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Pre-Made Groups Need To Be Capped


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#1 Zaydin

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Posted 06 August 2015 - 09:35 PM

If you want to make CW fun, and not an exercise in frustration of pugs getting slaughtered by seal-clubbing units, pre-made groups need to be limited to a single lance per side.

Now, I know the premades are gonna complain about how that undermines CWs purpose, but I'd say the point of MWO as a whole is to have fun. Capping the size of premades is a step towards reaching that goal. And if you want to do a full premade, then there can be a special queue just for full premades to fight each other. That way, the premade will actually have to fight for a win.

Edited by Zaydin, 06 August 2015 - 09:45 PM.


#2 Scoops Kerensky

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Posted 06 August 2015 - 09:39 PM

Cool, we'll just synch up queueing in 3 groups of 4 then so we get stuck together. If it's filtered by unit we will rotate ourselves into NKVA, NVKA, and AVGN and do the same.

/thread

#3 KinLuu

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Posted 06 August 2015 - 10:09 PM

Even a single lance of glorious public offtopic will suffice to slaughter filthy IS PUGs.

#4 Mystere

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Posted 06 August 2015 - 10:11 PM

Yes, let us limit groups in the intentionally most group-oriented mode of the game. :rolleyes:

#5 meteorol

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Posted 06 August 2015 - 10:46 PM

View PostMystere, on 06 August 2015 - 10:11 PM, said:

Yes, let us limit groups in the intentionally most group-oriented mode of the game. :rolleyes:


Well, sadly it seems like there are not enough groups in the most group-oriented game mode of a "teamplay" game to make it work decently :D

#6 IlKhan Prepaid Kerensky

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Posted 07 August 2015 - 03:22 AM

View PostZaydin, on 06 August 2015 - 09:35 PM, said:

If you want to make CW fun, and not an exercise in frustration of pugs getting slaughtered by seal-clubbing units, pre-made groups need to be limited to a single lance per side.

Now, I know the premades are gonna complain about how that undermines CWs purpose, but I'd say the point of MWO as a whole is to have fun. Capping the size of premades is a step towards reaching that goal. And if you want to do a full premade, then there can be a special queue just for full premades to fight each other. That way, the premade will actually have to fight for a win.


"I don't have any friends and people who have friends shouldn't have any"

#7 TWIAFU

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Posted 07 August 2015 - 03:30 AM

View PostZaydin, on 06 August 2015 - 09:35 PM, said:

If you want to make CW fun, and not an exercise in frustration of pugs getting slaughtered by seal-clubbing units, pre-made groups need to be limited to a single lance per side.

Now, I know the premades are gonna complain about how that undermines CWs purpose, but I'd say the point of MWO as a whole is to have fun. Capping the size of premades is a step towards reaching that goal. And if you want to do a full premade, then there can be a special queue just for full premades to fight each other. That way, the premade will actually have to fight for a win.


When will these seal clubbing 12man Unit is the devil and ate my puppy, bullsh*t stop?

Hey, clown, your seal clubbing 12man only happen 1% of the time or less. You are getting seal clubbed 99% of the time by PUGs!

Hey, I have an idea!

If you want to make CW fun, then drop in a Group or join a Unit as designed for this game mode!

#8 Maver0ick

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Posted 07 August 2015 - 05:19 AM

What you are proposing would cause many people to quit. I used to belong to a small unit. When MWO was 8v8 and they allowed any group size of 1-8, we would form groups of 8 regularly as people logged in. We didn't co-ordinate mechs and builds and only had a win rate of about 40% but we were having fun. We were not PUG stomping. We found other equally casual groups that we could beat. When they restricted the group size to 2-4 or 12, we never had the 5th or 6th guy stick around and were never able to build up to 8. Those players went and did something else. Eventually it was only 1-2 of us playing. Same thing happened to other small units. TeamSpeak channels became empty and overall player population went down. After they removed the restriction, many of the smaller units never recovered.

