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Evil View Of 4.1


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#61 Volkodav

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Posted 16 December 2016 - 09:17 AM

View PostS C A R, on 16 December 2016 - 03:18 AM, said:



There are really 3 choices here. I just don’t see any other options. 1) Separation of quees (teams vs teams and pugs vs pugs) – My favourite choice. 2) Ensuring there is an equal spread of pugs between IS and Clans (the biggest deterent of pugs going to clans in the cost of clan mechs. Perhaps PGI can lease 4 clan mechs to new players. All their C-Bills earnings will go towards paying for those mechs. Another thing PGI might consider is analysing how many pugs are on each side and heavily enalising those players (C-Bills wise) for not switching to another side. 3) Implement an option where teams can choose whether they want to search for a game in the general pool of people and focus their search on other teams first (may be a tick box in the launch menu). Let’s say there are a 6 men and 7 men groups on both sides. The system could say, ok, I see 2 teams on both sides. I will amtch those 2 teams and feel the gap with pugs.




+

or make limited group of up to 4 )

#62 Lily from animove

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Posted 16 December 2016 - 09:30 AM

View PostVolkodav, on 16 December 2016 - 09:17 AM, said:


+

or make limited group of up to 4 )


because synchdropping won't work?

#63 Count Zero 74

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Posted 16 December 2016 - 09:55 AM

View PostLily from animove, on 16 December 2016 - 09:30 AM, said:


because synchdropping won't work?


Yup, syncdropping doesn't work anymore in the current system, or at least not as reliable as before.

#64 Lichtsteiner

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Posted 16 December 2016 - 10:03 AM

This is awesome..........................for the 1st time in my gaming history, I am watching a software company bend there knee to a small group of elites...............the American way?

Mean while us average masses get fooked

BTW ARC7 only seems to draw MJ12, no pugs................

Im open though to learning, maybe EVIL can come teach us how to play Posted Image

O and count zero, the only time i've seen you play clan, you just sat in spawn for 4 waves...........Cheers

Edited by Lichtsteiner, 16 December 2016 - 10:05 AM.


#65 TheClanReject

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Posted 16 December 2016 - 10:13 AM

View Posthybrid black, on 16 December 2016 - 12:00 AM, said:


well they did do this... and solos did not find games and groups did not find games..

That is not what they did, they did tagless vs. taggles and tagged vs. tagged, meaning players that was not affiliated with a group (no tag) like freelancers and tagless loyalists got a queue to join games, although none of the nice to have stuff coming with playing FW like mech bays and other stuff could be earned this way.

So solo players created one man units to join in the tagged queue so they could earn the mech bays and other stuff. It was setup to fail, people even said it would fail even before it got implemented.

Never did they do a solo vs. solo and group vs. group queue similar to QP in FW, in any case if they do that the same payouts and goodies should apply for both queues otherwise it would just fail again as c-bill and XP earnings in FW is really low compared to what a player could get in QP over the same time a FW match runs.

#66 MacClearly

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Posted 16 December 2016 - 10:23 AM

View PostS C A R, on 15 December 2016 - 02:34 PM, said:

Guys and PGI, before you read this topic, I'd like to point out that this is my view and view of my team mates. It may vary to views of other people and units. I am not saying that it is a right or wrong view and I am not saying that some of the solutions I offer are the way to move forward I am basically expressing my opinion. This is how we feel based on the last 3 days of game play.



Although PGI has attempted to resolve a FP “dilema” by brining QP maps into FP and reducing buckets (I am glad that they are trying at least) I am afraid those changes have been enough/successful at resolving the key issues with FP.



1)PUGs stomping:


From our experience playing for last several days (cumulatively unit players played over 30 Invasion games. This is not counting QP matches) we met units only 3 times. When I am talkinga bout units I really mean one unit MJ12. That’s it. All other games were against absolute novices (most of them didn’t even have unit tags). Those guys did on average between 20 to 300 damage. We had a whole banch of games with the score 48-4, 48-5, 48-3.



This is boring for us. Pugs don’t want to play like this and they quit FP.



Possible solution:



I know many people didn’t like the idea of quee splitting but I believe this is one way of resolving an issue. Split Groups vs Groups and Pugs vs Pugs. Prohibit one man units dropping into group quee. Provide adequate revards for the “pug” quee. Allow loaylist to put contracts for mercs to defend or attack specific planets. If a contract is achieved a unit gets additional cbills and loyalty points (without having to become loyalists).



2)Clans vs IS:


There is absolutely no incentive for teams to go to IS. IS is getting destroyed. Just in 2 days IS lost already close to 20 planets (or so). IS mechs are loosing badely on trades. There in no enough range or structure buffs to close the distance to clans for the brawling range.



Tonnage buff, although was a nice addition, is not enough. Too many new players join IS because clan mechs are expensive to buy and new players opt for IS mechs.


Trial mechs in FP MUST be BANNED! Most of the builds are terrible (based around “lore”), equipped with “lurms”, have way too little armor at the front and cooling so bad that they are practically unplayable even by experienced pilots.



