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54 Minute Wait Time For A Match


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#81 MischiefSC

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Posted 19 May 2016 - 02:02 PM

If you want to secure your own lanes then be loyalists.

Instead what's happened in the past is big merc units show up, do their own thing, attack allies, etc. and just bugger up whatever the loyalists were doing for a week then leave.

Now you're at the mercy of the faction you join as a merc. You don't want that, settle down.

Look, I like MS. They train a lot of new players and they know how to win FW matches. However this is flat out working as intended. You made a poor choice with minimal consideration and got f***ed. Dat merc life, yo.

Being a merc is a bit harder now. You have narrower lanes to deal with. If you don't want to coordinate ahead of time with the factions you will join and other big mercs running on your same schedule you're going to get boned sometimes. That is what it is and it's all on you.

#82 L3mming2

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Posted 19 May 2016 - 02:28 PM

View PostDarklightCA, on 19 May 2016 - 11:26 AM, said:


80% of the player base are not Mercenaries lol. Even if they were what does that have to do with majority of population solo queuing and how does that make them hold FW as a hostage? Mercenaries are hired to perform tasks.

Unless those struggling Clan's are hiring. Those Mercenaries like EVERY OTHER PLAYER in the game are looking out for their best interest which is planet captures or shortest queue time. 5 units did not join CJF to stomp pugs, those units don't even need to be in the same faction to stomp pugs. Everything you are saying is complete non-sense.



Because as I said majority of the population are solo queue players. There are very little actual units that can form 12 man's that actively play Faction Play. When majority of the population solo queue in a no-matchmaking environment than majority of the teams those groups go up against are going to be solo queue teams.

This has nothing to do with those groups, they don't dictate who they get matched up against even though you clearly think they have some magic powers that allows them to do so.


when i see mixed 12 mans of ms Kcom aaaand 228 drop... realy so in whos head was it a good idea for 3 of the strongest merc units to work to gether to make shure to only drop in strong unit player 12 mans... you guys rig the copetition in your favor anny way you can dont be suprised no one wants to play against u... the sad thing in hole this afair is the cjf loyalists that cant get a map because of the selfish and short sightednes of those units

#83 Donegal

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Posted 19 May 2016 - 02:40 PM

So I'm gonna put my two cents in at this point. Loyalists, if you're IS vote to attack IS. If you're Clan, vote to attack Clan. This way you snooker all the mercs out there. This is all that I have learned from this thread. Think hard about what I have just said. Loyalists right now control FW. It is your call as to which planets get attacked. So you can do what PGI won't. Break the big merc units. This is free advice. So give it the value you paid for it. I expect to get trolled for this comment, but this is how I see it and the way the ques are going. I'm just the one that put it in writing, while others have been putting it to use.

#84 Count Zero 74

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Posted 19 May 2016 - 02:46 PM

Why can't we all be friends, call it a draw and go home ?



#85 justcallme A S H

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Posted 19 May 2016 - 02:50 PM

View PostJman5, on 19 May 2016 - 01:35 PM, said:


The problem is that the system they set up to funnel players to smaller factions isn't working right. The population numbers all claim to be pretty similar and so the bonuses aren't that different. So you can't really use that as a guide.

Also the idea of a small mercenary unit joining a small faction fails in practice. Too often what ends up happenings is you drop with 1-4 guys in the attack queue and then just sit there. It's often incredibly hard if not impossible to fill an attack queue unless you're dropping with a lot of players. And the teams that are best suited to do that are the big units.

So for the many merc units that don't regularly field 12 mans they have 2 choices. Stick to the handful of factions with a consistently solid population, or follow one of the big merc groups that can jump start any faction they go to.

It's easy to blame the players, but having spent a lot of time playing in underpopulated factions, it's understandable why faction selection choice is what it is.


Yeah sitting in CSJ at the moment... The tumbleweed is real.

Unless we bring a 10+ man, we can't get a game. I sat in the queue with 5 for about 20mins couple days ago, got nowhere. And this was prime time US as well. Tried twice a couple hours apart, gave up. Eventually some came to attack with us once we got a queue'd game but that lasted all of one match because the group of 12 PUGs faced a 12-man, and then consequentially, stopped playing.

And that's the story for the PUGs in CGB/CSJ.

Their solo'ers all keep facing 12-man Steiner teams who won't defend their own planet. I mean I don't mind losing to a 12-man with a 10+ group of our own (and some random PUG who wants to play solo), a good fight is a good fight while we are training up new guys with very low FP experience... Even if there are a couple of Steiners who just constantly purge diarrhea into the chat window (FWIW the rest are all cool guys), coincidentally the same people dribbling non-constructive **** on the forums.

So yeah, no wonder CGB and CSJ struggle to get anywhere when they rarely get a half decent/fun game.

