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Split Fp In Solo And Group Qeues


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#61 Ghogiel

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Posted 23 August 2016 - 05:25 PM

View PostGruinhardt, on 19 August 2016 - 06:07 AM, said:

Fact: We already had split queue in FP, with the release of phase 3. Not enough solo players were interested. This lead to long queue times in solo FP, eventually solo FP became a ghost town.

If any new player wants to play FP, they should really consider joining a unit. Most units are more than happy to help guide a new player.
Fact: We never had a solo and group FP queue. It was a tagless and tag queue.

#62 vandalhooch

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Posted 23 August 2016 - 07:42 PM

View PostBearFlag, on 22 August 2016 - 11:20 PM, said:

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.


So you take up and support the side that wants what little immersion there is in the game removed?

Quote

As for the "disclaimer", please, it was not present in CW1.


So? It's in place now and every single pilot who has ever dropped in FP since its implementation has had to click through it at least once.

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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.


Or, it's there to let some new pilot know that they are about to experience something that is very, very different from what they've gone through before.

For other pilots, the warning should be seen as a wake up call to the fact that while they might think themselves a big fish in their PSR limited, quick play pool, they aren't really the true sharks of this game. Honestly, I think that's exactly where a lot of these threads originate. Quick Play veterans who have deluded themselves into thinking they are "great" pilots only to find out that "mediocre" pilots who work together and organize their drop decks will wipe the floor with them.

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


#63 Gruinhardt

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Posted 24 August 2016 - 04:33 AM

View PostGhogiel, on 23 August 2016 - 05:25 PM, said:

Fact: We never had a solo and group FP queue. It was a tagless and tag queue.

Solo queue
Tagless queue
Special snowflake queue
What difference does it make. It failed.

#64 Vasili Kerensky

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Posted 24 August 2016 - 05:47 AM

It makes ALL the difference. It failed because it was a crap way to split the FP queue. Who cares about having a tag/unit in order to drop in FP. This is a Tactical Combat game with NO role-playing elements. Remove that stupid bit of supposed 'immersion' and you're going to have a proper Solo queue. Keep the Call To Arms in the Group queue as well so that attackign units can merrily go seal-clubbing the pugs who deserve their just clubbing since they're so terribly wrong in engaging in FP without <insert list of qualifications here>. After all, there are so many other places where a player can gain Loyalty and the rewards that go with it.

Many of you go on and on about the drama of splitting the queues and how it was done and failed. IT WASN'T DONE so it HASN'T failed. That crap tag/no tag implementation you had a few months ago DOESN'T count.

You want tags and units? Make a QP-like FP queue and assign a damn tag to the 12 noobs that gather to fight. Here's a system:
Step 1) Pick a number from 1 to 400
Step 2) Pick a name from a list or take one from the 12 pugs
Step 3) Finish with a standard Military/Battletech term like Dragoons, Hussars, Guards, Irregulars.

Ok? Are you happy now? We have a proper Solo queue and they all have a tag and seal-clubbing continues unabated on the group queue.

#65 TWIAFU

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Posted 24 August 2016 - 06:24 AM

View PostVasili Kerensky, on 24 August 2016 - 05:47 AM, said:

It makes ALL the difference. It failed because it was a crap way to split the FP queue. Who cares about having a tag/unit in order to drop in FP. This is a Tactical Combat game with NO role-playing elements. Remove that stupid bit of supposed 'immersion' and you're going to have a proper Solo queue. Keep the Call To Arms in the Group queue as well so that attackign units can merrily go seal-clubbing the pugs who deserve their just clubbing since they're so terribly wrong in engaging in FP without <insert list of qualifications here>. After all, there are so many other places where a player can gain Loyalty and the rewards that go with it.




Yea, how horrible it must be for people to play CW as designed - PRIMARILY Group/Unit play instead of being a pugtard snowflake that refuses to take basic steps to play in CW and demand it change to suit themselves.

Even after from the very start it was CLEARLY stated this is 'end-game' and designed for Group/Unit play and that solo players will have a much harder time of it.

I cannot wait for your frothing at the mouth nerd rage when you find out that soloist and single player "Units" can never hold a planetary tag.