Probation period. New players MUST not be allowed into FP unless they play 50, 75 or 100 games. Players need to have some experience to understand the flow of game a little bit.



3)Rewards for playing FP:


Most of players (long-term) who play FP are millioners or billioners. C-bills provide little to no incentives playing FP. A lack of competition is another massive turn-off for units. MC rewards are so small that they don’t provide any incentives at all. Let’s look at a medium unit with 30 to 50 player base. A unit receives 15 MC per cycle per planet. Which means that a team earns 45 MC per day or less than 1 MC per player if a unit size is over 40 players. What is 1 MC per day? Guys, come one.


Just to sum up everything. There is a big disbalance between Clans and IS. Teams are getting tired of playing vs pugs and pugs are getting tired of getting farmed. Whilst “tag of war system” made FP a bit more diverse and exciting this is not enough to keep FP population interested. Regretably, I am afraid the new system failed to address the core issues with FP…

I agree with most if not all of what you have said and think that the community in general echos your sentiment.

What I would really like to see implemented immediately is the group queue function the exact same as it does in quick play. Groups can simply get together and pick up anyone from lfg if they need to fill out their roster.

Also this needs to take the tier system already in place into account. Even pugs need to be matched up against other pugs of similar skill set.

#67 Bud Crue

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Posted 16 December 2016 - 10:25 AM

View PostLichtsteiner, on 16 December 2016 - 10:03 AM, said:

This is awesome..........................for the 1st time in my gaming history, I am watching a software company bend there knee to a small group of elites...............the American way?


Yeah. Just think how much hassle could have been avoided if they would have bent their knee to the small group of elites who founded the game, and just made CW the way they once advertised. I'd be more than happy with that sort of retroactive oligarchy. Alas, that elitist vision is long dead.

Edited by Bud Crue, 16 December 2016 - 10:25 AM.


#68 B L O O D W I T C H

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Posted 16 December 2016 - 10:27 AM

View PostShiftySWP and the Pleated Pants, on 15 December 2016 - 05:24 PM, said:

Now lets see if the 240 vs 265 PGI solution works.


It will not lol

Clans will downgrade their gauss+2erpcc TBR to a gauss+2erpcc EBJ
IS will upgrade their lrm STK to a lrm AS7

#69 Volkodav

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Posted 16 December 2016 - 10:33 AM

View PostLily from animove, on 16 December 2016 - 09:30 AM, said:


because synchdropping won't work?

yep.

+ Matchmeker which checks that every game was a group on each side and then you can add pugs.

Or above wrote, an interesting idea, about the Loyalists as the basis of queue and mercs which is added to either side to fill the seat.

#70 Volkodav

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Posted 16 December 2016 - 10:36 AM

And idea - add button in menu - waiting matches only vs enemy groups - will be good.

#71 Hanky Spam

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Posted 16 December 2016 - 10:40 AM

View PostToha Heavy Industries, on 16 December 2016 - 10:27 AM, said:


It will not lol

Clans will downgrade their gauss+2erpcc TBR to a gauss+2erpcc EBJ
IS will upgrade their lrm STK to a lrm AS7



That's what I think as well.
It also happened already to me today. pugs vs pugs...

Most of our dropdecks were ~65 ton mechs utilizing gauss and or erppc.
IS dropdeck were fat slow assaults with a ****** and nooby loadout.

The game ended up 48:15 for us.

Adjusting the tonnages won't change anything, it will only make things worse.
Good IS players will exploit the extra tonnage and bad IS players will suck even more...

Well done PGI!

#72 Marquis De Lafayette

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Posted 16 December 2016 - 10:58 AM

View PostToha Heavy Industries, on 16 December 2016 - 10:27 AM, said:


It will not lol

Clans will downgrade their gauss+2erpcc TBR to a gauss+2erpcc EBJ
IS will upgrade their lrm STK to a lrm AS7


Forget using the extra tonnage to upgrade from the lrm Stk to the lrm AS7.. now they can finally run both in the same FW match. Run an Urbie wave 1 and save the lrm Assaults for wave 3 and 4 to pull the match out for the team in the end in the event they are losing.

I had to openly ask the other day "why am I fighting an LRM assault on their 4th wave...who does that to their team?"

#73 MischiefSC

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Posted 16 December 2016 - 11:30 AM

View PostCount Zero 74, on 16 December 2016 - 03:29 AM, said:


I think you're on to something here. How about whenever a premade goes in queue the system will try to match it with another premade or a team composed of multiple smaller premades. If it won't find an enemy after a certain amount of time (lets say 10min) only THEN will it start matching them with puggies.


A "soft" pug/premade queue split. That has potential.

If there's absolutely no matches for someone it'll mix pug/premade but only *after* it makes a 180 second effort to match pug to pug, premade to premade.

A shift from 90% losses for pugs to even 60% would be dramatic - bluntly that's close to the average T4/T5 players win/loss in QP.

