Edited by Jun Watarase, 30 November 2015 - 03:47 AM.


So If The Player Base Isn't Large Enough To Support Voting-Less Matchmaking...
#1
Posted 30 November 2015 - 03:46 AM
#2
Posted 30 November 2015 - 03:55 AM
#3
Posted 30 November 2015 - 03:57 AM
#5
Posted 30 November 2015 - 04:35 AM
Jun Watarase, on 30 November 2015 - 03:46 AM, said:
Because there IS no matchmaking in CW.
If you scrapped the concept of matchmaking in public queue and just formed the teams randomly you could in theory split the players in as many buckets as you wanted, as long as there was at least 24 players in each one.
#7
Posted 30 November 2015 - 05:14 AM
#8
Posted 30 November 2015 - 05:25 AM
Sjorpha, on 30 November 2015 - 04:35 AM, said:
If you scrapped the concept of matchmaking in public queue and just formed the teams randomly you could in theory split the players in as many buckets as you wanted, as long as there was at least 24 players in each one.
No matchmaking in CW is part of the reason people don't play it.
After playing this game for years, practicing with units and working to get better, I don't want to be stuck with someone on their first day, or even first month. There needs to be some division of players.
#9
Posted 30 November 2015 - 05:57 AM
Defenders should be able to be queu'd from anywhere (given the supplylineless structure of that mode) Given merc status if not of that house / clan. Awards for loyalty for that house / clan regardless of affiliation. Bonus given to those 'aligned' with that house / clan on current contract.
#10
Posted 30 November 2015 - 07:11 AM
adamts01, on 30 November 2015 - 05:25 AM, said:
After playing this game for years, practicing with units and working to get better, I don't want to be stuck with someone on their first day, or even first month. There needs to be some division of players.
Yes I agree, matchmaking is very important for game quality.
I was just pointing out that no matchmaking is nonetheless why CW "works" with so few players in so many buckets.
There is no way to introduce matchmaking to CW as it is currently designed though, precisely because it would be impossible to create even a singe match. You'd have to find a way to merge public queue with CW to make that possible.
Despite all that I have to say I get a lot of great matches in CW somehow, for me both pugging and forming groups with the FRR players has worked out well. We do get too many pugstomps when attacking, but while defending there are lots of interesting organized groups to play against. I wish the clanners attacked the FRR more though, they seem to have dropped their balls somewhere, or maybe the FRR is just not the current priority I dunno.
Edited by Sjorpha, 30 November 2015 - 07:16 AM.
#11
Posted 30 November 2015 - 09:43 AM
Darian DelFord, on 30 November 2015 - 04:02 AM, said:
I'm going to have to disagree with this particular one. Why would someone want to build and defend a base without choke points?
If you think the current choke points are bad, then you're going to hate this.

The solution is to add other game modes in CW.
Edited by Mystere, 30 November 2015 - 09:50 AM.
#12
Posted 30 November 2015 - 11:52 AM
Sjorpha, on 30 November 2015 - 07:11 AM, said:
Yes I agree, matchmaking is very important for game quality.
I was just pointing out that no matchmaking is nonetheless why CW "works" with so few players in so many buckets.
There is no way to introduce matchmaking to CW as it is currently designed though, precisely because it would be impossible to create even a singe match. You'd have to find a way to merge public queue with CW to make that possible.
Despite all that I have to say I get a lot of great matches in CW somehow, for me both pugging and forming groups with the FRR players has worked out well. We do get too many pugstomps when attacking, but while defending there are lots of interesting organized groups to play against. I wish the clanners attacked the FRR more though, they seem to have dropped their balls somewhere, or maybe the FRR is just not the current priority I dunno.
Clans already took Terra (or should i say MS)...
There is nothing left to fight over.
Edited by DarthRevis, 30 November 2015 - 11:52 AM.
#13
Posted 30 November 2015 - 12:24 PM
Jun Watarase, on 30 November 2015 - 03:46 AM, said:
I've never seen this stated from PGI.
It's not that it "can't" support it, it's that it makes it MUCH faster and easier. There's a big difference in those statements and what they mean.
#14
Posted 01 December 2015 - 02:57 AM
Mystere, on 30 November 2015 - 09:43 AM, said:
I'm going to have to disagree with this particular one. Why would someone want to build and defend a base without choke points?
If you think the current choke points are bad, then you're going to hate this.

The solution is to add other game modes in CW.
Why would someone put a power generator for an indestructible gate in a position where attackers can shoot at it, instead of putting it much farther back?
#15
Posted 01 December 2015 - 03:11 AM
Jun Watarase, on 01 December 2015 - 02:57 AM, said:
Why would someone put a power generator for an indestructible gate in a position where attackers can shoot at it, instead of putting it much farther back?
IRL, that gate would be destructible. However, I doubt a purely mech force would be used exclusively to attack these bases.
#17
Posted 01 December 2015 - 06:14 AM
Mycrus, on 01 December 2015 - 06:05 AM, said:
why would you require a gate when you have indestructable materials? Or are those only available in "gate" shape?
Map desing was never the strong side of mwo, but CW and its game mode shows this ugly truth like nothing else.
#18
Posted 01 December 2015 - 06:49 AM
Jun Watarase, on 30 November 2015 - 03:46 AM, said:
CW attack queues are possibility. You can be whatever faction you want, and you can attack whoever is bordering your faction. How is that relates to matchmaking in any way? I just don't catch the parallels.
#19
Posted 01 December 2015 - 07:22 AM
#20
Posted 01 December 2015 - 08:27 AM
DivineEvil, on 01 December 2015 - 06:49 AM, said:
Because the population clearly isnt large enough to support attack queues for 10 factions.
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