You don't want to be clubbed in CW, then quit your double talk and crying like you yourself suggested and get a better "team". You do that by *gasp* making friends, joining a Faction TS for group members, join a Faction, use your Faction Chat, use VOIP, LFG, or even these very forums. All of those tools at your disposal to make your own gameplay better and yet, you won't use them but want PGI to do it all for you so you can have QP with respawn so you can farm rewards.

Yea, you deserve to get clubbed by organized teams or have your CW drop over in less then 3-5mins left wondering why your peek a boo tactics didn't work.

#66 Khobai

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Posted 24 August 2016 - 07:23 AM

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Yea, how horrible it must be for people to play CW as designed - PRIMARILY Group/Unit play


We tried CW that way. It didnt work.

Time to move onto something that will work.

#67 Ghogiel

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Posted 24 August 2016 - 07:39 AM

View PostGruinhardt, on 24 August 2016 - 04:33 AM, said:

Solo queue
Tagless queue
Special snowflake queue
What difference does it make. It failed.

It makes a difference. People in this very thread are saying it's the PUGs are the lifeblood of FP, so saying that there was a solo queue, and that it failed because the queue was dead should tell you something. There was never a solo queue, implying there was one and that FP shouldn't have one because it failed is blatantly ignorant.

The only thing people say against having a solo queue is "It's too exploitable". Just split queues. If players from same unit try to do a drop together in a lobby, just give a pop up saying members from unit already in queue please make a group and use group queue. If people are gaming it in any rediculous ways just give out a warning, temp bans, and in extreme cases permas. People won't be throwing their accounts away to exploit a solo queue in FP.
**** would work. Obviously many don't want the gravy train of noobs to farm to end, but anyone who wants FP to not be complete **** needs to get on board with a change like that or start believeing in PGI magic to be able to design a game mode so fun that the pugs don't even know they are getting farmed, either way that's at least 90days out from when they announce FP V4.0

#68 Wecx

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Posted 24 August 2016 - 10:19 AM

The reason your not having fun isn't because your being wrecked by 12 mans. It is because your being wrecked by 12 mans in an already not fun game mode.

If the game mode was fun in the first place than facing a 12 man and being wrecked would be less of an issue.

#69 TWIAFU

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Posted 24 August 2016 - 01:43 PM

View PostWecx, on 24 August 2016 - 10:19 AM, said:

The reason your not having fun isn't because your being wrecked by 12 mans. It is because your being wrecked by 12 mans in an already not fun game mode.

If the game mode was fun in the first place than facing a 12 man and being wrecked would be less of an issue.



Join in the primary function of the game mode and surprise!, it's fun.

But no, special snowflakes won't do that, they are special. Because they are special, they must have it all change to suit them.

Now, if these snowflakes would actually join a Group/Unit and partake in the primary design feature, guess what, they would actually enjoy it.

#70 habu86

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Posted 24 August 2016 - 03:06 PM

View PostVasili Kerensky, on 24 August 2016 - 05:47 AM, said:

After all, there are so many other places where a player can gain Loyalty and the rewards that go with it.


I pugged CW for 6 months to do just that and I got my *** handed to me virtually the entire time. Oh and btw, I was doing this primarily as IS while Clantech still had a very clear edge in the firepower department.

You know what? It sucked. But I recognized that it was an active and conscious decision on my part, that I was the one intentionally putting myself at a disadvantage because I couldn't be bothered to go look for groups to join.

So I cowboyed the **** up, took my lumps, learned how the gamemode works and how to pugherd, and ground out my LP as best I could till I made at least level 2 with each faction; 6 with a couple of them. Also, I realized after my first couple of FP (or CW as it was called at the time) games that, as a new player, I was not ready for that level of action (neither skillwise nor equipmentwise), so i went to QP, ground out my C-bills, bought and mastered my first few mechs, outfitted them well, learned the basic game mechanics and my mechs' characteristics, and THEN came back to FP to get my *** kicked for a few LP.

Tired of dying alone like all the other skittles? Go to your faction hub or an active loyalist/merc unit's TS and ask them to let you join any active groups. No need to even join a unit; just try to be a good teammate. Most people who still play FP will be more than happy to take you into the group if it means rounding out the drop and not having to wait for that one person to join an attack or defense - that one person sucks and they will never fail to disappoint by not showing up.

