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Split Fp In Solo And Group Qeues


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#41 Davegt27

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Posted 22 August 2016 - 02:44 AM

Quote

They had to do it that way to prevent unit players from sync-dropping in the "solo" queue.


how can units with a single member sync-drop?

#42 TWIAFU

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Posted 22 August 2016 - 04:02 AM

View PostVasili Kerensky, on 22 August 2016 - 02:15 AM, said:

Darklight, Vandalhooch, Nightshade, you people are hopeless. All smug innuendo and verbal abuse and pretensions of superiority. I urge you to reread the opinions of your fellow veteran players in this thread.


Hello pot, meet kettle.

#43 Contrex

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Posted 22 August 2016 - 04:19 AM

I actualy prefer waiting a bit longer for a game of 12vs12 (or at least 1x vs 1x), then playing against 12 seals.
Playing as a 12man as solos is somekind of grinding. I prefer working one hour and earning some money (and spend it for some new Mechpacks), then sitting in front of the screen, and destroying 12 seals, who dont like to play against as us well.


Its somekind of leveling in WOW.... going into the woods lumberjacking trees for hours to raise the lumberjack skills! Fun ? No.... not at all. Not for the trees or myselfe!

Edited by Contrex, 22 August 2016 - 04:24 AM.


#44 TWIAFU

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Posted 22 August 2016 - 04:39 AM

View PostContrex, on 22 August 2016 - 04:19 AM, said:

I actualy prefer waiting a bit longer for a game of 12vs12 (or at least 1x vs 1x), then playing against 12 seals.
Playing as a 12man as solos is somekind of grinding. I prefer working one hour and earning some money (and spend it for some new Mechpacks), then sitting in front of the screen, and destroying 12 seals, who dont like to play against as us well.


Its somekind of leveling in WOW.... going into the woods lumberjacking trees for hours to raise the lumberjack skills! Fun ? No.... not at all. Not for the trees or myselfe!


Seals have to be stopped from getting clubbed. Since they are unable or unwilling to take the proper/basic steps to save themselves from getting clubbed something must be done to stop them. Not fun for anyone.

Seals have to be prevented from entering CW. No Trial mechs. At least one drop deck MUST at least be Basic. And END XP rewards in CW. That alone will keep seals out.

#45 DarklightCA

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Posted 22 August 2016 - 05:31 AM

View PostNightshade24, on 22 August 2016 - 01:03 AM, said:

Talk about putting words in peoples mouths.Posted Image
When did I get said advice? When did I start complaining to PGI to 'solve all my problems' ? etc.


Learn to read man, I wasn't even responding to you being the things you are quoting was directly below a quote of another person. Unless you are also Vasili Kerensky?

View PostVasili Kerensky, on 22 August 2016 - 02:15 AM, said:

Darklight, Vandalhooch, Nightshade, you people are hopeless. All smug innuendo and verbal abuse and pretensions of superiority. I urge you to reread the opinions of your fellow veteran players in this thread.


Says the guy complaining about a problem but won't accept any advice from anybody that doesn't fit their anti-group narrative and would rather continue having the problem and complaining about it to PGI.

#46 Wing 0

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Posted 22 August 2016 - 09:05 AM

View PostVasili Kerensky, on 19 August 2016 - 04:55 AM, said:

Fact: 12-man premades will never get taken down by PUGs. The favourite argument of the well-to-do clanner premades is 'become part of a team' and 'get organized'. If you do that, everything will be fine.

Nice argument but it's crap. Not all people have the time or the desire to invest time and effort into keeping regular gaming hours and become semi-professional players. That's why they're called casuals and they probably are and will continue to be the majority of the population.

Fact: This game demands a huge investment in time and money for a player to become competitive. In order to build a proper drop deck you have to make informed decisions beforehand, acquire 12 'mechs, master them all, equip them properly, unlock all the proper modules for them and buy them. That's the minimum of effort to enter the competitive scene with hopes of victory and that's if you already know the game before playing it.

