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Russ Claims To Be Working On Doing Something About The Big Merc Units.

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#301 JaxRiot

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Posted 06 January 2016 - 09:20 AM

View PostGreyhart, on 06 January 2016 - 08:45 AM, said:



Also if mercs were to take specific contract. like do 3 12 man drop on this planet within 24 hours they would be forced to fight each other.

At the moment it appears the faction have a contract that reads:

"fight when you want where you want against who you want for us for a week and we will pay you the same as we pay ourselves."

I don't think there has ever been such a generous mercenary contract in the history of warfare.


I dont know if it makes a difference, but from what I gathered from the last Townhall meeting is that the new Attack Avenues will be far more restricted.

So instead of the 10ish planets we see now to attack/defend, there will only be 3 or 4. But I believe he said specifically 3.

And not only that, but those 3 planets will be generated according to Lore. Who that factions enemies are according to Lore will dictate which other factions will be attacking them, and which factions they will be able to attack.

So maybe even the Merc Units will have their movements greatly restricted

Edit- But I know jack squat about the Lore. I have no idea really how much of an impact it would have or how easy it would be to avoid certain Units or conflicts

Edited by JaxRiot, 06 January 2016 - 09:23 AM.


#302 Hydrocarbon

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Posted 06 January 2016 - 09:44 AM

For PGI to "do something about big units", they'd have to scrap the entire queue system & start over. Why?

It's IMPOSSIBLE to specifically attack a particular group unless both co-ordinate (sync drop) on an empty planet.

If a group has a vague idea of other groups' factions, they can just cherry-pick what to attack/defend for an easy ride. PGI has some fear about players knowing who they're facing BEFORE their mechs are locked, which is a big part of the problem. Hell, they only give you 50 seconds to select your mechs based on the map after nearly 10-mins in limbo.



On a separate note, the irony here is most "big merc units" are not 100% tier-1 players. They are not causing the issues, it's just convenient for a CW-layperson (aka PGI staff) to blame. I know a few smaller groups & they're guilty of trolling tactics such as a 12-man Dire/Atlas wave. PGI DOES NOT PLAY THEIR OWN ENDGAME CONTENT, which is the root of all the problems.

If PGI was a food company, they'd be Vegans producing meat products. All complaints about taste would be blamed on the customer, not tainted meat.

#303 Hotthedd

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Posted 06 January 2016 - 09:56 AM

View PostGreyhart, on 06 January 2016 - 08:50 AM, said:



Yes but if a merc company was employed by the allies and then swapped to the Axis powers it is highly unlikely that the Allies would ever employ them again. not to mention the Axis powers would be a bit put out at hiring them in the first place.

Further I am sure the contract between the State and the merc company would dictate when, who and where the merc company would fight. The merc company wouldn't be able to go "we are not fighting in France because our mates are on the other side" or " we'll fight but only to defend this."

as they saying goes "he who pays the piper picks the tune."

Why not simply use what we currently have in CW with minor modification.
For example:
Player A is in a "mercenary" unit, or is a lone wolf. (or leading a group of mercs/lone wolves)
Opening the Faction Warfare map would show ALL of the current embattled planets.
Each planet would have an ATTACK contract, and a DEFEND contract. (with the exception of Clan embattled planets, where the merc could only oppose the Clan forces)
Each contract would have a "base pay" that could be fluid in real time depending on supply and demand.
Contract modifiers would be based on MRBC rating and loyalty to the House involved. (such as C-bill bonuses, R&R %, etc.)

Player B is a House loyalist (or leading a group of House loyalists)
Opening the Faction Warfare map would show the planets their House is attacking/defending. (House units would not assist other Houses in attacking or defending)
Everything else exactly as CW is currently.

There is no need to re-invent the wheel.

#304 DarklightCA

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Posted 06 January 2016 - 10:13 AM

For the record, majority of the ideas in this topic are not really going to do anything to resolve any of the QQ from solo player's or small unit's. Even the ridiculous idea of putting a 60 player cap on Unit's is not going to do anything to resolve the power balance of Community Warfare. Instead of focusing on Merc unit's and looking at ways to nerf them. You should maybe look at unit's like KCom who are a small loyalist unit that dominates there section of the map and kicks the asses of majority of the unit's and 12 man's they come across.

