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Matchmaker Is More And More Absurd Every Day..

Balance Gameplay

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#21 C E Dwyer

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Posted 13 July 2016 - 12:13 PM

Anyone with half an ounce of common sense said that P.S.R was going to make things worse, rather than better.

The simple fact that it lumps light,mediums and assaults into the same stat, was a bad thing, something that ELO never did.

Then the Lead developers assumption that everyone gets to the same standard over time was so utterly utterly wrong, and demonstrated beyond all doubt he has no clue how to make a well balanced game.


P.S.R with its upward curve by it's very nature ensures that people end up playing those that are vastly superior to their own skills and causes the match maker balance to get worse over time.

It's not rocket science its common sense this is the end result.

Alas, so many people lack it, and not just people that run game companies

Edited by Cathy, 13 July 2016 - 12:16 PM.


#22 Lily from animove

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Posted 13 July 2016 - 12:27 PM

when you die early and have to watch thing like this



that actually motivates to not die early.

Posted Image

Edited by Lily from animove, 13 July 2016 - 12:34 PM.


#23 Brain Cancer

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Posted 13 July 2016 - 12:29 PM

Tiering started out good since it was based off of older stats. Then that got shot when any level of basic skill is PSR-up.

Quote

when you die early and have to watch thing like this


"Please sign in to view this video"?

#24 Lily from animove

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Posted 13 July 2016 - 12:30 PM

View PostBrain Cancer, on 13 July 2016 - 12:29 PM, said:

Tiering started out good since it was based off of older stats. Then that got shot when any level of basic skill is PSR-up.



"Please sign in to view this video"?



sry uploaded vids are private by default, is public now.

#25 Brain Cancer

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Posted 13 July 2016 - 12:40 PM

Just remember, that's what gets carried up the tiers without fail.

#26 Foxwalker

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Posted 13 July 2016 - 01:07 PM

View PostLily from animove, on 13 July 2016 - 12:27 PM, said:

when you die early and have to watch thing like this



that actually motivates to not die early.

Posted Image



OK, that was pretty funny. I wonder if he sent in a ticket to support for damage not registering?

#27 Mawai

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Posted 13 July 2016 - 05:15 PM

I just wanted to second Deathlike's post ... it was pointed out in closed beta that the game has NO long term player retention mechanisms. It gets boring and repetitive very quickly.

The base mech shooter/combat is really a lot of fun in my opinion. I think this is what keeps folks like me coming back. However, without something/anything to break the monotony and make you look forward to your next match (beyond the intrinsic mech combat) then the game gets stale, sooner or later, and eventually, you just don't come back.

I've been advocating for years that PGI add features that drive player retention, that these features are just as important as direct revenues (like mech packs) since they drive long term retention and support ongoing revenues (like premium time and future mech purchases). These are features that make each game more interesting and provide some extra reason to play another match. Unfortunately, there is no one size fits all feature ... each retention type feature added appeals to a portion of the playerbase but in the long term they are needed.

Some of these features do/could include -
- factional warfare (some progress being made but honestly I think the whole Long Tom debacle is ruining factional warfare. Scout mode was a cool idea though.
- leaderboards ... some interesting progress here but PGI's half-assed attempt so far is a pretty spectacular failure. I would have thought that a basic leaderboard design would include minimum participation level, seasons/running totals. It needs to be a motivational tool not just random data regurgitated on a web site.
- some sort of meaningful XP system offering CHOICES and decisions ... so you can buy quirks for each variant of every mech that you skill up to support whatever role and playstyle you want to use with that mech. It would also provide some meaning to the need to have three variants of each chassis with XP to unlock higher tiers. This feature would have affected every player in every match and would at least make the leveling of a new mech more interesting instead of just dropping to get XP to buy the same XP unlocks in pretty much the same order for every mech.
- PVE (single player content would appeal to a certain fraction of the player base but I don't know if PGI has a license for it).
- Solaris

... and so on ...

#28 Lily from animove

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Posted 14 July 2016 - 01:36 AM

View PostFoxwalker, on 13 July 2016 - 01:07 PM, said:



OK, that was pretty funny. I wonder if he sent in a ticket to support for damage not registering?


well, kidna yes at the first view, but when you know why it happened and that this pilot probably dind't even knew why then it shows quite the few problems existing.

#29 Chrithu

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Posted 14 July 2016 - 02:02 AM

View PostKodiakGW, on 13 July 2016 - 07:23 AM, said:

+1 This..so much this. We had 8v8, but for monitary reasons they switched to 12v12.



Not true. Besides missing CW the number one complaint back in the day was how the game was not 16v16. Just about everyone playing the game back then wanted bigger groups in hopes it would somehow open things up to more strategic gameplay rather than deathballing.

It has nothing to do with PGI creed. Quite the contrary: It cost them dearly. It took a lot of time to even get to 12v12 and realize that the game as they implemented it could not handle 16v16. The change to 12v12 probably also cost them players because the increase in hardware hunger threw a lot of people simply out of the game as they could no longer play it at enjoyable framerates.

It is for monetary reasons that they haven't switched back to 8v8 already. It would once again cost devtime as CW and MM had to be rewritten to work with 8v8. They still have a big vision for the game it seems and still think they can reach a bigger playerbase otherwise they would have gone back to 8v8 a long time ago.

Edited by Jason Parker, 14 July 2016 - 02:03 AM.






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