Jump to content

So If The Player Base Isn't Large Enough To Support Voting-Less Matchmaking...


20 replies to this topic

#1 Jun Watarase

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,504 posts

Posted 30 November 2015 - 03:46 AM

How is it large enough to support seperate attack queues in CW for 10 factions?

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


#2 sycocys

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 7,696 posts

Posted 30 November 2015 - 03:55 AM

75%+ of the entire population couldn't support their concept for having 100 active planets to fight over. Building out that map before making a mode people would actually want to play was a very poorly thought out idea.

#3 Black Ivan

    Member

  • PipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 1,698 posts

Posted 30 November 2015 - 03:57 AM

Only PGI knows why. That happens when you make a poorly desinged game mode.

#4 Darian DelFord

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,342 posts
  • LocationFlorida

Posted 30 November 2015 - 04:02 AM

View PostJun Watarase, on 30 November 2015 - 03:46 AM, said:

How is it large enough to support seperate attack queues in CW for 10 factions?



3 Letters

P G I

CW is a joke in oh so many ways

Wait times

Designed Choke Points

Same play style every map

So many more

#5 Sjorpha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,480 posts
  • LocationSweden

Posted 30 November 2015 - 04:35 AM

View PostJun Watarase, on 30 November 2015 - 03:46 AM, said:

How is it large enough to support seperate attack queues in CW for 10 factions?


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.

#6 Raggedyman

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,278 posts
  • LocationFreedonia Institute of Mech Husbandry

Posted 30 November 2015 - 05:02 AM

View PostJun Watarase, on 30 November 2015 - 03:46 AM, said:

How is it large enough to support seperate attack queues in CW for 10 factions?


Having seen the waiting times whilst trying to CW for the Autumn Harvest goodies the only answer I can give is "it isn't".

#7 Troutmonkey

    Member

  • PipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 3,776 posts
  • LocationAdelaide, Australia

Posted 30 November 2015 - 05:14 AM

The reason for mode voting is the possible (probable) addition of new game modes later down the line. MM would get rekt by allowing people to choose 1 out of 10 game modes

#8 adamts01

    Member

  • PipPipPipPipPipPipPipPipPip
  • Death Star
  • 3,417 posts
  • LocationPhilippines

Posted 30 November 2015 - 05:25 AM

View PostSjorpha, on 30 November 2015 - 04:35 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.

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 Lugh

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Widow Maker
  • The Widow Maker
  • 3,910 posts

Posted 30 November 2015 - 05:57 AM

They need a dynamic matching system that rotates through planets in CW equally. Commanders can submit attack plans for planets they wish to attack.

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 Sjorpha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,480 posts
  • LocationSweden

Posted 30 November 2015 - 07:11 AM

View Postadamts01, on 30 November 2015 - 05:25 AM, said:

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.


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 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 30 November 2015 - 09:43 AM

View PostDarian DelFord, on 30 November 2015 - 04:02 AM, said:

Designed Choke Points


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. :lol:

The solution is to add other game modes in CW.

Edited by Mystere, 30 November 2015 - 09:50 AM.


#12 Revis Volek

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,247 posts
  • Google+: Link
  • Facebook: Link
  • LocationBack in the Pilots chair

Posted 30 November 2015 - 11:52 AM

View PostSjorpha, 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 Sandpit

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 17,419 posts
  • Facebook: Link
  • Twitter: Link
  • LocationArkansas

Posted 30 November 2015 - 12:24 PM

View PostJun Watarase, on 30 November 2015 - 03:46 AM, said:

How is it large enough to support seperate attack queues in CW for 10 factions?

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 Jun Watarase

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,504 posts

Posted 01 December 2015 - 02:57 AM

View PostMystere, 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. :lol:

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 TheArisen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,040 posts
  • LocationCalifornia

Posted 01 December 2015 - 03:11 AM

View PostJun 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.

#16 Mycrus

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 5,160 posts
  • Google+: Link
  • Twitter: Link
  • LocationFilipino @ Singapore

Posted 01 December 2015 - 06:05 AM

View PostJun 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?


Why would a gate require power to remain closed?

#17 627

    Member

  • PipPipPipPipPipPipPipPipPip
  • Wrath
  • Wrath
  • 4,571 posts

Posted 01 December 2015 - 06:14 AM

View PostMycrus, on 01 December 2015 - 06:05 AM, said:

Why would a gate require power to remain closed?

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 DivineEvil

    Member

  • PipPipPipPipPipPipPip
  • IS Exemplar
  • IS Exemplar
  • 903 posts
  • LocationRussian Federation, Moscow

Posted 01 December 2015 - 06:49 AM

View PostJun Watarase, on 30 November 2015 - 03:46 AM, said:

How is it large enough to support seperate attack queues in CW for 10 factions?

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 Almond Brown

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 5,851 posts

Posted 01 December 2015 - 07:22 AM

Why would someone forget that it is just a Game?

#20 Jun Watarase

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,504 posts

Posted 01 December 2015 - 08:27 AM

View PostDivineEvil, on 01 December 2015 - 06:49 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.


Because the population clearly isnt large enough to support attack queues for 10 factions.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users