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Should Fp Get Solo And Group/unit Queue?


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#1 The6thMessenger

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Posted 28 December 2016 - 01:16 AM

Have you ever had a solo drop on FP, then suddenly you were at the landing screen -- 8-man unit all dropping at the same time. And then surprise surprise, your random solo-queue team-mates get beaten by incredibly coordinated team.

Yeah, can we get solo and group queue on FP too?

#2 Y E O N N E

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Posted 28 December 2016 - 01:28 AM

#buckets

#3 MikeBend

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Posted 28 December 2016 - 02:16 AM

Now that we have all factions in two buckets, separating group from solo would seem logical and attract more people to FW.

#4 El Bandito

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Posted 28 December 2016 - 02:20 AM

Ambivalent about this one. Splitting CW queue is bad, but pugs getting seal clubbed all the time will make CW ghost town again.

View PostMikeBend, on 28 December 2016 - 02:16 AM, said:

Now that we have all factions in two buckets, separating group from solo would seem logical and attract more people to FW.


There is that, I suppose. Will probably need a solo player time to time to fill in the gap.

Edited by El Bandito, 28 December 2016 - 02:23 AM.


#5 ztac

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Posted 28 December 2016 - 02:46 AM

This is such an old idea now, ever since the first implementation this was bought up , The people that play in groups said NO so PGI said NO too... Then CW died due to what you mentioned... solo players avoiding it like the plague!

Of course there is no longer any player base to separate the queues now , Tried a CW match recently and after over 10 minutes in the queue decided to just play the solo queue! The scouting aspect of CW is laughable and to be honest should not exist in it's current form.

But when has PGI ever used 'thinking'? The just run around ignoring most of the community .. well they used to and now are pretty much just left with those they did listen to or had a similar idea with ... which was the minority! Got to laugh as PGI do not understand that majorities are generally less vocal about things in life than minorities! And so the Majority has left the game!

Of course there is the 'warning' that only the experienced and uber players should play CW and it is not for 'beginners' (very few) to intermediate players! So much for making a game that is accessible to all , old and new players alike! Just another area where they fall flat on their faces and cater for the 'more experienced' player....

See why MechWarrior is failing? This game should have players in the 10's of thousands at least (20k +) But for some reason it manages maybe 2k (just under 800 on steam earlier) ..... people really should all use steam so we can really know how many are playing it!

PGI still have not realised that the more you cater for a niche group the fewer players you will have! But then this has always been more about money than the game itself! And they have always gone for the monetary route rather than making a good-great game .. so we have a mediocre at best game , But as long as the cash is rolling in PGI have no reason to make the great game we all hoped for!

Edited by ztac, 28 December 2016 - 02:48 AM.


#6 jss78

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Posted 28 December 2016 - 02:53 AM

Russ seems dubious about the idea on Twitter.

IMO it's a Catch-22 situation. The number of players in FW might be a problem for queue separation (though I'm not convinced with the current # of bukkits). But then the situation remains that a rather small % of players go to FW to begin with, and with the seal-clubbing going on, you'll only attract so many of those missing players.

What I'd do is give the separation a shot, but work VERY hard at attracting those players who don't currently come to FW. Put in a long, long FW event with great rewards to compel people to try it.

The first attempt at queue separation really struck me as half-hearted, they didn't even attempt to correct it, just ditched it after two days or so.

Edited by jss78, 28 December 2016 - 03:38 AM.


#7 Prof RJ Gumby

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Posted 28 December 2016 - 03:28 AM

Maybe not solos, but freelancers (useless option now) should get some kind of mock-up FP with matchmaking to play among themselves. Like matches initiated every 5 minutes (with a timer showing exactly when will they start), where the game calculates how many players submitted and distributed them into matches. These would be some smaller local conflicts not impacting the game map*. A freelancer just chooses.the side he could drop in (can choose both) and 12v12 or 4v4 modes (can choose both), then the game does the rest. Like quick play, only without tiers taken into account.

*under the previous "many conflicts" system, freelancer matches could be played on the actual world map, as there was many conflicts for the FP MM to choose from, including ISvsIS and ClanvsClan ones.. With the buckets it's impossible as "always clan vs IS" system makes it too easy to exploit to synch drop groups and ruin fun for the actual freelancers.

EDIT: as I said many times before, new players and solos NEED to have some type of training grounds to understand FP before they get into the real one, so they won't just get slaughtered, frustrated and leave. Only way to actually maintain serious FP population.

Edited by Prof RJ Gumby, 28 December 2016 - 03:33 AM.






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