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Prof Rj Gumby's Solution To Splitting Cw Queue.


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#21 Lazor Sharp

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Posted 29 January 2016 - 11:36 AM

View PostProf RJ Gumby, on 29 January 2016 - 01:58 AM, said:



This is why I argue there should be a kiddie pool for newbs and casuals that will attract them due to its simplicity and lack of groups on the enemy side,


I still believe that just throwing the new players into the pub solo Q and the cw solo tag less Q is a terrible idea, and will not help NPE and new player retention in any way..... and if there is no tier system, the kinda good uber casual's will be seal clubbing them, like now in the tier 3-5 solo Q....

NPE is very dependent on learning the ropes asap, and learning team work and com skills from good vets is the easiest, quickest way to do this........

maybe the solo rambos uber casual's need a CW kiddie pool easy mode, but it's still not gona be a good place for new players to learn how to play a team game as a team.......

I also think that there are a very high % of units that are 12 or less members, and are the bulk of the uber casual to casual units that are wanting the kiddie pool. then there are the casual team players like me that are in small units, that should join other small units, so that there is a bigger pool of units left, that can field 12 mans on a regular basis...... CLW has 38 members with about 10 or so of those are inactive for one reason or another, we really could use about 10-15 more active players so that we can field 12 mans most nights........ and recruiting new players is the only life blood of keeping small units with active players.....
throwing the new players into SOLO Q of any kind is not gona help train them or help the unit team game play at all.....

#22 MischiefSC

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Posted 29 January 2016 - 11:46 AM

The NPE for a tagless queue will be on par with the NPE in the currently quickplay queue, but without tiers.

Which is to say it'll be absolutely terrible.

Fortunately there's going to be a lot of experienced CW players who will opt out of the unit queue and play in the tagless queue who will, if they have 2 braincells to rub together, work to help educate their little nublets, get them up to speed and out to the unit queue.

HOWEVER.

We need to quit acting like we have any power to compel PGI to not give the casual players absolutely anything and everything they want. Adding a MM and PSR to CW would be a hell of a lot less work than the majority of more complex (if more enjoyable) solutions.

You want PGI to strongly skew CW towards the unit queue and make the tagless sort of a kiddie pool you need to create a strong incentive for the people who would be in that kiddie pool to want to play in the unit queue.

Currently they get the exact opposite. A bunch of good players in tight knit units they never speak to either carry them for some matches or more often curbstomp them while avoiding each other. There is absolutely no reason for all those casual players to want to play in the unit queue when they're one coy date away from getting PGI to make with the matchmaker such for CW.

#23 borisof007

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Posted 29 January 2016 - 02:33 PM

View PostHotthedd, on 27 January 2016 - 04:49 AM, said:

I think that any mode that excludes a percentage of the player base should not be able to affect the map. If an organized group in a unit cannot defend their own planet, it would be unfair.

Solo means solo, so I see no reason tagged solos should not be able to participate. The problem is if it is a Clan vs. I.S. battle, players can "organize" in team speak, and be assured of being on the same team when sync-dropping. I cannot see any barrier to this.

I like that you are trying to think of a positive way to handle the situation.


Make unique planets that only mercs can fight over, giving unique bonuses to the units that control them.

Make regular planets be able to be fought over by both mercs and solo, with much smaller bonuses to the faction that owns them.

Easy solution.

#24 iLLcapitan

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Posted 30 January 2016 - 02:43 AM

I do however see the implication of leaving the kiddiepool alone. If we drop as a unit in CW one of us will try to guide the pugs via VOIP and letting them know what we're up to. That is the best tutorial atm a newbie to CW can get and many have expressed their appreciation during such a mixed match. Plus it will be harder to get a lone wolf into a unit since the two probably never meet.

#25 Lupis Volk

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Posted 30 January 2016 - 02:47 AM

This whole splitting queue dodges the issue completely. Now if we had a small cadet bonus (2-3 matchs) and a tutorial explaining about gates and o-gens that'd fix 99.999% of the issue. what's left this is peoples unwillingness to work as a team.

#26 Jae Hyun Nakamura

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Posted 30 January 2016 - 03:32 AM

And their unwillingness to ask this one question instead of blameing units, other players and PGI:

'Why do "I" suck in this game?'

And if they would take the answers (there are dozens) into account, they would probably do things like this:

- learn the very basics of the game

- change their CW dropdeck

- communicate with eachother

- get TS and join a unit

But iz easier to blame others.

EDIT: atm i try to figure out how other players are able do hit the 3000 dmg regularly while im somewhere inbetween 1500-2500. Is it ma mechs? My skillz? My loadouts? Hope you know what i mean...

Edited by Jae Hyun Nakamura, 30 January 2016 - 03:40 AM.


#27 Prof RJ Gumby

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Posted 25 April 2016 - 11:55 PM

Updated the OP due to the incoming disassemble of the solo Q

#28 TheLuc

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Posted 26 April 2016 - 12:04 AM

best solution for queues is to merge them as there is not enough players in the whole game. Already that same population is split between Quick Play and FP which we all know that Quick Play is most popular, farming CBills is way faster.

#29 Talorien

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Posted 26 April 2016 - 06:49 AM

I really don't see any other viable solution than merging Quick Play and FW:

http://mwomercs.com/...ergalactic-war/

Quick Play was never meant to be the main play mode, but it's evidently now the mainstay and here to stay.





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