State Of Match Making - Feedback/comments
#821
Posted 23 September 2015 - 04:23 PM
Guessing a solo, 1-4, and 5+ queue is out of the question?
#822
Posted 23 September 2015 - 11:27 PM
Kirtanus, on 23 September 2015 - 08:19 AM, said:
1. Specially to low PRS level if player had low match score even in win.
2. Count average match score of the team and using some coefficients check players match score against it and not some fixed number.
That would be nice.
Not exactly the proper thread for it but. . .
I'd also like them to consider timeliness of damage dealt and kills. I see way, way, WAY too many people completely unwilling to stick their necks out unless the enemy team's down significantly or they're one of the last men standing. Getting an early kill without getting murdered can be a winning stroke. Killing one or two damaged 'Mechs with your fresh streak boat in a desperate last stand is. . . less important. Being stupidly aggressive is already punishable by death, but being excessively passive really hurts a team.
Also someone suggested rewarding people for the % health remaining on a 'Mech when you put it down, to encourage finesse. Maybe multiply that reward value by the %damage done to the kill section, rather than awarding only the kill shot.
#823
Posted 24 September 2015 - 04:59 AM
Group Avg Tier 5 > Max group size 12
Group Avg Tier 4 > Max group size 10
Group Avg Tier 3 > Max group size 8
Group Avg Tier 2 > Max group size 6
Group Avg Tier 1 > Max group size 4
The specifics can be adjusted but the idea is the higher the average Tier the smaller the group
Just a thought
Edited by Yozaa, 24 September 2015 - 05:01 AM.
#825
Posted 24 September 2015 - 06:16 PM
My 4-man bumped into them twice. Wasn't fun at all.
First time made me seriously consider demanding a refund for my Marauder pack.
#826
Posted 01 October 2015 - 06:20 AM
I am all for the smaller team play for more statisfying experience. Look like I may as well stop playing again.. since Fallout 4 is coming out soon..
#827
Posted 01 October 2015 - 09:51 AM
SkyHammr, on 24 September 2015 - 06:16 PM, said:
My 4-man bumped into them twice. Wasn't fun at all.
First time made me seriously consider demanding a refund for my Marauder pack.
This applies to any group larger than 6 imo, and even then sometimes it's enough. A coordinated 7- or 8-man of lower-skill players will beat several smaller groups on the order of 80% of the time or more. That's the reason I play group queue with the one good RL friend I have that plays the game only until I run into a freaking 7-man [-MS-] team that predictably murders us without taking more than 2 losses every single time. Then I give up and go back to solo queue or go play something else.
#828
Posted 04 October 2015 - 11:19 AM
And I love to agree, PGI is helpless against this kind of action. They are just happy when idiots buy more mechs to their game which is broken.
Edited by KKRonkka, 04 October 2015 - 11:20 AM.
#829
Posted 05 October 2015 - 01:59 PM
One game im carrying the team to victory with 5 kills in my trusty awesome 8q quite often charging headlong into the enemy the next game im obliterated in a couple of minutes with my team mopped up shortly after. So youd think fair enough rock one match' derp the next so balanced. Balance to me isnt polar results and getting the jist in a couple of minutes how the game will go.
bring back the old system, ditch this psr try hard nonsense and bring back my 11:10 games!
Edited by mad kat, 05 October 2015 - 02:03 PM.
#830
Posted 05 October 2015 - 04:35 PM
#831
Posted 08 October 2015 - 05:57 PM
Russ Bullock, on 03 September 2015 - 03:28 PM, said:
What if we kept all group sizes, allowed a few solo players.
Then we make game mode random in group queue. If we could do that and limit group queue creation at least some what more, if not 1/1/1/1 than perhaps 2's as some have suggested.
Yes perhaps removing all odd sized groups would help - although the group size of 3 would be tough to get rid of.
Please no.
I don't think it's fair for people who want to solo que to have to face teams.
Edited by MysticLink, 08 October 2015 - 05:57 PM.
#832
Posted 10 October 2015 - 07:16 PM
Small groups are essentially fodder for the 6+ organized groups. There is little point in encouraging friends to play and group up with them when they'll just got slaughtered. I still would rather wait longer for a fun match then consistently being brought into a 1-12 waste of time.
PGI you do realize that your best salesmen/women are players trying to encourage their friends to play. This games community (thereby your customers) cannot grow if the new and casuals get slaughter when they group up.