Edited by habu86, 24 August 2016 - 03:07 PM.


#71 Wing 0

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Posted 24 August 2016 - 03:25 PM

View PostVasili Kerensky, on 24 August 2016 - 05:47 AM, said:


Many of you go on and on about the drama of splitting the queues and how it was done and failed. IT WASN'T DONE so it HASN'T failed. That crap tag/no tag implementation you had a few months ago DOESN'T count.

You want tags and units? Make a QP-like FP queue and assign a damn tag to the 12 noobs that gather to fight. Here's a system:
Step 1) Pick a number from 1 to 400
Step 2) Pick a name from a list or take one from the 12 pugs
Step 3) Finish with a standard Military/Battletech term like Dragoons, Hussars, Guards, Irregulars.


LOL. You're dumb. Why don't read this quote and understand why it failed. Here's what PGI said why it failed.
Full Post http://mwomercs.com/...for-04-28-2016/

View PostInnerSphereNews, on 25 April 2016 - 05:41 PM, said:

Faction Play



DropDecks: Fixed additional issues that could cause slots to revert to Trial 'Mechs.

• Solo and Unit Queues have been merged. More information regarding this change can be found in a dedicated section of this post.

• As a result of the Queue merge, Solo Loyalists can now join Faction Play Groups. All Group members must still be aligned to the same Faction, either by Contract or by Loyalty.

Regarding the decision to merge of Solo and Unit Queues



Splitting the Faction Play Queue into Solo and Unit Queues was something we had received a lot of requests for since Faction Play was first introduced. The intention behind its release with Phase 3 on April 19th was to provide a more even playing field for players who were not part of an organized Unit.

However, after monitoring the population of the two Queues through the week since its release we are going to be merging the Solo and Unit Faction Play Queues back into a single Queue. While the 4v4 structure of Scouting worked reasonably well in the Solo Queue for certain Factions, there were simply not enough Invasion matches kicking off in Solo.



Remember whelp. In Faction Play, There is "No Matchmaking, No Mercy".

Like TWIAFU said. You don't want to be clubbed in CW, then quit your double talk and crying like you yourself suggested and get a better "team". You do that by making friends, joining a Unit in a TS for group members, join a Faction, use your Faction Chat, use VOIP, LFG, or even these very forums. If you cant do any of these, Forget about Playing Faction Play.

#72 Wecx

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Posted 24 August 2016 - 07:43 PM

View PostTWIAFU, on 24 August 2016 - 01:43 PM, said:



Join in the primary function of the game mode and surprise!, it's fun.

But no, special snowflakes won't do that, they are special. Because they are special, they must have it all change to suit them.

Now, if these snowflakes would actually join a Group/Unit and partake in the primary design feature, guess what, they would actually enjoy it.


Well speaking from my experience:
I Joined a unit and played a lot of 12 mans and had fun (for awhile, but the same maps and same thing over and over with little rewards does get old), but lets be honest CW is built around 12 Mans so when im in a 12 man im going to have fun, but that means in order for me to have fun i have to ALWAYS play with my unit.

But

This is not enough, i want a CW that is so interactive that i don't always need 11 other people to play it.

I'm talking more interesting objectives, better thought out maps, upkeep and maintenance, better rewards. I don't even need to give you a list of things you can search the forums and find hundreds of ideas to make CW super cool.

At the moment you are required to join a 12 man to have fun and that's very limiting because sometimes i just want to log on and play 1 match and not have to get organized.

If you want to keep CW to being a 12 man game-mode and nothing else then you will attract a small crowd.

Edited by Wecx, 24 August 2016 - 07:45 PM.


#73 MischiefSC

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Posted 24 August 2016 - 09:58 PM

View PostDarklightCA, on 23 August 2016 - 05:19 PM, said:


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.


So each active border just has 1 queue. There is no 'attack/defend' queues; if you're in Steiner and you're fighting CJF there's 1 queue. Each match is either attack or defend or hold, cycling through for each side. Whoever wins more than 50% of the slices the world move 1 into the other factions domain.

Also eliminates planet sniping, etc.