The Steiners keep saying 228/MS are "selfish", yet they are doing the exact same thing because they, obviously, want easy wins and won't even have the balls to admit it.

Edited by R31Nismoid, 19 May 2016 - 02:55 PM.


#86 Kin3ticX

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Posted 19 May 2016 - 03:03 PM



#87 MischiefSC

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Posted 19 May 2016 - 03:04 PM

I get the big units and the comp units don't want the hassle of coordinating and such. I do.

However at this point people have worked out and will work out ways to avoid bad engagements. So when you min/max, intentionally oor not, a situation where the enemy is doomed or at several disadvantage (LT plus comp teams vs casuals, etc) they won't show.

Congrats. You won. Ghost drop unopposed to victory. Back pats all around.

What you have accomplished is securing hours of boredom for yourself. PGI has made innumerable mistakes and failures in the development of FW and at this point it looks like they don't intend to fix them.

So if you want to play FW we need to get some viable "house rules" to work around PGIs failures in design they won't fix.

We've done player created "rules" for everything from MRBC to the stint of MPBT that went for a while. Nothing that complex obviously but the reality is we need so viable house rules for population management.

Otherwise it's going to fail, because at this point PGI has made it clear they're not going to make any real changes to fix that issue.

#88 Donegal

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Posted 19 May 2016 - 03:10 PM

I keep hearing the complaints against PGI. They set up the framework. The players are the ones that manipulate the system. Look in the mirror if your looking for someone to blame for all the ghostdrops your getting.

#89 DarklightCA

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Posted 19 May 2016 - 03:21 PM

View PostL3mming2, on 19 May 2016 - 02:28 PM, said:


when i see mixed 12 mans of ms Kcom aaaand 228 drop... realy so in whos head was it a good idea for 3 of the strongest merc units to work to gether to make shure to only drop in strong unit player 12 mans... you guys rig the copetition in your favor anny way you can dont be suprised no one wants to play against u... the sad thing in hole this afair is the cjf loyalists that cant get a map because of the selfish and short sightednes of those units


Last I checked neither KCom or 228 needed any form of a advantage to win a game against pug teams or even other 12 man's. We don't need to rig anything in regards to competition to win our games. That being said there is no evil master plan in the works. CJF is the only functional Clan faction left and people wanted to play their Kodiaks, it's really that simple.

Edited by DarklightCA, 19 May 2016 - 03:21 PM.


#90 Donegal

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Posted 19 May 2016 - 03:25 PM

So, strange thought. I know how to fix this issue. No more mercs. You get assigned a faction for life. I'll wager dollars to donuts that no one wants that. But PGI will be able to enforce population balance that way. Oh and you can only defend your own faction or attack your neighbors. If you leave me to think up answers to these silly issues. I'll give you answers that no one will like except me.

Edited by Donegal, 19 May 2016 - 03:30 PM.


#91 Deathlike

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Posted 19 May 2016 - 03:46 PM

View PostDonegal, on 19 May 2016 - 03:25 PM, said:

So, strange thought. I know how to fix this issue. No more mercs. You get assigned a faction for life. I'll wager dollars to donuts that no one wants that. But PGI will be able to enforce population balance that way. Oh and you can only defend your own faction or attack your neighbors. If you leave me to think up answers to these silly issues. I'll give you answers that no one will like except me.


That won't work.

People won't play under the current rewards system... the joke of an MC reward doesn't do anything for big units, let alone satiate the small units (little to no chance).

Blaming Mercs doesn't solve the problem - part of it is incentive (or lackthereof), and the other part is active participation.

While the factions "may" seem even, the reality is that the majority of the loyalists don't participate, and I'm not even sure when you have the power to vote, when you don't participate in CW (it's a wasted chore).

Faction activity is not directly linked to faction population.. it's mostly powered by Merc units.

#92 Donegal

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Posted 19 May 2016 - 03:51 PM

You didn't get the thrust of my comment. Don't ask someone else to fix a problem that is caused by the player base. You WILL NOT like the result. That was my point. Therefore, once again I say the only people to blame for the problems with FW are the people playing FW. Taking advantage of picking fights they can win.

Edited by Donegal, 19 May 2016 - 04:02 PM.


#93 StUffz

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Posted 19 May 2016 - 04:02 PM

The gamble that Steiner will participate as sparringspartner for leveling Kodiaks was a high and we just didn't swallow the bait. Sorry but it's foreseeable that no Loyalist Unit will let their players being grinded.

Just do the same as IS player do who bought the Kodiaks as well: Drop public queue.

Edited by StUffz, 19 May 2016 - 04:03 PM.


#94 Gigashot

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Posted 19 May 2016 - 04:35 PM

View PostDeathlike, on 19 May 2016 - 03:46 PM, said:


That won't work.

..... it's mostly powered by Merc units.


Says getting rid of Mercs won't work. Then acknowledges that most of FW player base is Mercs.