Die-hard players will view the 6-month period for this to happen as a normal time investment. It isn't. It's a huge investment of time, effort and money and many people won't be able to do it or they simply won't want to give so much of their time in the game.

So, we have all these damn casuals running around, getting into drops with trial 'mechs, getting killed from 1 klik by professional clan pilots that pilot 'mechs that kill with ERLLs from 1 klik away and with 1 salvo and they rant and complain.

The solution is so easy, it's a wonder why it hasn't been done yet.

Split the goddamn FP into Solo and Group queues.

Allow premades to duke it out with each other and let casuals have the experience they want to have - a proper Faction match against players at their own level of skill and equipment and a realistic chance of victory without going professional.

I further recommend to allow up to 2-man groups to join the solo queue. Many casuals play with a friend and want the company.

Zero implementation time, zero cost for PGI and a damn win-win situation for all concerned. I'm going to pre-empt the argument of larger wait times for the queues. As far as solo queue is concerned, I don't think that there's going to be a wait time larger than normal. Once the casual realize that they can play a proper FP match, they'll jump in whenever the Call to Arms appears. As for the groups - you are organized. Get on a TS server, arrange the day and time and play your match.

Just do it and let's be done with this tragedy that is the current environment of FP.



When I saw this post by someone with the rank of tier 5, I'd be thinking who the hell is this guy... Does he even know what he is talking about? Did you ever listen to what Russ mentioned in the NGNG TV on town hall meetings or even his threads about the FW and the queue splitting to begin with? ill give you the answers to ya in short.

IT WAS A DISASTER! Solo queue's took 1 to 2 hours to get 1 lousy game played. Group Queue was making games after every 10 to 15 minutes or so due to the active consistency of the Mercs and Loyalist Units. Unless you got substantial proof or Evidence to your point that the queue's are needed to be split once again, This discussion is over.

Look at all the people who have been around this environment since Phase 1. Most people including myself have been doing FW since the Phase 1. Playing FW is a totally different ball game to begin with. Whatever you were doing in Quick Play, It isn't going to work in FW. There was a tip note upon going on to Faction Play Mode. "No Matchmaking, No Mercy" Even the sneak peak vid had those following words to boot. Here are some things you should know.

You bring Trial Mechs, you're dead
You bring LRM boats, you're dead
You play Poke and Snipe like you do in Quick Play, You're dead.
You camp in your own spawn and play with NO aggression, You're dead.

If you are not willing to play and learn to do things in a competitive environment and learn to adapt tougher concepts, Then playing FW isn't the place for you. There is no "Casual Play" Here unlike in Quick Play. There is no Match Making in FW and never will be. Funny that Russ hadn't banned those trial mechs from FW yet but that's one person that don't get the fact that trial mechs were only built for Quick Play.

Face reality. NGNG and PGI first stated that splitting the queue's wouldn't work. They gave you idiots that chance to prove them right on that regard and they later removed the splitting of the queues shortly after.

#47 Myantra

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Posted 22 August 2016 - 09:58 AM

View PostWing 0, on 22 August 2016 - 09:05 AM, said:

If you are not willing to play and learn to do things in a competitive environment and learn to adapt tougher concepts, Then playing FW isn't the place for you. There is no "Casual Play" Here unlike in Quick Play. There is no Match Making in FW and never will be. Funny that Russ hadn't banned those trial mechs from FW yet but that's one person that don't get the fact that trial mechs were only built for Quick Play.



As a noob that has only ventured into one FP match (an HHoD ****), I second this. The entire concept of FP clearly revolves around units, and emphasizes cohesive team play. When you consider that MWO in general rewards cohesive team play, I cannot understand the motive for creating a solo queue in FP. If you have the hardware and experience to be something other than a seal in FP, then surely you have befriended at least a few people to group up and drop with you. When you click the FP tab, you are leaving the casual game mode, and you will most likely not be facing casual players.

