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Can We Do Something About These Premades?


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#1 ACrispyTaco

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Posted 03 January 2017 - 09:08 AM

Please limit the maximum number of people you can bring into a match to 1 full Lance. This is really frustrating for new players and for me as a returning player to see this is STILL happening. Let these try hard Clans go play a Faction match if they want to play with 12 people.

#2 Bud Crue

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Posted 03 January 2017 - 09:11 AM

View PostACrispyTaco, on 03 January 2017 - 09:08 AM, said:

Please limit the maximum number of people you can bring into a match to 1 full Lance. This is really frustrating for new players and for me as a returning player to see this is STILL happening. Let these try hard Clans go play a Faction match if they want to play with 12 people.


Wait...you're complaining about groups, playing as groups in the group queue of Quick play?

I...um...I don't know how to address that.

#3 ACrispyTaco

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Posted 03 January 2017 - 09:14 AM

View PostBud Crue, on 03 January 2017 - 09:11 AM, said:


Wait...you're complaining about groups, playing as groups in the group queue of Quick play?

I...um...I don't know how to address that.

By limiting the number of people you can bring into a Quick Match to 4. That's how you address it. I said that in my original post but you must not have read that part.

#4 Tristan Winter

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Posted 03 January 2017 - 09:14 AM

Well... that's not going to happen. Even if it did happen, you would see sync dropping, just like in 2013.

However, it would be nice if QP was 8v8 and FP was 12v12. Then it would be easier for people to get into QP in groups of 2 and 3 without getting smashed by 12-man groups all the time.

I'd love to see 8v8 with a maximum group size of 4 and a separate queue for 8-man groups, but I just don't see it happening. It's going to kill the fun for a lot of units when you can never have a quick group match. Not everyone has time for those FP matches all the time.

Edited by Tristan Winter, 03 January 2017 - 09:16 AM.


#5 Johnny Z

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Posted 03 January 2017 - 09:17 AM

View PostACrispyTaco, on 03 January 2017 - 09:08 AM, said:

Please limit the maximum number of people you can bring into a match to 1 full Lance. This is really frustrating for new players and for me as a returning player to see this is STILL happening. Let these try hard Clans go play a Faction match if they want to play with 12 people.


+1

#6 Gas Guzzler

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Posted 03 January 2017 - 09:19 AM

View PostACrispyTaco, on 03 January 2017 - 09:14 AM, said:

By limiting the number of people you can bring into a Quick Match to 4. That's how you address it. I said that in my original post but you must not have read that part.


No. Get better. Use all the tonnage you have available to you (the tonnage per mech is much higher in small groups vs large groups). 4-man group limits was awful. "Sorry, you have to play by yourself because we already have 4". Ughh, the game is much more fun now that we don't have to worry about that.

#7 Mystere

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Posted 03 January 2017 - 09:20 AM

View PostACrispyTaco, on 03 January 2017 - 09:08 AM, said:

Please limit the maximum number of people you can bring into a match to 1 full Lance. This is really frustrating for new players and for me as a returning player to see this is STILL happening. Let these try hard Clans go play a Faction match if they want to play with 12 people.


We tried that one, the result was:

Posted Image

#8 Bud Crue

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Posted 03 January 2017 - 09:22 AM

View PostACrispyTaco, on 03 January 2017 - 09:14 AM, said:

By limiting the number of people you can bring into a Quick Match to 4. That's how you address it. I said that in my original post but you must not have read that part.



Common man, me an 11 fellow drunkards have to go play CW if we want to hang together just because you think "premades" are OP? Group Queue already punishes larger groups with tonnage restrictions. In your proposal those four man "premades" could all be running 4 Mad IIcs. Still too problematic? Do we nerf their tonnage too?

Sorry, but I just think group queue is already hard enough for 12 man units (50 tons a pop), we shouldn't be forced to go play CW just because you don't think it is restrictive enough.

#9 Bud Crue

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Posted 03 January 2017 - 09:27 AM

View PostTristan Winter, on 03 January 2017 - 09:14 AM, said:

Well... that's not going to happen. Even if it did happen, you would see sync dropping, just like in 2013.

