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Of Queues And Buckets


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#41 Mech Jager

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Posted 25 April 2016 - 11:04 AM

View PostAce Selin, on 22 April 2016 - 01:32 PM, said:

Except as a 1 man unit i want to play in the unit Q.

And I want to play in the opposite sex pro rankings when I do sports.

The prizes are great for me

#42 Axeface

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Posted 25 April 2016 - 08:22 PM

So, umm... they are reverting to one queue. They love their sweeping changes dont they?
Can someone explain what exactly this means? We are back to 12 ungrouped pugs going up against 12 mans? And now, even worse, 4 ungrouped pugs going up against 4mans?

#43 Karl Streiger

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Posted 25 April 2016 - 08:30 PM

No it never was Group vs non Group
It was Unit vs non Unit - Sound similar but isn't.

About groups we already have the ui to reduce the drop weight of groups - just a working Drop Deck editor - and this could be a nice addition.

Althoug 12Men Group may start to play light rushes all the time.
So we are back at level design, mission goals and last not least convergence.

#44 Alan Davion

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Posted 25 April 2016 - 08:32 PM

View PostAxeface, on 25 April 2016 - 08:22 PM, said:

So, umm... they are reverting to one queue. They love their sweeping changes dont they?
Can someone explain what exactly this means? We are back to 12 ungrouped pugs going up against 12 mans? And now, even worse, 4 ungrouped pugs going up against 4mans?


We don't know for sure yet. All we know is Russ is considering it. What he should consider is the fact that the player base is just too damned small to support such a huge game mode for what is a very niche franchise.

They would have been better served working on a full-on single player campaign mode over these last few years instead of a quasi-Planetside 2 MMO type setup.

Use the single player game to get people used to piloting the mechs, coupled with the occasional foray into the "Instant Action" modes of skirmish, conquest, assault and domination, then, if the player base got big enough, and only then, build up the MMO aspect of it.

#45 Isolani

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Posted 25 April 2016 - 09:57 PM

Looks like the merge is a sure thing now, notes for Apr 28 hotfix are up.

http://mwomercs.com/...ed-for-04282016

#46 Alan Davion

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Posted 25 April 2016 - 10:01 PM

View PostIsolani, on 25 April 2016 - 09:57 PM, said:

Looks like the merge is a sure thing now, notes for Apr 28 hotfix are up.

http://mwomercs.com/...ed-for-04282016


Well, back to business as usual, as I feared.

#47 Impyrium

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Posted 26 April 2016 - 12:27 AM

View PostAlan Davion, on 22 April 2016 - 01:19 PM, said:


Because that would actually make sense?

And as we've all come to know, for whatever reason, PGI refuses to make changes that actually make sense.

They have to be obtuse, convoluted and extremely nonsensical changes before they think about implementing them.


I'm honestly curious then, how would you then address solo unit players sync dropping into solo matches?

#48 Aeon Veritas

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Posted 26 April 2016 - 12:36 AM

View PostKarl Streiger, on 25 April 2016 - 08:30 PM, said:

No it never was Group vs non Group
It was Unit vs non Unit - Sound similar but isn't.

...

Actually the queues are split into a solo-not-in-unit-queue and a solo-in-unit + group-not-in-uint + group-in-unit queue.

But it seems like this is invalid and gets reverted anyways...

#49 SmoothCriminal

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Posted 26 April 2016 - 12:58 AM

What?! This is a terrible idea! The whole point of phase 3 was to separate groups from solos?!

#50 Jun Watarase

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Posted 26 April 2016 - 02:25 AM

Remember all the steam players who quit because they were getting farmed by units in CW?

Posted Image

Back to square one i guess.

#51 Lugh

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Posted 26 April 2016 - 05:29 AM

View PostAlistair Winter, on 22 April 2016 - 02:02 AM, said:

You can't merge Quick Play and Faction Play without diluting the product too much.

Solaris could be a problem, but it's probably going to be Quick Play with very few players involved. It's not hard to fill a 1v1 match, you just need 2 people. So I would expect a lot of 1v1 matches in Solaris during quiet hours, and more 4v4 during peak hours. In this regard, Solaris is perfect to accomodate the low playerbase

Of course, Solaris will drain players from Quick Play and Faction Play. But in the long term, PGI will see which of the three alternatives are most and least popular and make decisions accordingly. They could go back to 8v8 in Quick Play, for example. Which would be bloody fantastic, and it would also make 12v12 in Faction Play more special and intriguing.

What difference would it make if Quick Play was merged in to FW with a lower contribution towards FW rewards towards victory one way or the other.

Add Skirmishes as a FW item work out the MATH and have them count slightly less than the regular FW map battles towards victory. Done.

#52 SmoothCriminal

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Posted 26 April 2016 - 05:38 AM

View PostLugh, on 26 April 2016 - 05:29 AM, said:


What difference would it make if Quick Play was merged in to FW with a lower contribution towards FW rewards towards victory one way or the other.

Add Skirmishes as a FW item work out the MATH and have them count slightly less than the regular FW map battles towards victory. Done.


Yes please. Merc v Merc (so mix tech teams), factions assigned on an alliance basis, or clan v IS.
Please give some depth to the solo player experience.


#53 STEF_

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Posted 26 April 2016 - 06:53 AM

View PostJun Watarase, on 26 April 2016 - 02:25 AM, said:

Remember all the steam players who quit because they were getting farmed by units in CW?