I can understand how frustrating it is to get a few people together (or click Call to Arms), wait what seems like an eternity, only to be run through by a 12-man like your armor is aluminum foil and your only weapons are rocks. I can also understand that it is equally frustrating to get your 12-man together, wait what seems like an eternity, only to face opposition that was really no opposition at all. That said, the answer to that is not further division of a player base, because there is a reason you had to wait a long time for a bad FP game. There is enough population to support rather quick matches between two queues in Quick Play, but there is not for FP. The game mode of FP is not set up to encourage casual or solo play either.

What is needed is an incentive to bring more players (PUG and unit) to actively play FP. I do not pretend to know what that is, but I do not believe it to be another queue.

#48 Chagatay

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Posted 22 August 2016 - 11:38 AM

View PostTWIAFU, on 22 August 2016 - 04:39 AM, said:

Seals have to be stopped from getting clubbed. Since they are unable or unwilling to take the proper/basic steps to save themselves from getting clubbed something must be done to stop them. Not fun for anyone.

Seals have to be prevented from entering CW. No Trial mechs. At least one drop deck MUST at least be Basic. And END XP rewards in CW. That alone will keep seals out.


They do that by not queuing for CW/FW/FP (or whatever it is called jebus it has so many names).

View PostWing 0, on 22 August 2016 - 09:05 AM, said:

Stuff

I may be very cynical, but PGI hamstrung that whole effort from the start. Almost like it was designed to fail. Solo but only if you have no tags....you have tags?! Off to group queue for you!! Whelp we tried for less than a week might as well can it, not going to try and prune the queues or make freelancer branch sorta worth it...no mercs for you soloist scrubs...

Look I like FP, I may not be playing as much of it as I usually do (PGI put cookies in QP) but it has serious underlying issues. Placing full teams vs solos has always been and will continue to be a very bad decision which will inhibit growth. The game mode should have been split from the beginning but at this point I am unsure of any easy solution.

The best thing PGI can probably do at this point is pretend it is finished and ignore it*.

*at least I would at this point (as a business person), it is too expensive to fix and not enough players enjoy that game mode to justify the added expenses to fix it.

#49 Commander A9

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Posted 22 August 2016 - 02:11 PM

12-man teams don't guarantee victory against pugs. That and joining a team doesn't automatically mean you have to dedicate your life to the game. Although if anything, getting well-skilled at any project or game requires a degree of practice and dedication to the art.

Derek Jeter, Tom Brady, Michael Jordan, and Usain Bolt didn't "get good" at their sports overnight...and they certainly didn't cry to the commissioners in hopes of "nerfing" their sports just to benefit the casuals at the expense of the major sports clubs.

If you want to do well, you have to practice. If you want to play competitively, some teams may require a degree of commitment to participate in the official tournaments. If you want to play casually, alright, that's fine. But don't expect your team leader to hand-pick you for front line duty if you only show up once a month.

If Jordan decided to only go to practice once a month, you think he'd have played so many games in his career?

P.S.: We warned PGI that splitting cues was a horrible idea. We were right. It failed. The numbers aren't there-neither is the interest.

Edited by Commander A9, 22 August 2016 - 02:12 PM.


#50 Tarl Cabot

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Posted 22 August 2016 - 02:55 PM

View PostDavegt27, on 22 August 2016 - 02:44 AM, said:


how can units with a single member sync-drop?

Not single member units, but actual units/friends who do not form up in the game but all select the same planet at the same time. If they are attacking they would be formed into a drop unit on that planet while waiting for the actual pugs. They would be able to do the same thing on defense.

#51 Davegt27

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Posted 22 August 2016 - 02:56 PM

A9

Quote

Posted Today, 04:11 PM
12-man teams don't guarantee victory against pugs. That and joining a team doesn't automatically mean you have to dedicate your life to the game. Although if anything, getting well-skilled at any project or game requires a degree of practice and dedication to the art.