They do this because they are a organized unit that always groups together, play's together and strives to win there games. This is the mentality that should be Community Warfare. Instead it's dominated by solo quer's that lose a lot of there games regardless if it's by a 12 man or another pug team. People should be working on ideas to make this gamemode a better Unit vs Unit planet conquest game instead of the objective version of regular que that it currently is.

Merc's are dominating the Community Warfare map because soon as they join a faction they are all ready to drop together, communicate, use teamwork and coordination to win there games. It's not really a suprise that they dominate the community warfare map when majority of there opponents are unorganized solo que pug teams. Which they would still do if they were limited to a 60 player unit cap or forced into loyalty to one faction.

Instead of working on ways to nerf organized drops, grouped play and additionally anyway possible to nerf Merc unit's in Community Warfare you should instead be working on ways to attract solo quer's into unit's or grouped drops. Reinforce the concept of teamwork and coordination in drops and turn this game mode into what it should be. A organized Unit vs Unit objective based gamemode where player's and unit's work hard to win there games instead of this objective based regular que that Community Warfare currently is. Loyalist Unit's need to be reinforced with more player's ready to work together and more Loyalist unit's trying hard to win planet's for there faction and compete against other faction 12 man's and Merc unit's.

That is the only way you are going to stop Merc unit's and 12 man's from dominating the Community Warfare map is by essentially turning into a loyalist version of them. Ready to organize, play together, and coordinate with each other. Be more like KCom rather than being more like any generic pug that infests this gamemode. Promote organized play in Community Warfare, promote ideas to attract solo quer's into Unit's rather than promote idea's to better cement solo que mentality in Community Warfare and sooth there complaints because honestly you cannot. Not without turning Community Warfare more into regular que.

Edited by l)arklight, 06 January 2016 - 10:20 AM.


#305 MischiefSC

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Posted 06 January 2016 - 10:35 AM

^ all true but won't happen.

The problem is on both sides of that argument is that you can't effectively compel people to change their behavior. Toy also can't compel people to join units, nor do you want to. There's plenty of units that won't make members competitive.

The best thing that anyone can do?

Drop 8mans, call drops in game voip/chat. Show > tell, both for mech builds and teaching good behaviors. You give pugs the "Called Drop Experience" and you do it enough and they'll develop the right habits and gravitate to groups, if they want, in their own time.

Problem right now is that units have largely grown insular and sick of "bad pugs", who I'm turn are excluded and respond accordingly. Self fulfilling prophecy sort of stuff.

We need to wrap pugs into unit behavior and make dropping with units of 6+ as common as dropping in pug groups.

I can't tell you how often I've dropped in matches with units of 4-10 who refused to call the drop for anyone else. I get that there's excuses for that. There's excuses for everything.

The reality though is that if we want CW to work long term and pugs to suck less someone needs to be teaching solo players how to function in a called drop. There is no other solution.

Edited by MischiefSC, 06 January 2016 - 10:44 AM.


#306 JaxRiot

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Posted 06 January 2016 - 10:42 AM

View Postl)arklight, on 06 January 2016 - 10:13 AM, said:

For the record, majority of the ideas in this topic are not really going to do anything to resolve any of the QQ from solo player's or small unit's. Even the ridiculous idea of putting a 60 player cap on Unit's is not going to do anything to resolve the power balance of Community Warfare. Instead of focusing on Merc unit's and looking at ways to nerf them. You should maybe look at unit's like KCom who are a small loyalist unit that dominates there section of the map and kicks the asses of majority of the unit's and 12 man's they come across.

They do this because they are a organized unit that always groups together, play's together and strives to win there games. This is the mentality that should be Community Warfare. Instead it's dominated by solo quer's that lose a lot of there games regardless if it's by a 12 man or another pug team. People should be working on ideas to make this gamemode a better Unit vs Unit planet conquest game instead of the objective version of regular que that it currently is.