#9 Mystere

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Posted 07 August 2015 - 05:44 AM

View Postmeteorol, on 06 August 2015 - 10:46 PM, said:

Well, sadly it seems like there are not enough groups in the most group-oriented game mode of a "teamplay" game to make it work decently :D


Is it because CW is just barely a shell of a game right now, or people are just too afraid to lose? :o

#10 xX PUG Xx

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Posted 07 August 2015 - 06:08 AM

Soooo..... i'm guessing you didn't think that one through. As Scoops said, it's simple to sync up since everyone from a particular Unit is in the same Faction and able to drop on the same planet.

I also don't get the whole "it's not fair that you have made friends to drop with and I didn't. PGI should limit the number of friends you play with, so I can have more fun in the area of the game that was proposed for players to play with as a Unit."

Make friends and create your own Unit or check out the recruitment threads and join an existing one. There are still Units playing CW in each of the Factions and very few have uber restrictions on time commitments or skill level.

#11 Livewyr

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Posted 07 August 2015 - 06:12 AM

I routinely join matches with other -MS- without being in their group. Just have to time getting into the queue for the planet.

#12 Rahul Roy

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Posted 07 August 2015 - 06:38 AM

Premade groups don't need to be capped.

Non- premade groups need to be capped. There should never be 12 solos from all different factions in a drop.

A drop should never occur with 12 singles.

This will keep a team of 12 bads who refuse to even use LFG from dropping.

Will not stop every stomp but will prevent the worst most frustrating ones.

#13 TWIAFU

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Posted 07 August 2015 - 07:27 AM

View PostRahul Roy, on 07 August 2015 - 06:38 AM, said:

Premade groups don't need to be capped.

Non- premade groups need to be capped. There should never be 12 solos from all different factions in a drop.

A drop should never occur with 12 singles.

This will keep a team of 12 bads who refuse to even use LFG from dropping.

Will not stop every stomp but will prevent the worst most frustrating ones.


Well, you do need to be of the same faction to join so your boogeyman does not exist.

12 solo dropping all on the same side is the same as the 12man unit smack talk rolfstomp nubs happening all the time, it's BS.

#14 WarHippy

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Posted 07 August 2015 - 07:38 AM

View PostZaydin, on 06 August 2015 - 09:35 PM, said:

If you want to make CW fun, and not an exercise in frustration of pugs getting slaughtered by seal-clubbing units, pre-made groups need to be limited to a single lance per side.

Now, I know the premades are gonna complain about how that undermines CWs purpose, but I'd say the point of MWO as a whole is to have fun. Capping the size of premades is a step towards reaching that goal. And if you want to do a full premade, then there can be a special queue just for full premades to fight each other. That way, the premade will actually have to fight for a win.

As someone who plays almost entirely solo your idea is incredibly stupid for a number of reasons that I will not go into right now because frankly if I say much more I'm going to get banned for what I really want to say to you. :angry:

#15 Leggin Ho

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Posted 07 August 2015 - 08:36 AM

What he said above me.............. :huh:

#16 Gas Guzzler

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Posted 07 August 2015 - 08:44 AM

View PostZaydin, on 06 August 2015 - 09:35 PM, said:

If you want to make CW fun, and not an exercise in frustration of pugs getting slaughtered by seal-clubbing units, pre-made groups need to be limited to a single lance per side.

Now, I know the premades are gonna complain about how that undermines CWs purpose, but I'd say the point of MWO as a whole is to have fun. Capping the size of premades is a step towards reaching that goal. And if you want to do a full premade, then there can be a special queue just for full premades to fight each other. That way, the premade will actually have to fight for a win.


When I drop solo in CW I typically do no less than 2000 damage and more than several kills. Imagine if my 11 teammates could do the same.

The real problem is the solo players who can't manage to break over a couple hundred damage with 4 mechs! That is the part that needs to be fixed.

#17 MischiefSC

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Posted 07 August 2015 - 08:58 AM

I got into this in another thread but I'll touch on it again here -

the problem isn't groups. The problem is people pugging in CW and not wanting to play as a team. Playing as a team (be that when you're dropping in an organized 12man or pugging) is the bare minimum effort required for CW.