#833
Posted 10 October 2015 - 10:37 PM
This currently has created the best feeling public matches in MWO we have ever had, very happy with this and even at the lowest population point of the day with current settings it should hold up fairly well. "
Pretty sure that is far from the case here. There have been countless matches where i have met the same person on the enemy team over and over again just to find myself in the stompped team, both in group queue and solo queue
#834
Posted 12 October 2015 - 04:58 PM
Edited by EekaBlitzer, 12 October 2015 - 04:59 PM.
#835
Posted 13 October 2015 - 05:48 AM
Levi Porphyrogenitus, on 03 September 2015 - 02:09 PM, said:
4-man caps for group sizes are great in theory, but in practice will infuriate a lot of the dedicated player base. Personally, I think you should go for it, since Community Warfare exists as the no-restrictions large-group play area, but apparently a large number of players are dedicated to pug-stomping in the instant action group queue. I think you'd be financially shooting yourselves in the foot by limiting them to 4-man drops. Maybe if you weighted the MM to be more likely to put people who are on each others' friend lists into the same team?
Exactly! You want to drop with your 12 man team; go to CW. Public Groups should be limited to 4 men. So should the 1/1/1/1
#836
Posted 13 October 2015 - 06:01 AM
rolly, on 10 October 2015 - 07:16 PM, said:
Small groups are essentially fodder for the 6+ organized groups. There is little point in encouraging friends to play and group up with them when they'll just got slaughtered. I still would rather wait longer for a fun match then consistently being brought into a 1-12 waste of time.
PGI you do realize that your best salesmen/women are players trying to encourage their friends to play. This games community (thereby your customers) cannot grow if the new and casuals get slaughter when they group up.
I hope someone from PGI reads this. I will drop with 4-6 friends. And, we meet a 12 man MS or GIRL unit. And we get disintegrated because they are all using the same builds that do 45 dmg at 900+ meters. It's not fun getting stomped.
I strongly favor a limit of 1/1/1/1 (assuming that means 1 of each chassis) and a max group size of 4.
If you have to worry about who to play with, then you can't tell me you only have 11 friends and never have to decide who to choose.
Learn to be tactful. Play with 3 friends for a few matches, then start a new group and play with the other guys. Besides, most people are on teamspeak, where all of you can just chatter away regardless of what map anyone is playing.
Just google teamspeak, find a teamspeak server listed here in the forums, and join. Tell all your friends to join. Choose a channel. Voila! Now, you can all hang out and chat without disturbing anyone in game with your meaningless chatter.
#837
Posted 13 October 2015 - 06:21 AM
William Conrad, on 01 October 2015 - 06:20 AM, said:
I am all for the smaller team play for more statisfying experience. Look like I may as well stop playing again.. since Fallout 4 is coming out soon..
Don't stop playing. I love this game. PGI just needs to adhere to table top rules.
@RUSS: you said you wanted this game to be about information gathering. Here's an idea. Remove the triangle above a units head to denote friendly or enemy.
Then we have to gather info to know whether or not the unit is enemy or friendly :-)
How's that for information gathering
#838
Posted 13 October 2015 - 07:04 AM
mechkearney, on 13 October 2015 - 06:01 AM, said:
Just google teamspeak, find a teamspeak server listed here in the forums, and join. Tell all your friends to join. Choose a channel. Voila! Now, you can all hang out and chat without disturbing anyone in game with your meaningless chatter.
This is a laughable and condescending suggestion if I ever heard one. Our group has been around since beta. The majority of our players have left or burnt out of playing MW:O simply because of the ridiculous changes to this game and MM problems like this PSR/MM garbage.
Yes sure, I'll tell my friends to join (again). We have a private mumble server. Great. Guess what? They give up playing because they got regularly stomped by larger groups while still trying to learn the game mechanics. You can't build a stronger community and player base like this. It kills PGI's bottom line.
FYI - You can't start or continue a group when the slow development and hodge podge mechanics keep/discourage/drive away your clan/guild mates.
#839
Posted 13 October 2015 - 07:28 AM
5-10 min. waiting for match? I never waiting so long.
Then stomp, 5-10 min. wait, stomp, 5-10 min. wait, stomp.
And this is frustrating. Not because stomp. Ii's frustrating because my team can do 200 dmg. MAX!
You can do even 1000 dmg, but you lose because you must play with FK morons who can shoot, they don't know what to do.
WTF is wrong with MM!
#840
Posted 13 October 2015 - 08:38 AM
Already played countless matches over a long period here in MWO and things really get out of hand here. Please PGI don't drive that project against the wall.
Edited by CimaGarahau, 13 October 2015 - 08:39 AM.
23 user(s) are reading this topic
0 members, 23 guests, 0 anonymous users