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Pre-Made Groups Need To Be Capped


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#61 Deathlike

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Posted 10 August 2015 - 01:51 PM

View Postnehebkau, on 10 August 2015 - 01:32 PM, said:

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.



No, we can't have that at all.

The solo non-CW queue is an inferior product... a solo queue for CW would reinforce that.

You'd never practice the kinds of basic things that require real people... (stuff you actually have to deal with in some form).

Lowering the quality of play would amount to solo-only players NEVER joining the group queue... which would be a pretty likely outcome of a solo CW queue.

#62 VorpalAnvil

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Posted 10 August 2015 - 02:24 PM

View Postnehebkau, on 10 August 2015 - 01:32 PM, said:

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.


That might work if say you limit the number of times a player can drop on that planet ever, say 25. Also, it should not reward any LP and maybe not cbills and xp.

#63 gloowa

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Posted 11 August 2015 - 02:24 AM

Sigh, the solution was proposed minimum 10000 times on forums. Drops need at least 6 players that are in group. Unless the drop is forming longer than 10 minutes or something (simmilar to matchmaker weight class timeout).

Edited by gloowa, 11 August 2015 - 02:25 AM.


#64 MischiefSC

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Posted 11 August 2015 - 06:30 AM

View PostXavier, on 10 August 2015 - 09:31 AM, said:


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!


I don't know how else to put this but 'no'.

Joining a unit is 100% irrelevant to playing as a team. It's irrelevant to anything game performance behavior related. It is a completely perception-based social construct. If you have friends who are in a unit that's great. Being in a unit has no impact on anything but the tag next to your name. More to the compelled membership to name-only groups is a huge turn-off for a lot of people who recognize that it serves no purpose but flying gang colors.

Units are irrelevant to cw save in warm fuzzies for some people. If you eliminated all in game supported unit structure it would have 0 impact on the game, save for outraging the people who like the sense of community they get from having a 4-letter tag next to their name in common and a second friends list.

I'm in a unit. Awesome group of folks we have a lot of fun playing together. Having a tag in common has no material impact on anything though. Forcing membership is a bad idea.

#65 Rahul Roy

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Posted 11 August 2015 - 08:33 AM

How about altering it slightly - you need to be in a unit or else drop with 11 others from your same faction.

Either of the above conditions will prevent 12 people with miniscule chance of coordinating from dropping.

Again if you are diehard anti-unit you can always create your own unit and never recruit anyone else to join it. A unit of 1 is still a unit.

I guess the argument seems to be people feel anyone should be able to drop in CW, even if they are not ready. Is that really what we think is best?

I know that allowing everyone to drop is a way to keep activity/population level in CW up...but prioritizing that one goal is basically screwing over so many other goals anyone has in playing CW.

#66 nehebkau

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Posted 11 August 2015 - 09:11 AM

CW is like learning to swim -- there needs to be a kiddy pool and solo-queue isn't that.

#67 Armando

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Posted 11 August 2015 - 01:42 PM

View Postnehebkau, on 11 August 2015 - 09:11 AM, said:

CW is like learning to swim -- there needs to be a kiddy pool and solo-queue isn't that.


While I agree that the solo queue will not teach someone how to play as part of a team, it does give players a chance to earn c-bills so they can at least drop in 'owned' mechs and not trial mech garbage.

The public group queue on the other hand is a great place for players to learn how to work as a member of a group. Of course that would mean a player would have to coordinate with another human being, and I'm not sure how many MWO players can effectively coordinate with other human beings.

#68 Widowmaker1981

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Posted 12 August 2015 - 03:55 AM

As others have said, 90% of the problem is people bringing terrible builds, and then blaming the premade boogieman instead of their pitiful drop deck selection.

If you came out of the match with sub 500 damage from 4 mechs, and you didnt have technical issues, the problem is YOU.

#69 Speedy Plysitkos

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Posted 12 August 2015 - 03:58 AM

leets strong with this thread.

#70 TWIAFU

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Posted 12 August 2015 - 04:07 AM

View PostArmando, on 11 August 2015 - 01:42 PM, said:


While I agree that the solo queue will not teach someone how to play as part of a team, it does give players a chance to earn c-bills so they can at least drop in 'owned' mechs and not trial mech garbage.

The public group queue on the other hand is a great place for players to learn how to work as a member of a group. Of course that would mean a player would have to coordinate with another human being, and I'm not sure how many MWO players can effectively coordinate with other human beings.



That relates to age and maturity. Older/more mature you are the more likely human interaction and coordination is going to happen. By this time you have figured out that you are not the pants you wear, the kind of phone you own, likes on facebook is not a measure of self worth, and nobody wants to see your narcissistic selfies.

#71 Armando

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Posted 12 August 2015 - 04:18 AM

View PostTitannium, on 12 August 2015 - 03:58 AM, said:

leets strong with this thread.


I want to be l33t, I try to be l33t, but in my heart of hearts...I know better. I have seen what REAL l33t is....and I ain't it.

/sadface

#72 RjBass3

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Posted 12 August 2015 - 04:36 AM

View Postnehebkau, on 10 August 2015 - 01:32 PM, said:

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.


That is actually not a bad idea.

#73 Onionbird

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Posted 12 August 2015 - 05:16 AM

View PostTWIAFU, on 12 August 2015 - 04:07 AM, said:



That relates to age and maturity. Older/more mature you are the more likely human interaction and coordination is going to happen. By this time you have figured out that you are not the pants you wear, the kind of phone you own, likes on facebook is not a measure of self worth, and nobody wants to see your narcissistic selfies.


It really doesn't. There are a plethora of Mechwarrior Dads in this game who are unable to take any kind of direction from their drop leader and then complain constantly about meta mechs, exploits (which is what they call good player positioning), and premades. Refer to almost any thread in this forum for examples.

#74 TWIAFU

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Posted 12 August 2015 - 02:55 PM

View PostOnionbird, on 12 August 2015 - 05:16 AM, said:


It really doesn't. There are a plethora of Mechwarrior Dads in this game who are unable to take any kind of direction from their drop leader and then complain constantly about meta mechs, exploits (which is what they call good player positioning), and premades. Refer to almost any thread in this forum for examples.


All you described is someone that's old but immature.

With age doesn't always come wisdom.

#75 sdsnowbum

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Posted 12 August 2015 - 04:08 PM

View Postnehebkau, on 11 August 2015 - 09:11 AM, said:

CW is like learning to swim -- there needs to be a kiddy pool and solo-queue isn't that.


In fact CW has sharks in the water. :)





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