That is the point. Get rid of Mercs. Some quit (debatable) which is probably offset by the number of players who don't quit because they can't get a game in less than 20 minutes. Queues are no longer confined to whoever the Mercs pick that week. Sounds like a winner to me.

#95 justcallme A S H

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Posted 19 May 2016 - 04:50 PM

View PostStUffz, on 19 May 2016 - 04:02 PM, said:

Sorry but it's foreseeable that no Loyalist Unit will let their players being grinded.


A much more accurate statement as per below, because it's what is actually happening;:


Sorry but it's foreseeable that no Steiner Unit will let their players be grinded by CJF. But we will happily grind upon the unsuspecting CSJ and CGB PUGs and literally kill the queue for everyone across the community


I can't even get a queue in CSJ. No-one wants to play, they've all been clubbed to oblivion.

Edited by R31Nismoid, 19 May 2016 - 04:51 PM.


#96 DarklightCA

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Posted 19 May 2016 - 04:55 PM

View PostGigashot, on 19 May 2016 - 04:35 PM, said:


Says getting rid of Mercs won't work. Then acknowledges that most of FW player base is Mercs.


That is the point. Get rid of Mercs. Some quit (debatable) which is probably offset by the number of players who don't quit because they can't get a game in less than 20 minutes. Queues are no longer confined to whoever the Mercs pick that week. Sounds like a winner to me.


Getting rid of mercs solves what exactly? 12 man's will still roll pug teams. The queue's will still be long. The only reason you guys have your panties in a twist is because 5 known units all joined the same faction without knowing it. Do you understand how rare that is? Majority of the time the units are split and spread out and than 12 man's start getting your panties in a twist.

#97 MischiefSC

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Posted 19 May 2016 - 05:15 PM

View PostDarklightCA, on 19 May 2016 - 04:55 PM, said:


Getting rid of mercs solves what exactly? 12 man's will still roll pug teams. The queue's will still be long. The only reason you guys have your panties in a twist is because 5 known units all joined the same faction without knowing it. Do you understand how rare that is? Majority of the time the units are split and spread out and than 12 man's start getting your panties in a twist.


It's happened a few times.

Bigger issue is the nature of the Clan front - suicide pugs line up to lemming to their deaths while shouting "I do what I want, LRMs work great, don't be a metawhore conformist who does teamwork!"

Add to that the imbalanced nature of merc vs loyalist that's always been there and the attitude that mercs shouldn't have to care about populations or the like but are 'owed' matches.....

Not blaming 228 for that. I get that you tend to get tarred with the same brush but I get that 228 when hired does what they're hired to do, etc etc.

However it's the same reason Kurita gets tarred along with NKVA sometimes. You are the company you keep and mercs are mercs in a lot of eyes.

#98 Count Zero 74

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Posted 19 May 2016 - 05:29 PM

View PostR31Nismoid, on 19 May 2016 - 04:50 PM, said:


A much more accurate statement as per below, because it's what is actually happening;:


Sorry but it's foreseeable that no Steiner Unit will let their players be grinded by CJF. But we will happily grind upon the unsuspecting CSJ and CGB PUGs and literally kill the queue for everyone across the community


I can't even get a queue in CSJ. No-one wants to play, they've all been clubbed to oblivion.


Steiner to OP for Smoke Jag and Ghost Bear, PGI pls nerf !!!

PS: Streakcrow OP !!! Scoutmode sucks !!! Clans Stink !!!

#99 Deathlike

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Posted 19 May 2016 - 05:30 PM

View PostGigashot, on 19 May 2016 - 04:35 PM, said:


Says getting rid of Mercs won't work. Then acknowledges that most of FW player base is Mercs.


That is the point. Get rid of Mercs. Some quit (debatable) which is probably offset by the number of players who don't quit because they can't get a game in less than 20 minutes. Queues are no longer confined to whoever the Mercs pick that week. Sounds like a winner to me.


If that is the case, then there will always be terribad factions to feast on. It doesn't help that situation at all.

There will always be a small portion of decent loyalist units, but the fact that they aren't even well distributed over the entire population will keep making certain factions irrelevent.

I mean, if you think you have a better option, how about suggesting it instead of throwing out really bad ideas.

#100 Donegal

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Posted 19 May 2016 - 05:31 PM

Again, this discussion is. Group A won't play with Group B. Not cause of anything that is wrong with the game actually. It's the choice of either/both groups not wanting to play against each other. So suck it up and move on because I've stated a very reasonable option to spread people out. There is also the option of no one gets to group up and you get to attack or defend the system the game sends you to, With whomever the game sees fit to have you play with. Aren't you all glad PGI doesn't employ me to sort this stuff out.People whined they didn't like the old system and they got this one. Now you whine you don't like this one. You all seem to not understand how to have fun. Even if it falls outta the sky, lands on your face and starts to wiggle.





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