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"great" Limit Tonnage Idea Pgi


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#101 cSand

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Posted 20 October 2015 - 10:39 PM

View PostStefka Kerensky, on 20 October 2015 - 09:40 PM, said:

As siad previously, pgi knows how to screw up its own game.


Well that may be so

but may I provide another perspective here

I do they are actually trying to make it enjoyable for everyone

On the other side of the table, you have some groups of 8-12 guys, consciously making a decision to play the game in a way that makes the game unenjoyable for anyone else but themselves. It happened in CW, it's happening in group queue for a long time now. In fact it happens in every game but in a lot of other games you have more control over who you face.

The next resort will be to cut down to 4 man max like the old group queue. People will complain but the fact is that the players, or a subset of them anyways, brought it on themselves, also a large part of the reason nobody wants to touch CW anymore

Edited by cSand, 20 October 2015 - 10:43 PM.


#102 STEF_

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Posted 20 October 2015 - 10:49 PM

View PostcSand, on 20 October 2015 - 10:39 PM, said:


Well that may be so

but may I provide another perspective here

I do they are actually trying to make it enjoyable for everyone

On the other side of the table, you have 8-12 guys, consciously making a decision to play the game in a way that makes the game unenjoyable for anyone else but themselves. It happened in CW, it's happening in group queue for a long time now. In fact it happens in every game but in a lot of other games you have more control over who you face.

The next resort will be to cut down to 4 man max like the old group queue. People will complain but the fact is that the players, or a subset of them anyways, brought it on themselves, also a large part of the reason nobody wants to touch CW anymore

I like to drop in small group.
The problem can even be worse due to tonnage limits, 265 tons? 3 timber and 1 cheeto.

So with 4 man limit, we very very probably are going to have 9 timber+ 3 cheetos per team.
Or everyone with jaguar/hellbringer.

Is this fun? I really don't think so.

#103 cSand

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Posted 20 October 2015 - 10:54 PM

I would think if they do (speculation) put in a 4 man cap, they would ditch the tonnage limits as they are now

#104 BattleBunny

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Posted 20 October 2015 - 11:02 PM

View PostPS WrathOfDeadguy, on 20 October 2015 - 12:21 PM, said:

So I guess you could call this...

*sunglasses*

...a Murder of Crows?


Brilliant :)

#105 9thDeathscream

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Posted 20 October 2015 - 11:20 PM

View PostAlistair Winter, on 20 October 2015 - 12:23 PM, said:

So they removed all remnants of the 3-3-3-3 rule? I wasn't aware of that.

Heh, that's pretty dumb.

Glad I'm almost never in the group queue.


I wasn't aware that they did this either. BAD MOVE PGI!!!!

#106 Kilo 40

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Posted 20 October 2015 - 11:22 PM

Kill group queue. If you want to play as a group, play CW.

stop wasting time trying to fix what can't be fixed.

#107 Kin3ticX

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Posted 21 October 2015 - 12:00 AM

i actually suggested 55t or less to prevent 6Dires-6ACH or 12HBR but no matter the tonnage it can be min-maxed to some degree. For example 6-TBRs and 6-ACH are still possible.

I suggest letting PGI collect some data before you burn down the forums, particularly where 3 4-mans or 4 3-mans face 10-12 mans.


Ultimately I want to see the group queue back to 4-mans because I think going tonnage solves some issues but creates others.

I suspect tonnage handicaps won't do a whole lot for 2-3 mans. On the other hand if some crazy good 4-mans link up they will have like 200 tons on whoever the 10-12 man is.

Edited by Kin3ticX, 21 October 2015 - 12:02 AM.


#108 Aresye

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Posted 21 October 2015 - 12:06 AM

I blame the whiny player base. The entire reason this got implemented in the first place was because so many players complained about stomps. Actually, that's the reason behind pretty much EVERY change to the group queue.

3,3,3,3 was fairly balanced. Some variations in PSR led to stomps late at night when the active players got smaller, but overall a large majority of the matches came down to teamwork, and nothing more. The frequent 12-1, 12-3 type games were a testament to the system WORKING, as this often indicated a very small PSR difference between the teams. One team makes a mistake, loses a couple players, and it snowballed from there. It's much, much easier to have a close game as the PSR gap widens, as more players make mistakes on both sides that allow each team the chance to come back from early setbacks.

Obviously there's a few outlying games. Those ones you can just judge from the names on both sides that the matchmaker screwed up, but in the grand scope of things it really didn't happen that often. It's just a 12-0 stomp in less than 3min generally rubs you the wrong way more than all the other losses do, so you're more likely to think it's happening more often.

The only thing this change accomplished is introduce more imbalance by allowing teams to capitalize on chassis imbalance, whereas before the outlying chassis were limited. It took games where the main factor was just simply teamwork, and added a factor in that actually unbalances the game.

