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Pre-Made Groups Need To Be Capped


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#41 Cptn Goodvibes Pig of Steel

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Posted 07 August 2015 - 05:25 PM

View PostMystere, on 07 August 2015 - 04:38 PM, said:


You misunderstood. You do not speak for me -- a solo player who has been enjoying CW since the beginning.


I was referring to Zaydin, the original poster, not yourself.

#42 nehebkau

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Posted 07 August 2015 - 05:34 PM

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.


Just stop always clicking on the "defend" button and go try attacking planets.... ya wanna know why 12-man groups are always attacking? They are more likely to meet a group of skittles who only know to press the defend button because they think turrets are a great help.

#43 ApolloKaras

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Posted 07 August 2015 - 05:43 PM

View Postnehebkau, on 07 August 2015 - 05:34 PM, said:


Just stop always clicking on the "defend" button and go try attacking planets.... ya wanna know why 12-man groups are always attacking? They are more likely to meet a group of skittles who only know to press the defend button because they think turrets are a great help.

You have more folks to draw from if you are defending.

#44 Deathlike

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Posted 07 August 2015 - 06:04 PM

I've effectively written my response here:
http://mwomercs.com/...ost__p__4609819

In summation:

There should NEVER be an instance were solo players are in one group. They must be INTEGRATED with other premades (both large and small) in order to play the way CW needs to be played. The non-CW solo queue is an inferior product that teaches nothing about how to succeed in MWO in the long run and trying to make it viable in CW is completely CRAZY.

All players NEED to play as a team, or they really shouldn't be bothering with CW if they want to do their own thing. It's always been the #1 reason for success in the group queue AND CW. Plus, it doesn't require people to join units... they simply have to follow directions.

#45 patataman

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Posted 07 August 2015 - 06:44 PM

I play solo or in small groups most of the time. Sometimes in big groups ( house TS or LFG ).

Pugs can defeat the evil premades just comunicating and playing together. But if that is not enough, you can create/join a LFG group. Or a house TS server. Most teams will invite you to their TS. Or you can join a unit. Or create your own. A bit of effort to deserve a win is ok, no?

Ok, in part the OP is right, new players should stay away from CW until they have a decent stable,but there is no warning at all. At least pugs and teams need to be separated if there are enough numbers for that, trying to pair premades with premades and pugs with pugs. But in the end you have to be willing to learn and improve, that takes time and effort and defeats.

Houses public TS servers are a safe bet, you don't even need a microphone, just listening helps a lot. But follow the orders and help the team. If you don't do that you are dead weight.

#46 Vxheous

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Posted 07 August 2015 - 06:48 PM

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#47 xMEPHISTOx

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Posted 08 August 2015 - 06:28 PM

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.


not the answer.
the answer would be to eliminate the pug option for the cw's as it is meant to be and only flourishes when it is played unit vs. unit free from the puggie riff raff that sways the balance. Not only should it be unit only, but the logistics and attack lane routing should be determined by said units, thus a unit driven game mode that inspires and motivates more units to participate. And planets should have MC rewards for taking and holding to further increase motivation and participation. It worked swimmingly for WoT why not for MWo.

#48 Mystere

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Posted 08 August 2015 - 09:41 PM

View PostxMEPHISTOx, on 08 August 2015 - 06:28 PM, said:

not the answer.
the answer would be to eliminate the pug option for the cw's as it is meant to be and only flourishes when it is played unit vs. unit free from the puggie riff raff that sways the balance. Not only should it be unit only, but the logistics and attack lane routing should be determined by said units, thus a unit driven game mode that inspires and motivates more units to participate. And planets should have MC rewards for taking and holding to further increase motivation and participation. It worked swimmingly for WoT why not for MWo.


Hey! Hey! Hey!

Hold on a second.

Why do you want to take away my CW fun? I may play it solo but you don't see me crying about how unfair it is.

The weak kneed should just be forced to realize it's not for them. That's for both solos and units.

Edited by Mystere, 08 August 2015 - 09:44 PM.


#49 Armando

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Posted 08 August 2015 - 11:19 PM

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.


PGI should have never let solo players que for COMMUNITY WARFARE at ALL, even for a single day. The ONLY option should be to que as a FULL group with comms.

If you want SOLO warfare there is already a que for that (both figuratively and literally...there is already a SOLO que). SOLO players are what what is f'in up COMMUNITY warfare.

TL:DR - SOLO players need to stick to the solo que, and let COMMUNITIES of players fight in COMMUNITY warfare. You DON'T HAVE A UNIT.....YOU CAN'T DROP IN COMMUNITY WARFARE, period, end of line, end of paragraph, end of story.

Edited by Armando, 08 August 2015 - 11:21 PM.


#50 DivineEvil

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Posted 08 August 2015 - 11:56 PM

Quote

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.

First, MWO is a teamplay-driven game, that rewards tactical mindset, combat roleplay and cooperation. Second, MWO rewards personal skill. Third, MWO rewards intellectual workout by mech optimization and in case of CW, drop-deck adaptation.

So how exactly it is reasonable to blame premade groups, which in fact CW is aimed for to begin with, for the frustration of PUGs, who in turn neither trying to cooperate even with all the tools given to them, nor they're skilled enough to even make 800 dmg with four mechs where it is a fine score even for one mech, nor they're even bothering with what mechs they're taking into CW, including Trial mechs?

If the definition of fun for you is a challenge against strong opponents, then there's no issue there. If it's all about actually winning, then you're obliged to do whatever is possible to win - forming groups trough LFG, discussing a drop-deck, cooperating in-game trough VOIP, taking the best Battlemechs you have and making each of them count. Otherwise you're just a hedonistic scum, who wants something while doing nothing.