Posted Image

Back to square one i guess.

yea.... it was too difficult to join a team instead of quitting..... Posted Image

# T-ball generation

#54 Alan Davion

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Posted 26 April 2016 - 07:01 AM

View PostStefka Kerensky, on 26 April 2016 - 06:53 AM, said:

yea.... it was too difficult to join a team instead of quitting..... Posted Image

# T-ball generation


More like #CoDGeneration.

#55 Malleus011

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Posted 26 April 2016 - 08:17 AM

Not everybody wants to join a unit, or has the time to contribute to one.

The only options available to them are 'not play CW' or 'get stomped over and over for no rewards' and they showed in Phase 2 that they'll stay away in droves.

What does the re-merge do to fix anything?

Edited by Malleus011, 26 April 2016 - 08:17 AM.


#56 Alan Davion

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Posted 26 April 2016 - 08:29 AM

View PostMalleus011, on 26 April 2016 - 08:17 AM, said:

Not everybody wants to join a unit, or has the time to contribute to one.

The only options available to them are 'not play CW' or 'get stomped over and over for no rewards' and they showed in Phase 2 that they'll stay away in droves.

What does the re-merge do to fix anything?


It does absolutely nothing, and it's galling to think that PGI has yet to figure out what the freaking problem is.

We all know what the problem is, and the fact that they don't has me even more worried than before.

Re-merging a solo-queue with zero players in it to a group queue dominated by seal-clubbing units who play this game like it's a job isn't going to do a damned thing.

Time to kick back and wait for the inevitable merry-go-round of solos complaining about being stomped on by units and saying CW is stupid, followed by units complaining that there's no one 'new' to play with.

#57 SharpCookie

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Posted 26 April 2016 - 09:28 AM

View PostAlan Davion, on 26 April 2016 - 08:29 AM, said:


It does absolutely nothing, and it's galling to think that PGI has yet to figure out what the freaking problem is.

We all know what the problem is, and the fact that they don't has me even more worried than before.

Re-merging a solo-queue with zero players in it to a group queue dominated by seal-clubbing units who play this game like it's a job isn't going to do a damned thing.

Time to kick back and wait for the inevitable merry-go-round of solos complaining about being stomped on by units and saying CW is stupid, followed by units complaining that there's no one 'new' to play with.


There will be less QQ this time around because
1) significantly lower solo player population in CW
2) it's already been said and done before
3) faster to hit quick play than take minutes to speak to the deaf

There's been good ideas presented on the forums, but as always PGI goes for the path of least resistance. Look at the state of ECM for a clear example of redesign vs quick fix. Range reduction after how many years?

Anyways, we know PGI doesn't read the forums. It's all about twitter cause social media = free publicity. Good luck submitting a thorough, well thought idea in under 200 characters...

In all seriousness, I'm certain they are well aware of problems that plague the game, but I believe that they are not willing to put in the time and resources to design and implement effective solutions. QUICK FIX, QUIRKS, and MOAR MECHS.

/SMH

Edited by SharpCookie, 26 April 2016 - 09:35 AM.


#58 Alan Davion

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Posted 26 April 2016 - 09:43 AM

View PostSharpCookie, on 26 April 2016 - 09:28 AM, said:


There will be less QQ this time around because
1) significantly lower solo player population in CW
2) it's already been said and done before
3) faster to hit quick play than take minutes to speak to the deaf

There's been good ideas presented on the forums, but as always PGI goes for the path of least resistance. Look at the state of ECM for a clear example of redesign vs quick fix. Range reduction after how many years?

Anyways, we know PGI doesn't read the forums. It's all about twitter cause social media = free publicity. Good luck submitting a thorough, well thought idea in under 200 characters...

In all seriousness, I'm certain they are well aware of problems that plague the game, but I believe that they are not willing to put in the time and resources to design and implement effective solutions. QUICK FIX, QUIRKS, and MOAR MECHS.

/SMH


Yeah, we might not see much in the way of solos complaining about units, but I can almost guarantee there will still be plenty of unit players complaining that there's no one new to play with and that playing against other units has gotten stale, boring, however many other ways there are to describe it.

It's a vicious circle of their own making.

#59 Greyhart

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Posted 27 April 2016 - 12:31 AM

The reason people feel that there is no need to play FW is that the invasion game mode is very poor and amounts to if defenders wait to see which gate the attackers are coming through and if attackers pick a gate to push. repeat 4 times to see who wins.

What FW needs is the variety and speed of drops of quick play.

So quick play is skirmish (which seems to be the most popular game mode on there). Perhaps make it ranked with leader boards for each mech, chassis, weight class and overall. have that reset on a regular basis.

Then the rest can fall into FW. Which could have drop decks or not.

What the game needs to get rid of is the looking at the searching for game. Allow people to do other things even play a quick match or have a hoard mode or something that people just drop in and out of whilst waiting

#60 Jun Watarase

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Posted 27 April 2016 - 01:29 AM

View PostStefka Kerensky, on 26 April 2016 - 06:53 AM, said:

yea.... it was too difficult to join a team instead of quitting..... Posted Image

# T-ball generation


Yea it was too difficult to play against other units instead of against defenceless newbies...oh wait.

Works both ways.

During steam launch I saw plenty of competitive players who were frustrated at the pointless wins and zero opposition they faced, then I read the forums now and i see so many posts arguing that we need to go back to the days of pointless newbie bashing in CW.

It's a really weird mismatch.

Edited by Jun Watarase, 27 April 2016 - 01:32 AM.






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