Given that factions are irrelevant you could give people the option of making both a Clan and IS drop deck and having it drop you wherever you'll get a match fastest. It wouldn't require a lot of 'takers' on that option to have a useful impact. 12 total players opting into that is enough to fill 1 whole extra drop per cycle of matches than would have filled otherwise.

Essentially a mix of options 1 and 3. A soft split in pug/premades and, ideally, a few people opting to drop either/both sides to fill matches.

Doesn't fix the issues driving the population shift towards Clans overall but to just to provide an Emergency Pug Relief option and help mellow future population disparities it's a good idea.

#74 TWIAFU

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Posted 16 December 2016 - 11:37 AM

View PostMonkey Lover, on 15 December 2016 - 04:02 PM, said:

I agree with most of what you said but I find it funny you're not having fun smashing pugs but the easy solution of switching g to IS isn't even a option for you Posted Image


And give up the advantage?!?!

Are you crazy?

:P

I made a suggestion few days ago to walk a mile in another man's shoes. All Clan DD are swapped to IS and IS to Clan for two weeks.

Maybe then we can have some actual perspective on WTF is going on.

However, Clans shot that idea down real fast.

#75 TWIAFU

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Posted 16 December 2016 - 11:42 AM

View Postmekabuser, on 15 December 2016 - 08:29 PM, said:


pugs v pugs will 90 percent of the time return a good match… JUST like it does in the other game modes..
LEt the teams play with each other and themselves. ..

I haven't played cw in idk 18 months and don't miss it one iota, but i would certainly LIKE the opportunity to play it..



Like QP and the rolfstomping that happens there all the time and is accepted as norm? Since QP soloists are so used to the bottom of the barrel, rolfstomps that happen in QP all day, they should be rather accustomed to getting stomped. I'm sure the groupless, unitless, QP mentality pugs in CW will be very happy to get rolled without any rewards other then cbills/xp.

Maybe you should hop into CW and actually see what it is like now vs what you may or may not have seen a year and a half ago.

#76 TWIAFU

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Posted 16 December 2016 - 11:49 AM

View Postmesmer7, on 15 December 2016 - 08:02 PM, said:

PGI will add a matchmaker for CW soon. Likely based on PSR.


They do not even have to do that.

Just get rid of XP while in CW. That will stop people from leveling mechs in CW where we are warned that we should have mastered dropdecks.

You do not play 'end game' content to level up. You level up TO play 'end game' content.

It is better for ALL CW if some fresh pilot cannot use CW as a personal leveling playground for himself.

Just get rid of XP in CW. Add other incentives or rewards.

Edited by TWIAFU, 16 December 2016 - 11:53 AM.


#77 nagdamnit

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Posted 16 December 2016 - 12:52 PM

Can somebody point me to the post where SCAR said something stupid, offended half the community and apologies for it? I've looked twice and all I can see is common sense arguments?

#78 Dex Spero

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Posted 16 December 2016 - 01:02 PM

View PostTarogato, on 15 December 2016 - 08:25 PM, said:

Banning trials: actually won't fix anything, because people will still bring terrible builds.


You are right that banning trail mechs won't prevent people from bringing terrible builds. But I think it could be useful as another way to let new users know they are not ready for FW. If you cannot create a 250-ton (I guess 265 now?) drop deck with your own mechs then that might me a hint to stay away from FW for a little longer...

#79 B L O O D W I T C H

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Posted 16 December 2016 - 01:51 PM

View PostDex Spero, on 16 December 2016 - 01:02 PM, said:


You are right that banning trail mechs won't prevent people from bringing terrible builds. But I think it could be useful as another way to let new users know they are not ready for FW. If you cannot create a 250-ton (I guess 265 now?) drop deck with your own mechs then that might me a hint to stay away from FW for a little longer...


Ain't gonna lie... trial'mechs are often far superior to what some pugs manage to slap together...

#80 MacClearly

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Posted 16 December 2016 - 01:56 PM

View PostLichtsteiner, on 16 December 2016 - 10:03 AM, said:

This is awesome..........................for the 1st time in my gaming history, I am watching a software company bend there knee to a small group of elites...............the American way?

Mean while us average masses get fooked

BTW ARC7 only seems to draw MJ12, no pugs................

Im open though to learning, maybe EVIL can come teach us how to play Posted Image

O and count zero, the only time i've seen you play clan, you just sat in spawn for 4 waves...........Cheers

It's really sad that you have made the decision in this thread to take a personal shot at Count Zero.

This could open you up to comments on just how horrible ARC7 is as a whole. People could mention that going up against you is not pleasant do to your relentless refusal to torso twist which makes farming you harder due to your dying too fast. Someone might bring up you screaming hackusations around while staring down the enemy and running into them one at a time.

Hopefully no one brings any of that up while you slander not only one of the better players playing faction warfare but a really decent guy.

Luckily however he is well known and his stellar reputation precedes him, while you are well, a member of ARC7.

Hopefully we don't run into you too much because quite honestly most pug groups put up a much better fight.





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