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Pgi, Please Just Go Back To Capping Groups To 4 People


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#21 Mystere

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Posted 03 September 2015 - 03:55 PM

View PostSuko, on 03 September 2015 - 03:32 PM, said:

You're saying I'm not looking at it objectively?


What they are saying is that you are interpreting the numbers incorrectly.

Edited by Mystere, 03 September 2015 - 03:57 PM.


#22 cSand

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Posted 03 September 2015 - 04:00 PM

I'd be OK with this:

- Shift back to a maximum group size of 4 or less.

But I don't like this:

- Each group needs to be created in a 1/1/1/1 fashion.


I dunno when they amde the change but if it was last night... matches were actually great last night. First time on a weekday it's been rockin good times. If that's what the new change has resulted in... then my vote is leaving it how it is.

My only real big beef was having to wait 10 minutes for a damn match

Edited by cSand, 03 September 2015 - 04:02 PM.


#23 Siegegun

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Posted 03 September 2015 - 04:04 PM

OP your own statistics do not back up what you are proposing. If the number of group drops with 5+ people are less than 5%, and the number of 12 mans are 1%, then the number of comp 12 mans must be even smaller. As someone else has said already in the thread if these numbers are correct (and they came from Russ) then the chances of ANYONE encountering said groups is very tiny percentage wise. Seems like the "oh no big bad 12 man ruining group que" is almost a myth. By the way I drop in both group and solo. Been dropping in group que since the 4 man limit. I did that and it was terrible.

Edited by Siegegun, 03 September 2015 - 04:04 PM.


#24 Pjwned

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Posted 03 September 2015 - 04:07 PM

I still think it's a horrible idea and that there are at least several other options to try first before going back to that shitshow again.

#25 XxXAbsolutZeroXxX

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Posted 03 September 2015 - 04:14 PM

Its bizarre how the game state transitioned from highlanders and victors with functional jump jets to introducing jump jets that don't function. To some the next stage of progression is taking a game that sports functional 12 vs 12 man combat and limiting it to a dysfunctional state where only 4 man group sizes are allowed?

Imagine how excited people will be to play a 12 vs 12 game where they can team with 11 of their friends to take on rival factions and teams. Only to realize they can only team with 3 of their friends because maximum 4 man group sizes completely destroyed the functional 12 vs 12 game element.

What's the point of having jump jets that don't work, a 12 vs 12 player game where its impossible to battle 12 vs 12 in a non private match F2P setting because the game only allows 4 man group sizes?

Next we can have lasers that don't laser. And flamers that don't actually do anything useful!!

I don't even know what to think anymore.

#26 Suko

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Posted 03 September 2015 - 04:21 PM

View PostMystere, on 03 September 2015 - 03:55 PM, said:


What they are saying is that you are interpreting the numbers incorrectly.

Yes, they're saying that....but not backing it up with any meaningful explanation. I've quoted Russ's figures. The numbers are there. Believe them if you want, or not. The Flat Earth Society is always looking for new members.

#27 ApolloKaras

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Posted 03 September 2015 - 04:22 PM

View PostSuko, on 03 September 2015 - 04:21 PM, said:

Yes, they're saying that....but not backing it up with any meaningful explanation. I've quoted Russ's figures. The numbers are there. Believe them if you want, or not. The Flat Earth Society is always looking for new members.


I explained why these numbers are bogus.

#28 Siegegun

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Posted 03 September 2015 - 04:26 PM

Your own numbers make this a non issue OP. If the percentages of group numbers are as you say then there are not enough large groups and 12 mans for you to be playing against them all the time. If you do not actually play against them all the time then you do not need to reduce anything.

#29 sycocys

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Posted 03 September 2015 - 04:31 PM

Why do we need a group size limit or group queue at all if you think it would only affect 5% of the player base?

Why would you limit the less than 5% that would barely scratch your statistics out of playing matches the way they enjoy playing them - when most of that 5% probably outspent 85-90% ($ into the game) of the rest of the players totaled together.

OP - your argument just doesn't add up.

#30 Mycrus

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Posted 03 September 2015 - 04:42 PM

Leave the pugs alone...

Farm them the 'harder' way... solo queue

#31 Mystere

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Posted 03 September 2015 - 05:03 PM

View PostSuko, on 03 September 2015 - 04:21 PM, said:

Yes, they're saying that....but not backing it up with any meaningful explanation. I've quoted Russ's figures. The numbers are there. Believe them if you want, or not. The Flat Earth Society is always looking for new members.


They already explained it to you. Sigh!

#32 Vlad Ward

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Posted 03 September 2015 - 05:22 PM

Even taking Saxie's explanation into account, Suko is still missing a fundamental problem with that number.

What Russ said: "5% of matches involved groups of 5 or more"

What Russ did not say: "5% of players drop in groups of 5 or more"

A single group of 5 is still 5 people. It's only being counted once.

Russ went on the clarify his statistics in that feedback thread, saying that up to 10% of the MWO population was playing in groups (presumed to be at any given time and not over their lifetime).

Group queue is also 25% of the MWO population at any given time. Insignificant my ass.

#33 Gas Guzzler

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Posted 03 September 2015 - 05:41 PM

No no no no no

When they did this last time SO many people quit the game. This is not what we want/need.

#34 Clint Steel

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Posted 03 September 2015 - 07:01 PM

I'm not entirely against the OP's opinion, but I wouldn't go quite as far.

Rather, I would let MM break up teams into lances, should there not be another team of the same size and/or skill.

For example, an Elite 12 man goes into group que, but MM can only find an elite 8 man to oppose them, so it grabs 2 lances of the first elite team, to match up with the second, while the lance that was left out is found a different game.

#35 Rebas Kradd

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Posted 03 September 2015 - 08:24 PM

View PostI Zeratul I, on 03 September 2015 - 03:22 PM, said:


People get steamrolled hard 12-0 in the solo queue without 12 mans being involved. The shutouts are real in e-sports, professional sports, anywhere competition is found.

This idea people have that eliminating 12 mans will also eliminate lopsided mismatches isn't legit. Its not something that is rational or based on facts.

If what Russ said is true and 12 mans comprise something like 1% to 2% of the active group queue player base, then your chances of running across a 12 man are something like 1/100 or 1/50. These stats imply that the degree to which 12 mans exert a negative impact on the group queue is vastly overexaggerated.


Doesn't matter. You don't take away gamers' ability to play with their friends. You just...don't.

#36 Sigilum Sanctum

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Posted 03 September 2015 - 08:55 PM

I have an excellent idea:

Lets NOT cripple this game and its painfully low population when the biggest test to its integrity is right around the corner. (steam).





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