#74 Vasili Kerensky

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Posted 25 August 2016 - 02:05 AM

Wing O Lolor man, you're so dumb duh. Repeating what PGI said about the failure of a system they did a crap job of implementing is useless duh! So many veteran players denounce PGI's attempt to implement a solo queue as failed so there never was a solo queue, just a craptastic attempt at it duh!
By the Great Kerensky, I hate talking to nerd rejects.

I think this thread has come to an end. There are those who defend the present system and attack me personally as a crybaby, lazy-*** noob who doesn't have the balls to do what a man should do, invest properly in the game, get better and kick *** like a boss! To those fools, I am the representative of all the pugs who deserve what they get because they don't work hard enough and because they're erroneously eager to jump into the other half of the game despite being warned that it's high-end content. Point made.

The rest of you understand that this state of Faction Play cannot go on like this. It relies on the horde of new players, casuals and perpetual noobs (the majority of the population) being willing to get punished again and again by attacking units with a slim hope of victory when Murphy isn't looking. I'd say 1 in 20 mainly because some veteran player(s) happen to be in the pug and give some leading and carrying. In my opinion, fortunately shared by enough players, this leads to players quitting the game before coming to love it. I can't see this state of affairs going on forever because this game won't have a steady stream of noobs coming in month after month to get properly seal-clubbed. Steam has caused an influx of population but many of them won't stay and many won't be willing to endure the awesome grind that this game requires in order to access high-end content. Also, many, many people are casuals who won't go semi-professional ever. They won't join teams, they won't speak on TS and they won't coordinate with 11 other people. I think that this latest concept is the hardest to grasp for all those who see me as the avatar of casual noobness on this thread. Such people will ever be a big part of the population and half the game ignores them even as it asks them to go be seal-clubbed.

--PGI warns you that Faction Play is high-end content and you must be qualified, driven and uber to compete. You Have Been Warned.

--A Call To Arms has sounded! Mechwarriors rejoice because you are called to bring your substandard 'mechs and pathetic skills to defend the planets of the Inner Sphere against the Clan Juggernaut. Kodiaks, Cheetahs and many, many lasers await to club you to death and that's as it should be! Come one and all, We Want You to fill out defence slots for our mighty veteran units to get their kicks and their points. You have been warned so it's ok, all you steamers, noobs and casuals can join now and suffer! Consider it as incentive to get better at it!!!1!!11!!

Yeah...the wondrous design leaves me speechless with envy and blind with its awesomeness.

So, those of you that see what's happening to the game, be more vocal about it by posting. The worst thing that can happen is that you'll be flamed and denounced by fools - standard stuff. Best case scenario, FP changes for the better.

Edited by Vasili Kerensky, 25 August 2016 - 02:23 AM.


#75 TWIAFU

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Posted 25 August 2016 - 03:20 AM

View PostWecx, on 24 August 2016 - 07:43 PM, said:


Well speaking from my experience:
I Joined a unit and played a lot of 12 mans and had fun (for awhile, but the same maps and same thing over and over with little rewards does get old), but lets be honest CW is built around 12 Mans so when im in a 12 man im going to have fun, but that means in order for me to have fun i have to ALWAYS play with my unit.

But

This is not enough, i want a CW that is so interactive that i don't always need 11 other people to play it.

I'm talking more interesting objectives, better thought out maps, upkeep and maintenance, better rewards. I don't even need to give you a list of things you can search the forums and find hundreds of ideas to make CW super cool.

At the moment you are required to join a 12 man to have fun and that's very limiting because sometimes i just want to log on and play 1 match and not have to get organized.

If you want to keep CW to being a 12 man game-mode and nothing else then you will attract a small crowd.



You want it so interactive that you dont need 11 others to play it?? That is NOT interactive, not even close.

Your not going to find much, if any, opposition to a more robust CW experience, more immersive, more "meaningful" to the map of known space. But that is not what we are talking about here. We are talking about the pollution of a Group/Unit queue and it removal and support for solo and that is in direct opposition to it's design intent. Because getting clubbed by unorganized pugtards is fine but getting clubbed by organized team, in the team centric game mode, is bad.