Merc's are dominating the Community Warfare map because soon as they join a faction they are all ready to drop together, communicate, use teamwork and coordination to win there games. It's not really a suprise that they dominate the community warfare map when majority of there opponents are unorganized solo que pug teams. Which they would still do if they were limited to a 60 player unit cap or forced into loyalty to one faction.

Instead of working on ways to nerf organized drops, grouped play and additionally anyway possible to nerf Merc unit's in Community Warfare you should instead be working on ways to attract solo quer's into unit's or grouped drops. Reinforce the concept of teamwork and coordination in drops and turn this game mode into what it should be. A organized Unit vs Unit objective based gamemode where player's and unit's work hard to win there games instead of this objective based regular que that Community Warfare currently is. Loyalist Unit's need to be reinforced with more player's ready to work together and more Loyalist unit's trying hard to win planet's for there faction and compete against other faction 12 man's and Merc unit's.

That is the only way you are going to stop Merc unit's and 12 man's from dominating the Community Warfare map is by essentially turning into a loyalist version of them. Ready to organize, play together, and coordinate with each other. Be more like KCom rather than being more like any generic pug that infests this gamemode. Promote organized play in Community Warfare, promote ideas to attract solo quer's into Unit's rather than promote idea's to better cement solo que mentality in Community Warfare and sooth there complaints because honestly you cannot. Not without turning Community Warfare more into regular que.


No the problem with these large merc units is that they are very big and jumping from faction to faction. Once they move they change the Faction environment drastically.

Plus some of those Units are actively avoiding fighting other Units and instead trying to Pug farm. And with their size, they can do a lot of damage.

So to say that the Pugs just need to get better and be more organized against those kinds of Units, when those same Units dont even play against other Units themselves is kind of hypocritical, isnt it?

So its not that those huge Units are better Organized. They are just so big that they themselves create an imbalance whenever they jump factions, and they seem to be so effective because they are farming pugs

Plus you cant use Kcom as an example. They are the exact opposite of everything you are talking about..

They are not a Pug. They are a Unit

They are not a giant Unit. They are smaller yet effective

They are Not a Merc Unit. They are Loyalists

And, they are not avoiding anybody. They take on all comers.

Im not saying that Unit Member caps are the answer, but I can definitely see how they can cause problems being so large.

#307 Armando

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Posted 06 January 2016 - 10:49 AM

View PostWidowmaker1981, on 06 January 2016 - 09:19 AM, said:


You think, for example, that France would have hired mercs that were working for Germany the week before, killing their soldiers? And if they DID, you think Germany would take them back the next week?


That depends...when Germany hired them to begin with, did the mercenaries complete their contract on time and within budget?

Now, unless the contract the mercenary unit signed was 'exclusive' the hiring Army would be STUPID to not continue to hire a highly successful mercenary unit simply because that unit took a 'non-exclusive' contract with a competing Army.

Keep in mind that for Mercenaries (and the groups that hire them) "War" is just another day at the office. The allegiance with the hiring group ENDS when the contract ends (that is what it means to be a merc).

Edited by Armando, 06 January 2016 - 10:50 AM.


#308 sycocys

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Posted 06 January 2016 - 10:54 AM

Could also just go the lore route - mercs can't fight for clans.

You want to use your clan mechs in CW, you need to be a clan loyalist unit.

Then the question is - would you rather have your unit broken up and keep the ability to fight for either side? or keep your larger unit sizes and be locked into longer contracts?

Something needs to and is going to happen to help balance the mode out so it's accessible to more players, at the end of the day you need to decide if you are going to be a part of improving the game or part of making it worse for the players that aren't engaging in CW because of large unit pug trolling.

#309 DarklightCA

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Posted 06 January 2016 - 11:02 AM

View PostJaxRiot, on 06 January 2016 - 10:42 AM, said:


No the problem with these large merc units is that they are very big and jumping from faction to faction. Once they move they change the Faction environment drastically.

Plus some of those Units are actively avoiding fighting other Units and instead trying to Pug farm. And with their size, they can do a lot of damage.

So to say that the Pugs just need to get better and be more organized against those kinds of Units, when those same Units dont even play against other Units themselves is kind of hypocritical, isnt it?