The issue isn't pugging. Almost all of us pug; great players, bad players, mediocre players. What kills 'pugs' is not coordinating. More to the point it is not being willing to put forward the effort to coordinate with their team and bring a non-terrible deck. I'm not even saying 'you need to bring top meta', I mean non-terrible.

Someone needs to call the drop and everyone else needs to follow along. If someone isn't willing to do that and be part of that they need to stay out of CW. Not saying pugs need to stay out of CW, saying people who are not willing to be part of a called drop need to stay out.

People being unwilling to put forward a minimum effort to play CW is not a flaw in CW. It's a flaw in those players. The solution is not to try and make everyone else play worse or put an in-game nanny in to ensure someone can don'tcare in an underhive deck in CW and still do alright.

CW needs a ton of work. A lot of things for it. I've been very vocal in my criticisms of it but among those flaws being 'too hard' isn't one of them.

1. Someone needs to call the drop. You need to be vocal about either volunteering (if you've got the chops for it) or asking someone else to do so.

2. You need to stick with the drop callers direction. If you're not calling the drop you need to follow the lead of the person who does.

3. Bring non-terrible mechs. Don't pug with LRMs (especially not multiple in your deck), no 'solo sniper' designs, leave all that crap for the solo queue. Bring a deck of mechs designed to work with and do your part in a team of 12. Something to brawl in, a long range mech, maybe a scout/ECM support mech, a good mid-range damage dealer/tank. Stick to the firing line, support your teammates and carry your weight as part of the team and not a rambo.

That's it. It's a minimum viable effort. If you want to just pick a random mech, drop, ignore your team and go shoot at stuff, die, rinse and repeat stay in solo queue. That is why it's there. CW is more than that (and should be more than that). If you're unwilling to put forward more effort than breathing in and out then, well, stay in solo queue.

#18 Cptn Goodvibes Pig of Steel

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Posted 07 August 2015 - 09:18 AM

View PostZaydin, on 06 August 2015 - 09:35 PM, said:

If you want to make CW fun, and not an exercise in frustration of pugs getting slaughtered by seal-clubbing units, pre-made groups need to be limited to a single lance per side.

Now, I know the premades are gonna complain about how that undermines CWs purpose, but I'd say the point of MWO as a whole is to have fun. Capping the size of premades is a step towards reaching that goal. And if you want to do a full premade, then there can be a special queue just for full premades to fight each other. That way, the premade will actually have to fight for a win.



G'day,


Its all been said before Zaydin and you're only inviting toxic responses from those who have a different view to you. If being part of a large team or group doesn't suit your MWO situation (like most), then just keep clear of it.

As it stands, the only objective in CW seems to be a bunch meaningless name tags on a galactic map. It kind of makes the whole thing rather pointless. However, if you do feel the need to go into CW, then go in on your own terms. Is best to try as an "attacker - red" and avoid being part of a rainbow drop. It'll probably mean a long wait, but you can use that time to try to hook up with your affiliated faction on TS. Basically, if your team drops in the same faction, there is more opportunity for effective communication and a fighting chance.

If you drop in as a defender (blue), you will be part of a rainbow group (conglomerate of many factions) and communication can be limited. Not many use VOIP. Essentially, you'll be seal farmed, no matter how good a Pug you may be.

I know this is fairly depressing to you and the solo Pug, but all said and done, is best to avoid CW altogether and stick to single or group queues. This seems to be what most MWO players are doing and is much more profitable. It is clear that Pugs are not wanted in CW, but are required to fill player volume for CW to be workable in its current form. This premise is another good reason to avoid CW when playing solo.

What happens to CW in the future? Who knows? Currently, it caters for an ever smaller select portion of the MWO market which appears to be withering on the vine. Something will have to be done on PGI's part to entice more players in, but for it to be acceptable to Pugs, it'd probably compromise the "large group" orientation of CW. Throwing more bonuses at it, will just mean that the current few who play CW will get more bonuses.