Derek Jeter, Tom Brady, Michael Jordan, and Usain Bolt didn't "get good" at their sports overnight...and they certainly didn't cry to the commissioners in hopes of "nerfing" their sports just to benefit the casuals at the expense of the major sports clubs.

If you want to do well, you have to practice. If you want to play competitively, some teams may require a degree of commitment to participate in the official tournaments. If you want to play casually, alright, that's fine. But don't expect your team leader to hand-pick you for front line duty if you only show up once a month.

If Jordan decided to only go to practice once a month, you think he'd have played so many games in his career?

P.S.: We warned PGI that splitting cues was a horrible idea. We were right. It failed. The numbers aren't there-neither is the interest.


bad example but I understand what your trying to say
those sports figures operate in an world where natural laws apply
in the computer world of MWO you often run into super powered non over heating Mechs or super ECM Mechs we saw in the spring of 2015
MWO is not a level playing field even in FW/CW
its blatantly obvious the side with the greater unit tag number gets a boost (or other sided gets a nerf) however you want to put it

I know I know you all think your Mech piloting gods, your good but not that good
one solution is have only 12 man teams or 6 man or whatever play FW

the other is force all players into units to somewhat get rid of that flaw

#52 vandalhooch

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Posted 22 August 2016 - 07:03 PM

View PostVasili Kerensky, on 22 August 2016 - 02:15 AM, said:

Darklight, Vandalhooch, Nightshade, you people are hopeless. All smug innuendo and verbal abuse and pretensions of superiority. I urge you to reread the opinions of your fellow veteran players in this thread.

As someone else pointed out . . . pot . . . kettle.

You seem to think that your original post is somehow a revelation to everyone here. We've heard these claims over and over again. We've presented the counter arguments to your claims over and over again.

FP was built as a place for lore, immersion and player created units to come together and build something together. Every single player who steps into faction play has been required to read the warning explaining that there is no matchmaker and players will be pitted against whomever chooses to show up.

After acknowledging that they might face more organized teams and far more experienced opponents, players like you come here and complain that you had to face organized teams and more experienced opponents. It gets really old.

The solution that many FP players see is to get more solo players to learn to be organized and learn from more experienced pilots. But no. Pilots like you just want to dump everything we like about FP in order to make it into quick play. If that is what you want, you already have it.

#53 Wing 0

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Posted 22 August 2016 - 09:05 PM

View PostCommander A9, on 22 August 2016 - 02:11 PM, said:


P.S.: We warned PGI that splitting cues was a horrible idea. We were right. It failed. The numbers aren't there-neither is the interest.



That we did. Lots of us warned them awhile after they first said back in the Phase 1 days that it wouldn't work.

#54 iLLcapitan

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Posted 22 August 2016 - 10:41 PM

View PostKim FartDashion, on 22 August 2016 - 09:27 PM, said:

Wing0(That we did. Lots of us warned them awhile after they first said back in the Phase 1 days that it wouldn't work.) You people make me puke just like Russ and PGI make me puke your all so R-Tarded about the split MM queues for CW/FP. All PGI had to do was set the stupid Matchmaker to 12 casual/pugs vs 12 casual/pugs regardless of what tier they were or what mechs they brought up to the tonnage limits trial mechs or not and make it (CLAN Vs Inner Sphere) and let the drop begin the rest is all just statistic tracking and reporting for rewards. Russ and PGI are insane in my opinion this would have worked just fine and the CW/FP game mode would be full of happy players the premades could have just dropped in there own MM queues and been happy pounding away at each other and not seal clubbing new players.


Let the hate flow freely Kim Fart!
Nice rose coloured glasses you got there and of course you are the ONE with THE solution.
Your (very) rough scheme of CW wonderland is lacking in substance, how would you prevent sync dropping of casual/pugs (but from the same unit) for example?