So its not that those huge Units are better Organized. They are just so big that they themselves create an imbalance whenever they jump factions, and they seem to be so effective because they are farming pugs

Plus you cant use Kcom as an example. They are the exact opposite of everything you are talking about..

They are not a Pug. They are a Unit

They are not a giant Unit. They are smaller yet effective

They are Not a Merc Unit. They are Loyalists

And, they are not avoiding anybody. They take on all comers.

Im not saying that Unit Member caps are the answer, but I can definitely see how they can cause problems being so large.


The inbalance merc's create are by winning games and conquering planet's not by faction swapping. The point I was trying to make with KCom is that they are a loyalist unit that is very small but they are a completely dominating factor in Community Warfare for CJF as much as the big merc unit's are. They do this because they win majority of there games, over 90% according to stats. They do this by being a unit that's groups together a lot, plays together a lot and uses teamwork and coordination with a bit of skill.

If a big merc unit came to there faction, they would be competing with KCom for conquering planet's and when they left KCom would be there to make sure those planet's stayed CJF. Not every faction has a KCom and majority of them are so completely bogged down by solo que pug's that those unit's that they do have that win games are usually undone by planetary loses by pug teams. The only imbalance community warfare has is that factions don't have enough loyalist unit's and player's in those unit's to completely balance out when merc's choose a different faction. It's not a mercs job to babysit a faction and when a merc leaves said faction and the inbalance is so bad that the faction get's it's *** kicked back to it's home planet like what is happening right now. That's a balance issue with loyalist population.

As for unit dodging, you show me in community warfare where all these so called big 12 man unit's are fighting and I'll go fight them right now. Community Warfare is so full of pug player's and so little unit's playing together that it's extremely hard to contract with a faction and guarantee Unit fights. Community Warfare is too much like regular que right now to be a Unit vs Unit planetary conquest gamemode like it should be. As stated, there needs to be more incentive for solo que pugs to join unit's and work with said unit to win games for there faction so faction's could have there own 12 man's to face against other 12 man's and merc unit's instead of throwing hordes and hordes of pugs at them.

#310 Armando

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Posted 06 January 2016 - 11:08 AM

View Postl)arklight, on 06 January 2016 - 11:02 AM, said:


The inbalance merc's create are by winning games and conquering planet's not by faction swapping. The point I was trying to make with KCom is that they are a loyalist unit that is very small but they are a completely dominating factor in Community Warfare for CJF as much as the big merc unit's are. They do this because they win majority of there games, over 90% according to stats. They do this by being a unit that's groups together a lot, plays together a lot and uses teamwork and coordination with a bit of skill.

If a big merc unit came to there faction, they would be competing with KCom for conquering planet's and when they left KCom would be there to make sure those planet's stayed CJF. Not every faction has a KCom and majority of them are so completely bogged down by solo que pug's that those unit's that they do have that win games are usually undone by planetary loses by pug teams. The only imbalance community warfare has is that factions don't have enough loyalist unit's and player's in those unit's to completely balance out when merc's choose a different faction. It's not a mercs job to babysit a faction and when a merc leaves said faction and the inbalance is so bad that the faction get's it's *** kicked back to it's home planet like what is happening right now. That's a balance issue with loyalist population.

As for unit dodging, you show me in community warfare where all these so called big 12 man unit's are fighting and I'll go fight them right now. Community Warfare is so full of pug player's and so little unit's playing together that it's extremely hard to contract with a faction and guarantee Unit fights. Community Warfare is too much like regular que right now to be a Unit vs Unit planetary conquest gamemode like it should be. As stated, there needs to be more incentive for solo que pugs to join unit's and work with said unit to win games for there faction so faction's could have there own 12 man's to face against other 12 man's and merc unit's instead of throwing hordes and hordes of pugs at them.


[snark] This is a logical and perfectly reasonable post, therefore, has no place in the MWO forums. The forums are a place for the 'bads' to go to complain that they are bad, and the 'goods' to go to be ignored by the 'bads'...Get with the program. [/snark]

Edited by Armando, 06 January 2016 - 11:10 AM.


