beerandasmoke, on 06 January 2015 - 05:25 PM, said:
Solution is very simple. Group que is reduced to 4man teams or less. Any larger than go play CW. That way casuals have a fighting chance against a comp group dropping to farm. Yeah I know large groups are going to scream bloody murder but they have CW and private matches to compete against each other now. Make the group que more for casual friends wanting to play togther for a few friendly fun matches. You want hardcore mode than go play CW against the bigboys. If we want this game to continue to grow we need to retain these people that just like to play with friends casually. The writing is on the wall and its going to have to be done. Otherwise the only ones going to be left are large comp groups and solopugs.
I disagree. As a preface, I stopped playing this game about 1.5 years ago (sometime after ECM was nerfed a little but just after LRMs were basically one-salvo coring people and poptarting was just starting to become a thing. By the way, nice to see poptarting is basically gone now PGI). For reference, this was back when 8v8 games still existed and group queues were allowed into the random pug.
4 people had way, way too much control over the game back then. It's no wonder to see why, it was literally half of your or the enemy team acting in a coordinated or semi-coordinated fashion (sometimes no coordination, you just wanted to play with friends).
Using my experience in other games like War Thunder or World of Tanks, unless you were one of the best players in the game, you as a group of
3 people could not exercise much influence over the course of a battle. It was possible, but you had to be really good for it to start consistently impacting game after game.
Now, while MWO has 12v12 games, it's not a 15v15 like WoT is. In WoT, a group of 3 (the maximum) represents only 20% of the team's population, whereas 4 people in MWO represents ~33% of the team's population. Back when I played last, I actually did this, and we won a considerable amount of the time due to having half of my team as very coordinated whereas the entire enemy team likely was not.
Because of this and the nature of how high the lethality can be in MWO (for people who don't suck at brawling like I do, otherwise it tends to not have a high lethality) I think it's fair to say that allowing
four people to drop into random queues is way, way too much. 3 people is probably also too much, but it's far more reasonable at 25% than 4.
I'd honestly only feel comfortable with the devs starting out closer to 2 and then seeing if the game can handle 3 in public queues.
But right now, I came back, and solo-queueing is fun, but the one friend I came back with I can't really play with for the same reason that this thread was brought up. And I hate it. I actually felt comfortable enough not only coming back, but dropping a fairly sizeable chunk of change only to find that I really can't group queue because people are allowed to drop in 6 or 8 man groups and it's maddening and sickening. I can't even play the game with friends without being forced to play against even more players with considerably more friends on their side than I have on mine. It's made especially ironic and sad when the person I
do play with I don't have any sort of extra coordination with because we don't use voice comms, we just play together and find ways to be individually better.
And this really, truly needs to be fixed. The game should definitely cap group queues in random matches down to some 2,
maybe 3 people, but no higher. Any high-coordination group operations should be kept to its own separate section.
I actually enjoy the game to come back after a year, but this is something that will stifle my enjoyment relatively quickly. Group queues are impossible, solo queues could use some easing on the ELO system but is otherwise fine in that regard.