#55 BearFlag

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Posted 22 August 2016 - 11:20 PM

View PostTWIAFU, on 22 August 2016 - 04:39 AM, said:


Seals have to be stopped from getting clubbed. Since they are unable or unwilling to take the proper/basic steps to save themselves from getting clubbed something must be done to stop them. Not fun for anyone.

Seals have to be prevented from entering CW. No Trial mechs. At least one drop deck MUST at least be Basic. And END XP rewards in CW. That alone will keep seals out.


Oh ok. Let's keep the solos out.

View PostWing 0, on 22 August 2016 - 09:05 AM, said:

IT WAS A DISASTER! Solo queue's took 1 to 2 hours to get 1 lousy game played. Group Queue was making games after every 10 to 15 minutes or so due to the active consistency of the Mercs and Loyalist Units. Unless you got substantial proof or Evidence to your point that the queue's are needed to be split once again, This discussion is over.


Oh ok. No pugs, long wait. Better keep the pugs.

View PostWing 0, on 22 August 2016 - 09:05 AM, said:

Face reality. NGNG and PGI first stated that splitting the queue's wouldn't work. They gave you idiots that chance to prove them right on that regard and they later removed the splitting of the queues shortly after.


Wait. So the "idiot" pugs got a joke of a queue split that gave you atrocious wait times so we need to bring back the "idiot" pugs so that you can get a game mode that 90% (we all know it's higher) can't stand?


View Postvandalhooch, on 22 August 2016 - 07:03 PM, said:

FP was built as a place for lore, immersion and player created units to come together and build something together. Every single player who steps into faction play has been required to read the warning explaining that there is no matchmaker and players will be pitted against whomever chooses to show up.



Uh, yeah. Immersion. It's on the list of critical fails of FW. Still waiting for that. We don't have a scaled, schematic node map of planets representing phases of invasion ... we have, um, choke points and canons. We don't have role mechs, economy, diplomacy, piracy, resources, role goals, unit goals, faction goals - in fact any goals. Boy, that's fun immersion. As for the "disclaimer", please, it was not present in CW1. For all intents and purposes, it is an apology from PGI to the player about to be clubbed after "Call to Arms" ... INVITED ... him to be clubbed. This is a game. And in this form, it is a crap design of a game. For all intents and purposes, the "disclaimer" warning is an admission of failed design.

Hypocrisy on parade. Ten percent. Really, less than five percent.

Edited by BearFlag, 22 August 2016 - 11:50 PM.


#56 Phoolan Devi

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Posted 23 August 2016 - 04:06 AM

Like some already have stated, FP is a game mode, where organized teamplay is highly rewarded and egocentric "I'm-the-best-in-the-whole-wide-world"-attitude gets heavily punished. Normally it is the same in quick play, only that there, the vast majority are idiots who think of themselves as kings and do their own thing. In quick play as well you can get stomped 12-0 and the reason for that is 100% that in the opposing group, someone called the drop.

It is totally insane to make a team oriented gamemode into another quickplay!

The other side of the coin ist, that maps need a remake, alternative goals need to be established as well as the scouting mode needs a redo in the direction of being an actual scout mode and not some kind of little fp-quickplay thingy!

As for a solution of preventing big groups to be overpowered (lol) I could live with an equal tonnage system as in quickplay group queue.

#57 MischiefSC

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Posted 23 August 2016 - 10:22 AM

View PostDarklightCA, on 19 August 2016 - 09:27 AM, said:

You are completely missing the point. The biggest advantage a 12 man has is coordination. 12 solo players are never going to be as coordinated as a 12 man even if they do agree to follow each other and have nobody going off on their own. Another advantage is that a unit 12 man is constantly playing with the same players so overtime strategies and builds are incorporated, you will see none of that in a solo team.

Joining a unit and playing as a 12 man doesn't mean you have to be competitive or devote much time to it. There are plenty of units that are casual and have people that don't have a lot of time to play. The only thing that's crap is the excuses why you can't do that as well.