#311 sycocys

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Posted 06 January 2016 - 11:16 AM

Another possible option - the larger your unit the longer your minimum contract time combined with much higher penalties for breaking contracts based on your size.

under 50 - 30 day minimum
50-100 - 45 day minimum
100-150 - 80 day minumum (starting to get big, start ramping up the length and penalties more from this point)
150-200 - 100 day
200-250 - 150 day
250-300 - 200 day
300+ - 300 day

Penalties start at what we have now 1 mil per and 3 days off, ramp it up to 25 mil per and 14+ days off for breaking early. During penalty time off without a faction they can only drop as solo lone wolves until their unit is able to accept a new contract.

Something like this would go a very long way towards stabilizing the CW population, combine that with some sort of large unit/combined unit numbers caps per faction to force some amount of spread and balance between the faction areas.

#312 DarklightCA

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Posted 06 January 2016 - 11:26 AM

View PostMischiefSC, on 06 January 2016 - 10:35 AM, said:

^ all true but won't happen.

The problem is on both sides of that argument is that you can't effectively compel people to change their behavior. Toy also can't compel people to join units, nor do you want to. There's plenty of units that won't make members competitive.

The reality though is that if we want CW to work long term and pugs to suck less someone needs to be teaching solo players how to function in a called drop. There is no other solution.


No, you cannot compel people or force people to join Unit's neither should anybody. I just want some sort of system that gives incentives for people to be playing in a Unit and or a LFG group. You get more rewards for playing Community Warfare as it should be played while allowing player's who do not, have the choice of sticking as they are. Right now there is zero reason to join a Unit or play with a Unit in Community Warfare other than increased chances of winning. Not enough incentive for player's to join them.

Also that last part is a good point and another reason why solo que pugs needs to be joining Unit's. Not only will they be functioning more as a group working together in game but learn how to better play the game as a group and or have somebody in said group that is better teach them. Effectively turning the playerbase of Community Warfare into better competition and thus better fights.

Edited by l)arklight, 06 January 2016 - 12:51 PM.


#313 MischiefSC

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Posted 06 January 2016 - 11:44 AM

View Postl)arklight, on 06 January 2016 - 11:02 AM, said:


The inbalance merc's create are by winning games and conquering planet's not by faction swapping. The point I was trying to make with KCom is that they are a loyalist unit that is very small but they are a completely dominating factor in Community Warfare for CJF as much as the big merc unit's are. They do this because they win majority of there games, over 90% according to stats. They do this by being a unit that's groups together a lot, plays together a lot and uses teamwork and coordination with a bit of skill.

If a big merc unit came to there faction, they would be competing with KCom for conquering planet's and when they left KCom would be there to make sure those planet's stayed CJF. Not every faction has a KCom and majority of them are so completely bogged down by solo que pug's that those unit's that they do have that win games are usually undone by planetary loses by pug teams. The only imbalance community warfare has is that factions don't have enough loyalist unit's and player's in those unit's to completely balance out when merc's choose a different faction. It's not a mercs job to babysit a faction and when a merc leaves said faction and the inbalance is so bad that the faction get's it's *** kicked back to it's home planet like what is happening right now. That's a balance issue with loyalist population.

As for unit dodging, you show me in community warfare where all these so called big 12 man unit's are fighting and I'll go fight them right now. Community Warfare is so full of pug player's and so little unit's playing together that it's extremely hard to contract with a faction and guarantee Unit fights. Community Warfare is too much like regular que right now to be a Unit vs Unit planetary conquest gamemode like it should be. As stated, there needs to be more incentive for solo que pugs to join unit's and work with said unit to win games for there faction so faction's could have there own 12 man's to face against other 12 man's and merc unit's instead of throwing hordes and hordes of pugs at them.


Sorta. A big factor in Kcoms success with CJF is that by being loyalists and being a persistent presence they have helped create a better average caliber of pug. I pluggeda lot of drops with CJF and as a faction they have a lot of unity, that ddidn't just happen by accident.

The terms for it are "corporate culture" and "tribal knowledge".

