop in X minutes, and slots are first-come first-serve, with maybe a 3-player "Buffer" in case of a disconnect before the first drop. If there aren't enough players on one side, they'll drop with fewer players, rather than no players at all versus the 12-man who have nothing to do but blow up a few turrets and push to the HQ to secure a free win..

Edited by ice trey, 17 December 2014 - 05:20 AM.


#150 Cptn Goodvibes Pig of Steel

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Posted 17 December 2014 - 05:41 AM

G'day,


Thanks for the explanation and information Russ. Is crystal clear that dropping as a lone wolf or as part of a small group that is not four, eight or twelve into Community Warfare is rather pointless and very time consuming. How this will affect the overall success of CW and the majority of MWO participants is an unknown. Long waits are a special bane for those that cannot afford to sit around in front of the computer all day. For myself, the attraction of MWO was its immediacy of action and CW seems to offer some meaning to overcoming the increasing blandness of the conventional matches. I.e. Not playing just for the sake of grinding out mechs. At any rate, will continue to follow the development of CW for hopeful improvements, but does look as though, that timely participation in CW as a solo pug or in a small group is sometime in the future.


Regards

#151 multisoul

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Posted 17 December 2014 - 05:56 AM

still a problem remains - if 2 12 man teams want to e.g. attack a planet, does that mean the second team has to wait 30min for its next chance?
also would be nice to have just like in the regular match where you choose game type or all, to be able to choose "any planet" if the unit wants to conquer a specific planet they will queue on that, or defend a planet owned by their unit

#152 Kjudoon

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Posted 17 December 2014 - 05:58 AM

Right now, all I care about is ending "Auction Sniping" planetary takeovers. It's a cheap exploit of a system flaw it's obvious PGI didn't think people would be so unscrupulous to exploit. No more of this attack with as many teams as possible in the last hour before the cease fire, get as many uncontested victories or "Ghost Drops" as possible and flip a planet that was 11 victories against.

But if it's not forcibly ended, it is best everyone knows how the game works so the only time CW will be really active is the hour or two in front of the Ceasefire. leaving the rest of the day pointless.

#153 Kjudoon

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Posted 17 December 2014 - 06:03 AM

View Postmultisoul, on 17 December 2014 - 05:56 AM, said:

still a problem remains - if 2 12 man teams want to e.g. attack a planet, does that mean the second team has to wait 30min for its next chance?
also would be nice to have just like in the regular match where you choose game type or all, to be able to choose "any planet" if the unit wants to conquer a specific planet they will queue on that, or defend a planet owned by their unit


From what I understand 2 teams attack and only one team is available to defend, this is how it goes

One team gets to fight, the other gets through unopposed 5 minutes after you get 12 people in your group.

They should be able to get an uncontested victory in 5 minutes tops, and then drop again.

The other team is still fighting and nobody else comes up, so they get another victory in 10 minutes.

The other game finishes, both teams drop again, only one opposes them, win or lose, the unopposed team gets one or two victory points when attacking.

In one hour you can get 4 extra victories with only one team getting through unopposed because all defenders are taken up. This means that you could with one team flip a planet in just over an hour.

That's the CW flaw right now. Now I see that even reducing the power of an uncontested win to 0.1 points is not enough. Should be more like 0.01 for these factions with large populations and the ability to put up 10-15 twelve man groups to 'Auction Snipe' a planet.

This must be addressed as it is an obvious exploit.

#154 multisoul

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Posted 17 December 2014 - 06:08 AM

View PostGarou Wolfs Haven, on 14 December 2014 - 10:56 PM, said:

I've played BattleTech since 1987 and every video game, including Crescent Hawks and Mechforce on my Amiga 500, back in the day. Based on early talk of this game I was expecting something more like a traditional MMOrpg with an open world. Imagining WoW with Mechs, now that would be amazing. Getting something more FPS like NetMech/MW: Mercs has been more then acceptable though.

I generally play as a lone wolf as it is really limited as to when I have time to play and at weird times to boot. Mainly Sunday nights till Tuesday mornings, between 9pm and 9am est. Getting into a CW queue as a solo player seems nearly impossible at this point.

I really thought the queue would be more like the standard play. Id love to be able to collect those faction achievement rewards, as they are really nice but it doesn't look like its going to happen any time soon.

I don't care which system is picked as long as it makes it easier for us lone wolves to be able to enjoy the new aspect of the game.

you cant walk the world in a mech or tank, MMORPG means interaction with other than bullets

#155 Kjudoon

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Posted 17 December 2014 - 06:12 AM

View Postmultisoul, on 17 December 2014 - 06:08 AM, said:

you cant walk the world in a mech or tank, MMORPG means interaction with other than bullets

The game sure could use an OOME (Out Of Mech Experience) where you could.

#156 Damien Kain

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Posted 17 December 2014 - 06:35 AM

I understand that it's easy to build CW for 12-mans, but the solo players and small groups (I've spent the last few days dropping with 2-3 man groups) who are waiting 20-40 minutes for a match are getting shafted. I'd love a solo queue that would drop me onto any planet that I qualify to play on. I'd much rather be thrown into a random match after 3 minutes than wait 30 for one I pick for myself.

#157 Milocinia

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Posted 17 December 2014 - 11:26 AM

The rather extreme bias against small groups and solo players is making me seriously question my future in this game in a very big way, enough that I'm now beginning to wonder if I should keep or refund my Resistance Wrath pre-order.

Please consider reworking the matchmaking system to something fairer for everyone please Russ. I know you can't please everyone but it's definitely too one-sided as it is right now and the wait times just make the whole thing a bit pointless to be honest.

Edited by Kyocera, 17 December 2014 - 11:27 AM.


#158 Kamchak

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Posted 17 December 2014 - 02:59 PM

This is broken on so many levels I don't know where to begin. I'm used to things being introduced and then tweaked until they work, but CW is so broken its useless in its current form. I'm guessing that to most of us our gaming time is limited, making the hours of waiting intolerable. I think the devs ought to apply for a kickback from Netflix for those of us "playing" CW.

#159 Wintersdark

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Posted 17 December 2014 - 03:07 PM

View PostKamchak, on 17 December 2014 - 02:59 PM, said:

This is broken on so many levels I don't know where to begin. I'm used to things being introduced and then tweaked until they work, but CW is so broken its useless in its current form. I'm guessing that to most of us our gaming time is limited, making the hours of waiting intolerable. I think the devs ought to apply for a kickback from Netflix for those of us "playing" CW.


No hours of waiting if you do it right. Pick busy worlds (they have lots of notifications), click the notifications that pop up. If you don't get a match in 5 minutes, leave and do it again.

This because that notification happens when it's building a match. After ~5 minutes, if you're not in a match, you missed it. The way the queue is now ISN'T first in, first out, so waiting in the queue does you no good. You could just keep getting passed over by a 12 man/other groups, or just be unlucky and have newly added solos picked first.

It's being addressed soon, but it is what it is now.

Even solo, doing the above, I never go more than 15 minutes before matches (and that's including all the various waiting time). I'm getting roughly 2 matches per hour, solo. A little less, if they go for their full time of course. But little actual waiting time.

#160 Cimarb

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Posted 18 December 2014 - 08:47 AM

I think the biggest issue is solo players are having trouble figuring out what is going on. Being in a group, it is much easier to get a grasp, collectively, of what is needed, but the interface itself could use some love in the "no-brainer" department. Some of the fixes in today's patch should help that quite a bit, but hopefully it will just continue to get better from there.





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