on a serious note, other arena-type games manage such things just fine, by.. fe..
- limiting squads to max 4 members in an 16x16 or whatever the number is the engine carries in the particular case
- offering a matchup for fullout sqads (max number)
The problem... again (as with, planets discernation, faction meaning or lack thereof, gamemodes etc etc)... PGI has managed to kill off its own player base by its horrible decision an extremely poor executions of.. everything... I have recently heard Mr. B. did not include the SINGLE drop quickplay into the map because of "buckets".
What on earth have "buckets" aka.. queue-draw-pools to do with an INTERFACE (UI/GUI) choice...?
Also.. most of the "normal" players - myself included... are constantly put off by the game being stripped to some sort of twisted real-game e.sport... something (just look at that cringeworthy Dane "balance" MRBC idiocy video a few pages above).
So - in conclusion - low playerbase... is the excuse to make things even worse or keep things as-is..
Yes, the skirmish/QP maps have gotten better (because they finally hired someone who CAN actually design maps), yes, at least mode-wise Faction games are now more interesting (and diverse in gameplay, unless you get 12-men versus not-12-men first wave stomped plus spawncamped), but... that is not an epiphany of game extension.. it just things that should be expected on the barest level... but because of the way things are we have to hail them as if they were the second coming of Kerensky and Blake as a unified ComStar Angel or something...
...sssssssiiiighhh....
MovinTarget, on 18 December 2016 - 05:28 PM, said:
... all I can say at this point is that for a man of few posts, you've much to say...
yeah.. sorry about that... accumulated rage above the upper explosion limit has that effect on mid-life people (I should buy a boat or something...)
Edited by RogoRogo Wolf, 20 December 2016 - 04:39 AM.