The most successful and driven members of a persistent community drive standards so long as there's a steady engagement. Being a small group KCom is not going to always be a 12man. I've seen a lot of kcom pugs and small groups in drops and without exception they all immediately started calling the drop.

This means they are constantly teaching their pugs good behaviors. Kcom isn't doing more than 1 drop every 20 minutes. Even if they win 100% of drops that's not beating everyone on all their borders. CJF is successful because they have a dedicated group of players who are integrated into their general population, bringing their average up overall.

That is why good loyalists are valuable. It's also why the huge units like SWOL or even -MS- don't have the same effect - they drop 12mans and are probably not as consistent in calling drops.

When 228 brings in new players you make them better by training them. They don't just improve because they got a 228 tag. It's not even enough to drop with them 1 or 2 times a month. It takes consistent practice to help someone GIT GUD. CW is no different. Your pugs need consistently shown what a called drop looks like and what good players play like.

12man units dropping in 12s wins matches, sure. That just creates pug drops of nothing but pugs, playing like pugs. I would argue that KCom being a smaller group but heavily engaged with their pugs has made CJF a better faction of players on average than a dedicated but insular big unit that only drops 12s.

#314 MischiefSC

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Posted 06 January 2016 - 11:53 AM

View Postl)arklight, on 06 January 2016 - 11:26 AM, said:


No, you cannot compel people or force people to join Unit's neither should anybody. I just want some sort of system that gives incentives for people to be playing in a Unit and or a LFG group. You get more rewards for playing Community Warfare as it should be played while allowing player's who do not have the choice of sticking as they are. Right now there is zero reason to join a Unit or play with a Unit in Community Warfare other than increased chances of winning. Not enough incentive for player's to join them.

Also that last part is a good point and another reason why solo que pugs needs to be joining Unit's. Not only will they be functioning more as a group working together in game but learn how to better play the game as a group and or have somebody in said group that is better teach them. Effectively turning the playerbase of Community Warfare into better competition and thus better fights.


Unit caps is a bad idea and will fix nothing, just teach players they need to find workarounds for PGIs bad decisions. What isn't going to happen is players not playing in groups of friends. It'll be just like sync dropping.

You need to incent teams to play good teams. Not punish people for doing what works in the current balance.

Best way to get players to join units is remove all pressure to join units but let them play alongside units so they see the difference.

Humans like social reinforcement. We are powered by props and recognition. However we hate feeling forced to choose sides. You want people to join teams you remove all pressure to join teams but mix solo players and teams. Solos will be drawn to social groups because we're herd animals and won't be as resistant as they are now because we hate "being forced to choose sides".

Best way to get someone to refuse to participate is to tell them they have to OR ELSE.

#315 DarklightCA

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Posted 06 January 2016 - 12:15 PM

View PostMischiefSC, on 06 January 2016 - 11:44 AM, said:


Sorta. A big factor in Kcoms success with CJF is that by being loyalists and being a persistent presence they have helped create a better average caliber of pug. I pluggeda lot of drops with CJF and as a faction they have a lot of unity, that ddidn't just happen by accident.

This means they are constantly teaching their pugs good behaviors. Kcom isn't doing more than 1 drop every 20 minutes. Even if they win 100% of drops that's not beating everyone on all their borders. CJF is successful because they have a dedicated group of players who are integrated into their general population, bringing their average up overall.


I can agree with that, groups playing with pugs that drop call can better effect there matches and also better show pugs the value of good teamwork and coordination. I however don't think simply dropping calling pugs and hoping they actually listen to you is the best way for them gain experience about how to be a better player and how to play Community Warfare.

Being told to go here do this will effectively lead to them getting more use to teamwork and coordination which will only help them in solo que if they are constantly dropping with other solo quer's willing to do that which is more likely not going to be the case. By joining a unit they are effectively gaining that same knowledge and by playing with that unit every day learning how to be a better player and more effectively learning how to be a better teamplayer and coordinate and are more likely to keep doing it if they are constantly dropping with other player's who are doing the same.

View PostMischiefSC, on 06 January 2016 - 11:44 AM, said:

12man units dropping in 12s wins matches, sure. That just creates pug drops of nothing but pugs, playing like pugs. I would argue that KCom being a smaller group but heavily engaged with their pugs has made CJF a better faction of players on average than a dedicated but insular big unit that only drops 12s.