Is best left for PGI to sort out, for them to determine exactly whom CW is marketed to and whether it has any legs. If it was my choice, I'd make all the modes of play contribute to CW, but that post was buried months ago. For now, my advice is to keep clear unless there is something that you really want from it. Like level 2 mech bays.

Let CW sink or swim by its own devices. If it fails, then PGI and its clients have missed an opportunity, because with a little more thought and effort, it could have been much, much better. Always keep in mind, that as a Pug, you can afford to wait it out. It's not the single or group game mode at risk of failure here and leveling out mechs is not a bad thing.

Hope this offers some solace.


Regards.

Edited by Draughluin, 07 August 2015 - 09:22 AM.


#19 Revis Volek

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Posted 07 August 2015 - 09:29 AM

View PostZaydin, on 06 August 2015 - 09:35 PM, said:

If you want to make CW fun, and not an exercise in frustration of pugs getting slaughtered by seal-clubbing units, pre-made groups need to be limited to a single lance per side.

Now, I know the premades are gonna complain about how that undermines CWs purpose, but I'd say the point of MWO as a whole is to have fun. Capping the size of premades is a step towards reaching that goal. And if you want to do a full premade, then there can be a special queue just for full premades to fight each other. That way, the premade will actually have to fight for a win.



They are capped....at 12.

#20 Gas Guzzler

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Posted 07 August 2015 - 09:34 AM

View PostDraughluin, on 07 August 2015 - 09:18 AM, said:



G'day,


Its all been said before Zaydin and you're only inviting toxic responses from those who have a different view to you. If being part of a large team or group doesn't suit your MWO situation (like most), then just keep clear of it.

As it stands, the only objective in CW seems to be a bunch meaningless name tags on a galactic map. It kind of makes the whole thing rather pointless. However, if you do feel the need to go into CW, then go in on your own terms. Is best to try as an "attacker - red" and avoid being part of a rainbow drop. It'll probably mean a long wait, but you can use that time to try to hook up with your affiliated faction on TS. Basically, if your team drops in the same faction, there is more opportunity for effective communication and a fighting chance.

If you drop in as a defender (blue), you will be part of a rainbow group (conglomerate of many factions) and communication can be limited. Not many use VOIP. Essentially, you'll be seal farmed, no matter how good a Pug you may be.

I know this is fairly depressing to you and the solo Pug, but all said and done, is best to avoid CW altogether and stick to single or group queues. This seems to be what most MWO players are doing and is much more profitable. It is clear that Pugs are not wanted in CW, but are required to fill player volume for CW to be workable in its current form. This premise is another good reason to avoid CW when playing solo.

What happens to CW in the future? Who knows? Currently, it caters for an ever smaller select portion of the MWO market which appears to be withering on the vine. Something will have to be done on PGI's part to entice more players in, but for it to be acceptable to Pugs, it'd probably compromise the "large group" orientation of CW. Throwing more bonuses at it, will just mean that the current few who play CW will get more bonuses.

Is best left for PGI to sort out, for them to determine exactly whom CW is marketed to and whether it has any legs. If it was my choice, I'd make all the modes of play contribute to CW, but that post was buried months ago. For now, my advice is to keep clear unless there is something that you really want from it. Like level 2 mech bays.

Let CW sink or swim by its own devices. If it fails, then PGI and its clients have missed an opportunity, because with a little more thought and effort, it could have been much, much better. Always keep in mind, that as a Pug, you can afford to wait it out. It's not the single or group game mode at risk of failure here and leveling out mechs is not a bad thing.

Hope this offers some solace.


Regards.


You can be a solo player, you just have to play with your team and not go off and do your own thing. It isn't hard, it just takes a little discipline to stay with the group. A mech alone, no matter how powerful/skilled, is as good as dead.

We are not toxic, but the truth can hurt sometimes. Pug groups can usually do okay if they bring the right mechs and play with their team, and make some effort to coordinate with the other players. A lot of solo players just want to go in and do their own thing, and that just doesn't work in CW.

Edited by Gas Guzzler, 07 August 2015 - 09:36 AM.






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