Ihasa, on 07 June 2016 - 08:40 PM, said:
So match make by groups, or skill level. Which is it? I can't tell cause your argument flips so much. And if you don't know by now there's not enough players to match by either since mid-way phase 1, you're blind, ignorant or a white knight in disguise. It's just simple, the FW launch warning even says so, "Get A Group". It's not hard, just seemingly over complicated.
Since English is your second language I will try to be more precise:
PROBLEM
- The problem in FW is that skilled groups face completely unskilled groups and the unskilled groups get stomped.
- You CAN NOT seperate skill and group since the two go together
- Skilled players will, more often than not, seek groups to join
- Groups who play together become more skilled.
- Low skill groups get stomped
- Being stomped makes you not want to play and you have no new players in FW.
- Not having new players in FW means the population will steadily decrease
- Less players means longer wait times
- longer wait times alienates additional players who just want to play
- Longer wait times lead to more players abandoning the game mode
- High skill groups stomp pugs repeatedly.
- pug stomping is no fun -- it is repetitive and non rewarding.
- Non rewarding game-play means players don't have incentive to play
- Longer wait times lower incentive to play
- You end up with less skilled players playing FW.
- People saying "Get a group" are hurting the game they play because they fail to recognize:
- Finding group can be a challange in FW
- low population is an issue
- horrible social interface in MWO
- INABILITY to make cross-house or cross-clan groups for defense.
- A Pick-Up-Group and a unit group are vastly different in how they operate and how effective they can be
- Unit groups have consistent/optimized mechbuilds (no LURMZ)
- Unit groups engage in non-verbal or patterned behaviours when fighting.
SOLUTION
- All games where players compete balance players based on some determination of ABILITY.
- MWO matches players on ability in QP
- MWO's means of determining player skill would not be useful in cw
- Teamwork is more important than individual player skill.
- Mech loadouts are as important as individual skill
- 3rd party applications greatly assist group performance (i.e. TS, raidcall etc)
- MWO must find some way to balance the teams in FP for it to be enjoyable for everyone
- Balancing on player skill WILL NOT WORK
- Other solutions HAVE to be found
Clear as mud right? Seriously, people blaming -MS- or -SO- for the crappy state of FW is stupid. PGI put an environment together where you can consistently get matches against unorganized groups while you are in an organized groups and,
IN FACT, the system PGI put in place favours matching unorganized, solo PUGers and non-unit groups with organized teams. THAT is the problem that has bled FW of its players.
And the BS about "They choose factions where they won't have to face competition" is utter american-grade conspiracy theory that gains traction because its easier to believe in the 'big bad boogy-man' than to accept that teams move where they want and you often don't know where another team is going.
Edited by nehebkau, 08 June 2016 - 07:08 AM.