Also PGI already added a split queue and it wasn't popular. The solo queue couldn't find very many games and while the quality of games increased in the group queue, the wait times were even more horrible which is what happens when you split a limited population that was already struggling finding games. As much as I would love to fight nothing but 12 man's in Faction Play, it doesn't have the population to support it because there is still no incentives for units to play Faction Play over Quick Play which btw is a lot more solo friendly than Faction Play is as it should be.


I'm strongly of the opinion that combining attack/defend queues (as was discussed in the round table) and Deathlikes No Skittles Left Behind idea are the best functional way to fix premade v pug problems in FW.

The pugs are what feed FW. They queue up, match after match and lose 9 out of 10 of them. This is what allows the most active units to win 8 out of 10 (or better) games; there's an endless supply of pugs who show up to lose again and again and again.

Any unit, MS, 228, HHoD, whoever, could quit FW completely tomorrow and it would still chug right along. You remove all the pugs and A) the pugs won't play because pugging is literally all about following and B ) matches in the unit queue would slow way down because nobody is lining up for what anyone in a unit recognizes in a poor situation (defending against 60 attackers for example).

I was all for the split before (and would still be alright with it) because most pugs are dead weight by choice. Play badly in bad mechs and don't care about the win, just that they shot at some robots before they got smashed. Those two solutions, ensuring that pugs and premades are always in an equal mix on both sides of a queue and then heavily rewarding dropping in an 8-10 man and carrying pugs who get a big reward for playing with the unit for the win....

that would actually teach everyone to be better players. Teach units to pugboss better (and have a reason to care) and teach pugs to play to the win and follow the call.

KCom did this for many months in CJF and nobody can say they did not, in that timeframe, have some of the best pugs in FW. We need a system that integrates everyone and rewards them for playing as a team instead of a caste system that designates one as food and the other as predator. The last 2 years have proven that losing constantly isn't enough of a motivator for most pugs to group up - they'd rather lose, or quit. Okay. The problem then becomes clubbing terribads for hours gets dull so how do we dilute the terribads with some coordination? Those two systems together strike me as a recipe for success.

#58 MischiefSC

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Posted 23 August 2016 - 10:39 AM

View PostWing 0, on 22 August 2016 - 09:05 PM, said:


That we did. Lots of us warned them awhile after they first said back in the Phase 1 days that it wouldn't work.


Sorta. The ironic bit is that if you combined attack/defend queues like we're talking about now then the group queue would still fill matches. The pug queue failed because nobody would pug in a queue that someone else wasn't starting. Pugs are followers. You create an environment with no leaders and.... nobody goes anywhere.

Again, these are the players who play FW consistently while losing 9/10 matches and say 'No, I'm not changing anything! I'm doing it right! Someone should fix this game so that I do exactly what I've always done but win more often!'

Until PGI gives us AI though you need warm bodies in robbits to shoot. It's terrible to say but it's true. We just need to dilute the terribads in with the teams. You can't make them join teams but you can reward teams for taking in 2-4 terribads to carry.

Think of it like the Clan bidding system -

'The fearless warriors of Clan Ghost Bear can carry 2 random scrubs and still easily crush you!'

'HA! The Free Rasalhague Republic soldiers are born with strong backs! We will take only 9 mighty warriors into battle, trailing 3 random Spheroid skittles.'

'The Great Bear finds your Spheroid skittles so delicious we each demand a bigger share to ourselves! 8 Trueborn warriors will face you, carrying 4 Solahma puggles in our march to victory!'

'Well bargained and done, Vatborn!'

More pugs you carry the bigger the reward for both pugs and units on a win. It's a good idea. Works well with the 'Red Light' idea floated in the Round Table.