Not exactly, a lot of Unit's have a lot more knowledge of good builds, strategy, effective way's to play the game. Pug player's joining said unit can essentially have access to this knowledge by playing with these more experience players every day. Even if 12 pug's decided to create there own unit with no actual experienced player in the mix, they are effectively choosing to better coordinate with each other and as such can better learn from each other good builds, tactics and how to play the game.

As a solo player you can only effectively learn from your own mistakes but as a Unit you can effectively learn from other's mistakes. Player skill is a big factor but pugs playing with other pugs in even a pug unit will overtime learn to be better teammates and better player's. You can't learn a thing where half your team tries to work together while the other half cowboys off to rush gens or go off doing there own thing in a mix of builds ranging from every single weapon in game all on one mech. There is no doubt that KCom by being a smaller unit and constantly dropping with pugs over time has effected in a small way there pugs but that is a lot of pressure on KCom to remain a small unit to keep improving there pugs rather than there pugs improving themselves.

Edited by l)arklight, 06 January 2016 - 12:17 PM.


#316 DarklightCA

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Posted 06 January 2016 - 12:24 PM

View PostMischiefSC, on 06 January 2016 - 11:53 AM, said:


Unit caps is a bad idea and will fix nothing, just teach players they need to find workarounds for PGIs bad decisions. What isn't going to happen is players not playing in groups of friends. It'll be just like sync dropping.

You need to incent teams to play good teams. Not punish people for doing what works in the current balance.

Best way to get players to join units is remove all pressure to join units but let them play alongside units so they see the difference.

Humans like social reinforcement. We are powered by props and recognition. However we hate feeling forced to choose sides. You want people to join teams you remove all pressure to join teams but mix solo players and teams. Solos will be drawn to social groups because we're herd animals and won't be as resistant as they are now because we hate "being forced to choose sides".

Best way to get someone to refuse to participate is to tell them they have to OR ELSE.


Who's forcing player's to join teams? I am talking about giving them incentives to do so. Nobody is saying join a unit OR ELSE, I am saying "Hey do you want to join a unit? You can benefit by coordinating with a group of player's who want to work with you and by doing so you get access to all these cool rewards that Unit's get by playing this gamemode. Isn't that cool? No? Oh well then you are still free to play as a solo player and gain your regular rewards that you normally get. I am sad you don't want to conquer planet's with a team and by doing so be rewarded but this is your choice".

#317 Armando

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Posted 06 January 2016 - 12:26 PM

This tread: Teamwork is overpowered...nerf to teamwork inc (looks like PGI no longer wants my money).

#318 Crockdaddy

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Posted 06 January 2016 - 12:27 PM

Kinda curious as to what the definition of "Big MERC unit" might be?

#319 MischiefSC

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Posted 06 January 2016 - 12:27 PM

I agree with you. However if you tie helping people improve to unit membership to eliminate the first step of introducing them to the benefits of it.

You show people how and why playing as a unit works and why it's better and they'll join. You tell someone they will suck unless they join most will tell you to piss off.

I'm not arguing that joining a good unit is the best way to get good. I'm saying that 90% of players will never join a good unit. They'll join a casual unit or stay solo. You still need to introduce as many of that 90% as possible to the skills they need to learn or they will always suck.

Tribal knowledge. You have to constantly introduce the skills and behaviors that drive success to the overall pool, not just the people who join a particular social circle. Otherwise you end up with a polarized and inbred population in terms of behaviors. Like what we've got now.

#320 Armando

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Posted 06 January 2016 - 12:37 PM

View PostCrockdaddy, on 06 January 2016 - 12:27 PM, said:

Kinda curious as to what the definition of "Big MERC unit" might be?


I would say in mercenary unit with at least 12 people is "too big" for the crybabies who post on the forums, but I honestly think that for those people:

If there is more than one player with the same unit tag, in the same drop together, and they WIN. That unit is "To Big" and needs to be nerf'ed.

Edited by Armando, 06 January 2016 - 12:38 PM.






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