Edited by DivineEvil, 08 August 2015 - 11:58 PM.


#51 RjBass3

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Posted 09 August 2015 - 04:18 PM

If you are a Davion pug looking to get better in CW and have a better chance when facing those 12 man pre-mades, then obviously you have not heard about this.

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#52 TWIAFU

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Posted 10 August 2015 - 03:32 AM

View PostMystere, on 08 August 2015 - 09:41 PM, said:


Hey! Hey! Hey!

Hold on a second.

Why do you want to take away my CW fun? I may play it solo but you don't see me crying about how unfair it is.

The weak kneed should just be forced to realize it's not for them. That's for both solos and units.



Myst, I WANT solo players like you in CW. You are the exception. You understand the game mode and difficulties you have chosen to face. You excel facing those difficulties, you rise up to the challenge, face it head on, and win or lose, you did your best WITH your team.

You are the role model to what solo players should aspire to in CW.

Instead of rising to the challenge that is solo play in CW, we have to deal with solo players unable/unwilling to do that, they want to bar lowered so far it would be meaningless.

#53 TWIAFU

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Posted 10 August 2015 - 03:37 AM

View PostRjBass3, on 09 August 2015 - 04:18 PM, said:

If you are a Davion pug looking to get better in CW and have a better chance when facing those 12 man pre-mades, then obviously you have not heard about this.

Posted Image



Cannot mention how wonderful WNW is RJ!

So many people complain about CW being solo in group based play, and here is a great chance for ANY Davion (hell, ANY pilot) to come and meet and greet other players. Maybe learn something. Maybe garner a friend or two, maybe a Unit invite!

If nothing else, come and see how good CW can be when you play in a group and as a team.

Win or lose, hopefully you will have fun!

#54 Xavier

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Posted 10 August 2015 - 09:12 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


no....the problem is groups have no incentive to continually drop in this gamemode. Owning and fighting for planets has to mean something right now they mean nothing.

#55 Xavier

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Posted 10 August 2015 - 09:31 AM

View PostMischiefSC, on 07 August 2015 - 02:39 PM, said:


Except that most the pugs in CW are members of units - we just pug sometimes, some of us even pug in CW most the time.

The 'solo guys' are not even all terribads - many know how to and actively participate in playing with their team.

To be 100% honest though, those players with no interest in even trying to work with their team or running decent decks (as much as they can) and putting forward a minimal effort to play to their team and faction? They can leave. They SHOULD leave. That's not a bad thing. The bad thing is that right now CW offers so little even to team oriented players that there are not reasons for team players (or pugs) to really play CW right now.


MWO needs to do something to direct players to want to join units. Units should be the end state for players. A Natural player progression system would be something like.

PVE campaign that opens up solo queue
25 matches solo queue which opens up group queue
25 group queue matches which opens up unit application windows.
After joining a unit the CW faction tab becomes active.

This game does a very poor job of integrating and retaining new players. that is where units can help out. A Person is more likely to stick around if they are part of a unit and have that level of camaraderie. Units have the same vested interest that PGI does with a larger players base. It means more recruiting potential for players for units and more money for PGI.

so here it is PGI help units help you.........give people a reason to come and join units!

#56 Tom Sawyer

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Posted 10 August 2015 - 10:04 AM

At OP

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#57 Kin3ticX

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Posted 10 August 2015 - 10:17 AM

I could see a situation where PGI decides they wont touch the map or factions and a MM is impossible. Only other way to go to prevent nonstop seal clubbing is to either limit groups to 4-mans (which are prevented from syncing) or forcing everyone solo to only fight for the faction. Probably why PGI is dragging their feet because the backlash will be severe. (willing to try it, try anything at this point)

Edited by Kin3ticX, 10 August 2015 - 10:17 AM.


#58 Livewyr

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Posted 10 August 2015 - 12:20 PM

The best route, I think is for people to form casual units. (Like SWOL)

That way, they get on, they play (it is faster to get a game with a 12man group) and they log off as they please.

A casual group. (Which offeres rewards of faster game play, making new friends, and probably performing better.)

#59 Revis Volek

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Posted 10 August 2015 - 01:01 PM

View PostDeathlike, on 07 August 2015 - 06:04 PM, said:

I've effectively written my response here:
http://mwomercs.com/...ost__p__4609819

In summation:

There should NEVER be an instance were solo players are in one group. They must be INTEGRATED with other premades (both large and small) in order to play the way CW needs to be played. The non-CW solo queue is an inferior product that teaches nothing about how to succeed in MWO in the long run and trying to make it viable in CW is completely CRAZY.

All players NEED to play as a team, or they really shouldn't be bothering with CW if they want to do their own thing. It's always been the #1 reason for success in the group queue AND CW. Plus, it doesn't require people to join units... they simply have to follow directions.




The true solution is NO SOLO ONLY Teams, Premade of 4 should be the smallest on each side if groups are present. In a perfect world it sounds great...but im sure we would find something to whine about. We also dont have the population to do things like this at this time.

Be a lot of people sitting in lobbies me thinks...

Edited by DarthRevis, 10 August 2015 - 01:14 PM.


#60 nehebkau

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Posted 10 August 2015 - 01:32 PM

BAH! PGI could go a long way to improving people's CW experience by having a planet that is SOLO drop only. First, it would be a decent training ground for people to get used to the basic mechanics of CW in an arena where they aren't going to have pull a 12-man from their collective arses afterward. Second, It would be a good place for people who are part of organized groups to go and play, help, coach, recruit and practice their skills.

My only concern is that they do it in such a way that it usurps the regular game-mode.





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