#59 LordNothing

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Posted 23 August 2016 - 05:10 PM

you can probibly fix pugfunnel without explicitly splitting the groups. if you look at the reasons pugfunnel happens its easy to see what needs to change.

pugs almost always defend
units almost always attack
both will always go to the most active planet, and because of populations, its often the only game available.

round table brought up a solution for the first 2 problems with that tug of war mechanic (and this came from a unit leader too). which makes attack and defend queues a single lobby. that kinds of also gets it part way into solving the 3rd problem, since there are fewer lobbies in the list, though faction population may still be too low to fill more than 1 lobby (further fixes encroach into bucket territory). still if there is only one game in town, thats where everyone is going to go, pug and unit alike.

if you are in a lobby where both sides are producing both unit 12 mans and pug groups, its probibly better to make the groups wait a little longer to match with a group of similar composition. this wait will likely be a one time thing. especially if you are going right back to the same lobby after each game, and pugs and groups start syncing up to eachother. so long as the population allows pugs match with pugs and groups with groups, only mix when population is low. this should improve the game significantly for everyone.

you still need the populations. and the only way i think you could do that is throw an event. get the tug of war mechanic in there, the group composition matching feature, debug it (really let it run live for at least 2 weeks). then you throw a big event. long event, big prize, and it shouldnt be too difficult. you want lobbies stacked at least 2 or 3 groups deep. ultimately the problem with fp is a reputation problem. you need to cure that by giving pugs and units a better experience.

if that dont work, then merge some factions and try it again.

#60 DarklightCA

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Posted 23 August 2016 - 05:19 PM

View PostMischiefSC, on 23 August 2016 - 10:22 AM, said:


I'm strongly of the opinion that combining attack/defend queues (as was discussed in the round table) and Deathlikes No Skittles Left Behind idea are the best functional way to fix premade v pug problems in FW.

The pugs are what feed FW. They queue up, match after match and lose 9 out of 10 of them. This is what allows the most active units to win 8 out of 10 (or better) games; there's an endless supply of pugs who show up to lose again and again and again.

Any unit, MS, 228, HHoD, whoever, could quit FW completely tomorrow and it would still chug right along. You remove all the pugs and A) the pugs won't play because pugging is literally all about following and B ) matches in the unit queue would slow way down because nobody is lining up for what anyone in a unit recognizes in a poor situation (defending against 60 attackers for example).

I was all for the split before (and would still be alright with it) because most pugs are dead weight by choice. Play badly in bad mechs and don't care about the win, just that they shot at some robots before they got smashed. Those two solutions, ensuring that pugs and premades are always in an equal mix on both sides of a queue and then heavily rewarding dropping in an 8-10 man and carrying pugs who get a big reward for playing with the unit for the win....

that would actually teach everyone to be better players. Teach units to pugboss better (and have a reason to care) and teach pugs to play to the win and follow the call.

KCom did this for many months in CJF and nobody can say they did not, in that timeframe, have some of the best pugs in FW. We need a system that integrates everyone and rewards them for playing as a team instead of a caste system that designates one as food and the other as predator. The last 2 years have proven that losing constantly isn't enough of a motivator for most pugs to group up - they'd rather lose, or quit. Okay. The problem then becomes clubbing terribads for hours gets dull so how do we dilute the terribads with some coordination? Those two systems together strike me as a recipe for success.


Combining Attack/Defense lanes as in Clan vs IS? Because I'd be all for that and that would solve a lot of wait time and population problems. As for that topic you listed I do agree, Call to Arms is usually the death of solo players and LFG is a very useful and underused tool.

If a system was in place that better allowed Units to fight other Units with a small amount of pug players acting as fillers than would be ideal for everybody involved. As long as it's not a system that makes Units responsible for solo players quality of gameplay.

Also I am pretty sure that there isn't really that big of a difference between pug and unit populations that if units started to leave FP that it wouldn't effect the gamemode. If even the units you mentioned left that would be felt as that is by no means any small amount of population.

Also KCom is by no means the only Unit to train players outside their own unit. They are successful because they were a loyalist unit for a long time when they were doing it. Training players is a lot more effective when you are playing with the same players week after week in the same faction hub week after week. Training people is a lot more complicated when you have new pug players every couple weeks but that doesn't mean other Unit's don't attempt to.





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