#76 TWIAFU

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Posted 25 August 2016 - 03:35 AM

View PostVasili Kerensky, on 25 August 2016 - 02:05 AM, said:


I think this thread has come to an end. There are those who defend the present system and attack me personally as a crybaby, lazy-*** noob who doesn't have the balls to do what a man should do, invest properly in the game, get better and kick *** like a boss! To those fools, I am the representative of all the pugs who deserve what they get because they don't work hard enough and because they're erroneously eager to jump into the other half of the game despite being warned that it's high-end content. Point made.



--PGI warns you that Faction Play is high-end content and you must be qualified, driven and uber to compete. You Have Been Warned.



Funny you editied out your post and reported those using YOUR quote stating that pug failures in CW are a direct result of a crappy team and to win you have to get a better team. Why is that?

Yep, go into CW as a solo, ignore the warning message, drop with trials or not even Basic mechs and you do deserve what you get. Crying about it won't help. And by the replies you ignore here, YOU are the problem with solo in CW, not you personally, but players just like you.

To bad you and other solo pugtards, not the solo players to be there and participate in teamwork, ignored the warning thinking you were special and dropped anyways.

No matter, polished my club and hope to see you in CW real soon.

#77 Wecx

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Posted 25 August 2016 - 09:59 AM

View PostTWIAFU, on 25 August 2016 - 03:20 AM, said:



You want it so interactive that you dont need 11 others to play it?? That is NOT interactive, not even close.

Your not going to find much, if any, opposition to a more robust CW experience, more immersive, more "meaningful" to the map of known space. But that is not what we are talking about here. We are talking about the pollution of a Group/Unit queue and it removal and support for solo and that is in direct opposition to it's design intent. Because getting clubbed by unorganized pugtards is fine but getting clubbed by organized team, in the team centric game mode, is bad.


So i don't need to ORGANIZE 11 others to play. What don't you understand? I'm not saying we should make FW a Solo Campagin, but it should be Interesting enough where if i play with other PUGs and get stomped by a 12 Man, then i still feel good about it because its a fun gamemode.

as it stands FW is dull already, so geting stomped by a 12 man just makes it every more unexciting.

A simple feature like picking your dropzone from an area or just better gamemodes in general would make CW fun enough that being stomped would be irreverent.

Also if the Maps weren't so horrible and gave you more options than "funnel into a chokepoint and die" this would also make PUGs feel better about being stomped because at least the battles would be interesting.

Edited by Wecx, 25 August 2016 - 10:01 AM.


#78 DarklightCA

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Posted 25 August 2016 - 10:22 AM

View PostMischiefSC, on 24 August 2016 - 09:58 PM, said:


So each active border just has 1 queue. There is no 'attack/defend' queues; if you're in Steiner and you're fighting CJF there's 1 queue. Each match is either attack or defend or hold, cycling through for each side. Whoever wins more than 50% of the slices the world move 1 into the other factions domain.

Also eliminates planet sniping, etc.


That could work as well but there is still the problem of having a limited population spread out between 10 different factions. Making it IS vs Clan would significantly decrease the wait times and control the population. It would just be about balancing the two sides, adding some cival war events to mix up the gameplay.

Besides the wait time which has always been this gamemodes problem, a lot of the other problems would be less significant with shorter wait times to matches. All those pug players who have to wait 10-15 minutes to get a match only to get matched up with a premade group might find it less of a problem if they only had to wait a couple minutes and knew they only had to wait another couple minutes to get a different matchup.

Edited by DarklightCA, 25 August 2016 - 10:23 AM.


#79 Davegt27

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Posted 25 August 2016 - 12:26 PM

what needs to happen is CW/FP needs to be unit only

but that means 6 man units or greater

we just all need to suck it up an accept some tough love

this would put an end of the player base fighting over this small problem and PGI can work on bigger
problems

its sickening having the player base fighting each other over this crap

#80 Wecx

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Posted 25 August 2016 - 02:31 PM

View PostDavegt27, on 25 August 2016 - 12:26 PM, said:

what needs to happen is CW/FP needs to be unit only

but that means 6 man units or greater

we just all need to suck it up an accept some tough love

this would put an end of the player base fighting over this small problem and PGI can work on bigger
problems

its sickening having the player base fighting each other over this crap


Well i'm not in a unit so that means i shouldn't be allowed to play?

What kind of reasoning is this, its a free to play game, not join a unit to play game.





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