If anything, I just hope it goes back to 3,3,3,3. PGI should set up preferences in the MM so small groups get matched up with other small groups as often as possible, and larger groups matched with larger groups. No hard-coded, "12 MUST fight 12," rules or anything like that. Just simply a "preference." Larger groups may have to wait a little bit longer, but that should be the cost. Right now search times for a full 12man are actually fairly quick, as the MM is very quick to throw a bunch of small groups against them. A 2-5 minute longer wait to find a large group for a large group isn't that bad, and probably won't be much longer at all if the PSR gap is allowed to widen a little bit for larger groups.

Want to play as a large group? Be willing to accept some PSR fluctuation and a little extra search time in order to find you a similarly sized group. Besides, as a group gets larger and more coordinated, the less of an impact PSR has on the game. A solid Tier 3 average team with good coordination CAN give a Tier 2 or even a Tier 1 team a good fight, and while the two teams are different in their PSR averages, a large Tier 3 vs. a similar sized Tier 2 is going to be a more balanced match than a large Tier 3 vs. multiple small groups of Tier 3s, 2s, and 1s.

So let's summarize:
- Bring back 3,3,3,3.
- Set a preference in the MM to take extra time to match groups by size.
- Set release valves to avoid "forever searches." The worst case scenario is the MM behaves like it did before. The important part is that it's TRYING to find larger groups before throwing the large group against multiple small ones.
- Allow a larger PSR gap when trying to find a match as the group gets larger. Coordination > PSR average.

What this "should" accomplish:
- Large groups get matched against large groups more often.
- Small groups get matched against small groups more often.
- In the event of low population, small groups MAY face a large group if they've been searching for too long, but it's rare enough that most small groups don't run into this scenario more than once or twice in an average night of playing.
- No need for 4 max.
- No need for silly tonnage limits.

No fix to the MM is going to be perfect. There's going to be a particular subset of players who get shafted. Right now when comparing solos, small groups, and large groups, the small groups are the ones currently getting the shaft. With the recommendations above, the ones that will most often get the shaft are less coordinated large groups, but out of all the players that will need to bite the bullet, these are actually the best ones. Going up against tougher teams outside of their PSR is good practice, which is what most large groups are doing anyway.

AND IF the opposition is too tough for the night, and that large group of average Joe's just can't seem to catch a break from the really tough teams, they can always split into smaller groups and be placed into games with smaller groups closer to their PSR average.

It's not quite the, "Everybody Wins," scenario we all want, but I guarantee you this would work better than any current or previous attempts we've had.

#109 Prof RJ Gumby

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Posted 21 October 2015 - 12:07 AM

View PostMystere, on 20 October 2015 - 06:24 PM, said:

Nope. Next time around, it will be on this whiny player base. This same whiny player base demanded 3/3/3/3 be dropped in favor of weight limits.


I've been on this forum for about half a year now. That must've been a rather unimpressive whine because I don't remember anyone ever demanded to drop 3/3/3/3. Also, if you check the suggestion feedback thread (http://mwomercs.com/...ach-group-size/), you can notice that the Spiral Face's post about the importance of keeping 3/3/3/3 requirement got more "likes" than the OP. This says something. It's just Russ who decided to ignore it in the end, even though he was well aware about those concerns.

I'm not a fan of throwing fit and insulting PGI people about every change I might not like too much. We players have our own share of guilt in many bad concepts. Only that this time it is developer's deliberate decision to ignore sound and well founded arguments the community shared with them. People have already told Russ about the bad consequences we're facing now. I would like to find some excuse for him, but I can't.

Edited by Prof RJ Gumby, 21 October 2015 - 12:12 AM.


#110 MischiefSC

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Posted 21 October 2015 - 12:09 AM

View PostAresye Kerensky, on 21 October 2015 - 12:06 AM, said:

Smart stuff


QFT.

Do please.

#111 STEF_

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Posted 21 October 2015 - 12:13 AM

View PostKin3ticX, on 21 October 2015 - 12:00 AM, said:

i actually suggested 55t or less to prevent 6Dires-6ACH or 12HBR but no matter the tonnage it can be min-maxed to some degree. For example 6-TBRs and 6-ACH are still possible.

I suggest letting PGI collect some data before you burn down the forums, particularly where 3 4-mans or 4 3-mans face 10-12 mans.


Ultimately I want to see the group queue back to 4-mans because I think going tonnage solves some issues but creates others.

I suspect tonnage handicaps won't do a whole lot for 2-3 mans. On the other hand if some crazy good 4-mans link up they will have like 200 tons on whoever the 10-12 man is.

IT's not a problem of tons.
The wrecking ball is the issue!
12 cheetos.
10crow+2bj, and so on.

OR with 3 group of 4, and we'll have everybody jaguar/bringer.
Or even better: everybody Dragon-1N: 12 1N with that idiotic dps! LOL

3/3/3/3 prevents this idiotic (and boring) way to play.

#112 Kin3ticX

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Posted 21 October 2015 - 12:29 AM

View PostStefka Kerensky, on 21 October 2015 - 12:13 AM, said:

IT's not a problem of tons.
The wrecking ball is the issue!
12 cheetos.
10crow+2bj, and so on.

OR with 3 group of 4, and we'll have everybody jaguar/bringer.
Or even better: everybody Dragon-1N: 12 1N with that idiotic dps! LOL

3/3/3/3 prevents this idiotic (and boring) way to play.


