Résumé par Decency :
Quote
- 18m Start - Introductions. Russ is President, Derek is an FW Designer, Neema is an FW engineer. They want to reduce number of "buckets" ie: independent queues. They also want final solutions, not slight improvements. Premeeting notes from community HERE.
- 30m Tug of War - basic premise is that if two factions vote to attack each other, they fight in a combined zone. Pros: reduces number of buckets (probably 2-3 fewer on average) and is more likely to pit premades against each other. Cons: Doesn't technically guarantee a reduction of buckets.
- 45m Alliances - factions can ally offensively. Pros: makes matches more quickly and gets far away located factions involved. Cons: doesn't reduce the number of buckets unless you actually merge the factions, which people are hesitant about
- 54m PUG vs. Unit - reiteration that Tug of War would make units fight each other (from a KCom member) and prevent steamrolling. Engineer points out that there is no matchmaking at all.
- 1h Matching 12mans - Possibility that for first minute or so of a queue, wait when bigger groups join for a bit and see if there's an opposing big group to put them against. If there's not, grab the best possible match before you go. Good because it makes much better matches, bad because it makes it harder for PUGs to get matches and lets groups skip the line.
- 1h8m Red Light Switch - MS Founder suggests a "red light" switch that would allow a 12man to prioritize itself being matched against other 12mans. Russ points out that if they can do this they should always do it (as long as they're in the same unit), counterpoint is that maybe you just want relaxing games sometimes. Potentially 12v12 win is worth 2 territories to encourage units to opt in. Engineer concerned about starvation where PUGs can't get games at all, but MS guy mentions that the matches would only happen if two "red lights" matched on the same queue, so it's a pure win.
- 1h19m Basically Nothing - reiterating the same concepts over and over and over again, break, more reiterating of things.
- 1h47m TWO BUCKETS - Jager suggests 2 buckets: Clan vs. IS and IS vs. IS ... and on top of that a really complex suggestion that is just way too many different changes that I'm not even going to bother describing it, sorry.
- 2h We just want to play - Dane from loyalist FRR hub points out that the #1 priority for the vast majority of people he plays with is getting games fast. Doesn't care much if the map changes near FRR, re: Alliances.
- 2h5m ? - Pando is just kind of rambling, I don't think he has a point. Supports the alliance feature, wants more rewards for playing FW and more game modes.
- 2h10m Game Modes - Russ thinks it's very important to fix the buckets system before improving game modes, doing FW map level design, polish, etc.
- 2h15m Handicap - Starwulfe suggests when playing against a unit PUG's should gain bonuses to armor/damage/turrets/etc. based on enemy unit strength. (Editorial comment: Sorry, but 12 KCom guys are going to walk over 12 PUG's even if they have 500% armor. This won't solve anything and will be a major pain in the *** to balance and still won't give interesting matches.)
- 2h22m Loyalist - Blue Duck points out that there's no reward for being in a loyalist unit because they can't earn the various levelups from each Faction and that it was incredibly discouraging when the map was reset.
- 2h35m Long Tom - Russ wants to hear a fix, not a removal. Xavier points out correctly that Long Tom is an activity killer when it's acquired on a planet. Pat Kell mentions that having something else deal huge damage is very unpalatable and cheap and is still way too strong in its current form, and mentions that the specific player that it locks onto is super ******. Aylward concurs, Long Tom is queue-clearing. Shimmering Sword agrees. Seemingly there's consensus on the idea of an Arty amount of damage with Long Tom explosion radius might be a good fix (and a rename so people aren't scared off). Some discussion that the initial implementation of Long Tom was too ****** and has soured people beyond salvage. Lots of talk about "Air Superiority" idea: enemy can't use Arty/Air Strikes but Russ not really on board.
- 2h55m Closing - Russ got what he wanted, emphasizes that he's stubborn about fixing the queue system first before committing resources into improving Faction Play.