Davegt27, on 02 July 2015 - 11:39 AM, said:
Now hold on Big guy (OP) Russ did not say he was going to break up larger units
He just wants people to consider the option
Let me explain
If you had a unit with 1000 members call it unit A then you had a unit with say 1000 members call it unit B
So unit A plays unit B all the time
You see the problem
Is it better to have to big units in CW or a lot of smaller units?
Russ is just suggesting if some of the bigger units broke down into smaller units it would help the game
After all why have a matchmaker (game maker might be a better term) if you only have a few units
Don’t fly of the handle about a suggestion
He just wants people to consider the option
Let me explain
If you had a unit with 1000 members call it unit A then you had a unit with say 1000 members call it unit B
So unit A plays unit B all the time
You see the problem
Is it better to have to big units in CW or a lot of smaller units?
Russ is just suggesting if some of the bigger units broke down into smaller units it would help the game
After all why have a matchmaker (game maker might be a better term) if you only have a few units
Don’t fly of the handle about a suggestion
Hold on there player lacking reading comprehension. This post highlights why Russ's suggestion is a waste of PGIs resources and could have even more adverse effects on CW. I am aware this is not set in stone yet.
Your attempt at dissecting this problem has one big problem. For the 100th time, do you think that making large units break up would result in them not still being cohesive and working together in the same faction? PGI cannot stop alliances.
Let me dumb this down for you. Answer this question for me:
If Marik and Liao units make a pact to not fight eachother and work together can PGI do anything about that without forcing attack lanes solely between those two factions and in doing so pissing off more people?
If you said No you would be correct. The same can be said about larger units, you can break them up but they will still work together.
There are tons of units, the big issue is the amount of players who dont want to play and that has to do with a lot of other things which I touched on in my post.
Dont make stupid assertions like the the rest of the common denominator does in this game without looking at whats staring you in the face.
Kaden Kildares, on 02 July 2015 - 11:53 AM, said:
I'm also not blaming the big units. They are doing what needs to be done at this point in the game. My only point was back before CW, there was no NEED to field 24-36 guys a night. You could be small and fine tune your 12 man(and a few subs) and compete in league matches just as well (or better) as a mega unit.
Same thing with WoW and all those games. All you needed was one team. how many elite end game raid guilds wouldn't be able to stick around if all of a sudden ever raid was a 40 man? (or 100 man like eq1

But the thing is if your player base is active enough you can have one or two 12 mans easily online with a small unit. If you cant compete with other 12 mans at that point it comes down to player competency.
Once again organization and competence are the two major factors after player activity.
Number of players only results in the chance to tag planets a bit easier which is moot other than in this current CW event.