Only reason i even bothered to suggest 55t was because PGI was using 65t as a placeholder (which was alarmingly high). I still prefer 3/3/3/3.

The simplest way to go is 4-mans with 1/1/1/1 or 2/2/1/1 to prevent 3 Dires + Something.

#113 Tahribator

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Posted 21 October 2015 - 01:00 AM

View PostCygnusX7, on 20 October 2015 - 12:56 PM, said:

1 match. Too many variables.
How did the next match go?


The whole "experiment" was streamed, including the game OP was in: http://www.twitch.tv...1979/v/21609302

And yes, the new rules are ridiculous. It's very easy to boat slightly OP stuff and be almost invulnerable. PGI didn't think this one through. They probably thought big groups would split as they get bigger, but it only gets more zergy and overwhelming due to the lack of stragglers (no mandatory assaults).

Edited by Tahribator, 21 October 2015 - 01:01 AM.


#114 Karl Streiger

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Posted 21 October 2015 - 01:10 AM

You can switch and tweak tonnage limits add or remove true lance systems but in the end the problem remains:

View PostAlistair Winter, on 20 October 2015 - 12:28 PM, said:

The problem is that MWO isn't really designed around the idea that all tons are equal. The game was not designed to make a 100 ton Atlas and two 35 ton Panthers equal to three 55 ton Storm Crows.

QFT

#115 Widowmaker1981

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Posted 21 October 2015 - 01:16 AM

View PostCapperDeluxe, on 20 October 2015 - 12:39 PM, said:

I have a feeling you would have still lost against them with 3-3-3-3, it would have instead been 3 ACH, 3 Crows, 3 Timbers, and 3 Executioners/Dire wolves.


Except we dont tend to run that meta under 3-3-3-3. Wed be more likely to have BNCx3, GHR/HBR/EBJ, BJ/WVR, ACH/FS9.

As an assault jock i HATE the new system with an absolute passion, because it means that if i bring an assault im hurting the team by taking tonnage i dont have to (heavies > assaults in efficiency). If it stays like this.. . Ill certainly play CW more and group queue less, but if that means playing with the unit too much less ill probably drift away from the game :/

Misconception is that this system is even designed to prevent stomps - its designed to improve queue time. IT IS NOT POSSIBLE TO PREVENT STOMPS. Player skill disparity + smallish playerbase + no respawn gameplay means stomps are 100% inevitable and will happen regardless of what anyone does.

Edited by Widowmaker1981, 21 October 2015 - 01:22 AM.


#116 BattleBunny

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Posted 21 October 2015 - 01:48 AM

This is the match the Op posted from the crow side.



It is littered with our opinions on the new system.

#117 Oncoshi

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Posted 21 October 2015 - 02:09 AM

Well the real problem here seems to be the matchmaker. If it would match even skilled people against each other you wouldnt get 12-0 stomps. Seems red team were much better in torso twist and aimed better at critical hard points.

#118 Reitmeier

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Posted 21 October 2015 - 02:51 AM

View PostOncoshi, on 21 October 2015 - 02:09 AM, said:

Well the real problem here seems to be the matchmaker. If it would match even skilled people against each other you wouldnt get 12-0 stomps. Seems red team were much better in torso twist and aimed better at critical hard points.


It has nothing to do with skill difference when twelve >100kph T1 mechs are crushing into your smaller Group and focusing you down in seconds while your Assaults still try to reach the front and the scouts running around somewhere,

#119 TWIAFU

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Posted 21 October 2015 - 03:00 AM

View PostStefka Kerensky, on 20 October 2015 - 09:40 PM, said:

The reason I wrote this thread.

I never whine about 3/3/3/3.
I think many others didn't whine about it.
Because 3/3/3/3 was implemented for a reason.

So, the "whiny player base" is a volatile concept.

I agree with your previous post: group que is not meant to be a place where you can have fun anymore. Hardcore only.

Cw. No thanks.
Solo que with Yolo teamates? no thanks.

So, if someone wants to have fun, what?

Uninstal button?

As siad previously, pgi knows how to screw up its own game.



I know you did Stefka and just wanted to add some first impressions, some very early first impression based on actual experiences.

We ALL can agree, balance in MWO is going to be and will forever be a *****. This MIGHT work, of course might not. To early to tell how it will play out, but I do think you are on the money with how this will play out.

This early and how I like to play in group, sometimes more casual, sometimes not, this change, so far, does not support a more casual approach to group play - that is bad for everyone.

Unless I want to play hardcore in a group - and sometimes I do want to - my options are;

Solo - only good for warming up before group drops.
CW - while I still like, patiently waiting for Part III.

Again, this early after the patch, some of my source of fun, casual, non-hardcore group drops, are removed as an option unless I conform to meta.

Who knows, maybe after the rebalance, the Murder of Crows won't be an issue as meta is drastically changing.

Maybe the final picture is what we are missing by only getting to see small parts.

#120 Reitmeier

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Posted 21 October 2015 - 03:09 AM

Even if they nerf the crow to the ground we will have other new T1 mechs that 12mans can boat





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