Now We Have Voip, Could We Merge Some Queues Again?
#21
Posted 15 March 2015 - 03:26 PM
#22
Posted 15 March 2015 - 04:02 PM
Having six plus on the same page gets into overpowering again. Any time you can count on half your team base to do what you tell them, versus people who might not say a word to each other; that's a problem. Four guys is enough to follow around and see how a team can work. Two guys aren't enough to demonstrate teamwork.
#23
Posted 15 March 2015 - 06:38 PM
#24
Posted 15 March 2015 - 07:09 PM
With CW now in play, the old argument that groups with more than 4 could not group up and play if groups in group queue are restricted to 4 is no longer valid.
To be honest, I personally do not see any reason why a 12 man group would / should play in the public queues from an overall game perspective.
Edited by p4r4g0n, 15 March 2015 - 07:11 PM.
#25
Posted 15 March 2015 - 07:12 PM
#26
Posted 15 March 2015 - 07:29 PM
Solo queue. Single player only
Lance Queue: opt in solos to lance sized groups.
Company Queue: Opt in solos and Lances with 5 plus groups, and option for matches of 8man battles.
Opt in is the key.
The problem? With CW and an already boutique size player base cannot support it. Maybe after steam release.
#27
Posted 16 March 2015 - 10:47 AM
When we solo queue, we generally have success. That is, individually we earn enough C-bills and XP that continuing to play is worthwhile. We prefer to team up and play together, so our only option is to group queue. When we group queue, "successful" (worthwhile for the effort) matches are few and far between, and we usually give up after a hanadful of matches and go play something else. Getting crushed in the group queue is simply demoralizing, and my buddy is ready to give up.
Here's my no0bish suggestion, for what it's worth:
The Buddy System
- Provide a small, but non-trivial c-bill bonus to anyone in the group queue, win or lose. Just as an example, let's say 20,000cb (?). The intent of this is to incentivize veterans to stay in the group queue, and to encourage newer players to test the waters of the group queue.
- Allow groups of two (2) to queue via "Buddy Mode", which opts them out of the group queue, waves the group queue c-bill bonus, and may somewhat increase their queue times as they are matched with another single pair of buddies on the opposing team.
Edited by Abel Enders, 16 March 2015 - 11:01 AM.
#28
Posted 17 March 2015 - 10:27 AM
#29
Posted 17 March 2015 - 10:58 AM
(...lol... as if they have enough players to add a '4th' que behind solo, team, and CW. Allowing 2-mans in solo is only way.)
#30
Posted 17 March 2015 - 11:12 AM
One problem is the new players teaming up with experienced ones, and they get wrecked not only because a lack of experience, but also because a lack of equipment. It would take them forever grinding group queue with their experienced counterpart as opposed to fighting in lower ELO matches on their own in solo queue.
So...how about you keep them in group queue, but add c-bill bonuses for players based on the difference between their ELO and the average ELO of the match. So, someone thrown in over their head at least gets something out of the match - they get the experience of being steamrolled (basically a "don't do that again" lesson), and they get some bonus space bucks to help them build a better mech sooner to compete. Ideally, playing against harder opponents should make you competitive faster, but the economy downsides to doing so actually prolongs the grind to competitiveness.
I also think we should seriously reduce the bonuses for pilot skills and modules, but that's probably not going to happen either.
Edited by Dino Might, 17 March 2015 - 11:13 AM.
#31
Posted 25 March 2015 - 01:16 PM
#32
Posted 25 March 2015 - 01:19 PM
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