However, it would be nice if QP was 8v8 and FP was 12v12. Then it would be easier for people to get into QP in groups of 2 and 3 without getting smashed by 12-man groups all the time.

I'd love to see 8v8 with a maximum group size of 4 and a separate queue for 8-man groups, but I just don't see it happening. It's going to kill the fun for a lot of units when you can never have a quick group match. Not everyone has time for those FP matches all the time.


If we had a decent population we could even have multiple queues 2x2, 4x4, etc. Alas. Reality is a {Dezgra}

#10 Lukoi Banacek

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Posted 03 January 2017 - 09:27 AM

With all of the tools available to you ingame and out to grow to a larger group, why dont you just come into QP in a bigger group?
Use LFG, faction and is/clan chat to find people in teaming up. Use more of the tonnage when you do drop in smaller groups.

Why should teams that already pay a tonnage penalty to offset increased coordination opportunity, need to be further penalized to cater to the "small group" demographic? Use ingame voip, or any of the third party options to communcate in real time.


#11 Johnny Z

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Posted 03 January 2017 - 09:33 AM

View PostMystere, on 03 January 2017 - 09:20 AM, said:



We tried that one, the result was:

Posted Image


4% to 6% of the players is a mass exit now? Seriously?

The question is how many of the 95ish % other players have to cater to this 5% of complete blow hards.

5% is generous, because its unlikely there even that many forming 12 mans.

Edited by Johnny Z, 03 January 2017 - 09:34 AM.


#12 Bud Crue

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Posted 03 January 2017 - 09:38 AM

View PostJohnny Z, on 03 January 2017 - 09:33 AM, said:

4% to 6% of the players is a mass exit now? Seriously?

The question is how many of the 95ish % other players have to cater to this 5% of complete blow hards.

5% is generous, because its unlikely there even that many forming 12 mans.


I play nearly every night for an hour or so, and every night the FRR TS Hub is comprised of mixed groups of units. Some are 12 mans, most are some number between 12 and 4. All but maybe one or two groups are casual players. Under the 4 only proposal we all have to play separately. Screw that. This isn't a premades are OP thing, this is a social thing...a community thing. Leave it alone for christ'sake. The last thing this game needs is yet another mechanism to try and prevent or inhibit people from playing together.

#13 Mystere

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Posted 03 January 2017 - 09:39 AM

View PostJohnny Z, on 03 January 2017 - 09:33 AM, said:

4% to 6% of the players is a mass exit now? Seriously?

The question is how many of the 95ish % other players have to cater to this 5% of complete blow hards.

5% is generous, because its unlikely there even that many forming 12 mans.


If you did not notice large numbers of group-oriented players leaving, then you were not paying attention.

#14 Johnny Z

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Posted 03 January 2017 - 09:43 AM

View PostBud Crue, on 03 January 2017 - 09:38 AM, said:



I play nearly every night for an hour or so, and every night the FRR TS Hub is comprised of mixed groups of units. Some are 12 mans, most are some number between 12 and 4. All but maybe one or two groups are casual players. Under the 4 only proposal we all have to play separately. Screw that. This isn't a premades are OP thing, this is a social thing...a community thing. Leave it alone for christ'sake. The last thing this game needs is yet another mechanism to try and prevent or inhibit people from playing together.


Using "a community thing" in a sentence doesn't alter the facts at all.

I couldn't care less about this subject by the way, but many small 2 man groups and other small groups do care and the 1% beating the hell out of them is a bit of a topic.

Edited by Johnny Z, 03 January 2017 - 09:44 AM.


#15 Lukoi Banacek

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Posted 03 January 2017 - 09:45 AM

95% of the player base is playing in small groups and being brutally abused by tryhard 12 mans in their 600t groups? Interesting factoid, got a citation?

Russ repeatedly referred to soloists as the casual playerbase most impacted back when solo and group queue was mixed. Hasnt said much since.

It is doubtful one can place the blame for the loss of players from this game solo on things like the group queue limit, its quite clear we lost a ton of players in the last few years and the people driving this community in terms of publicity, community driven events, the WC, leagues etc all come more from the organized side of the tracks, aka groupd and units.

If you want to solo, by all means solo (God knows I spend plenty of time there), but further dividing the group queue to satiate some "small group" demographic will hurt the game even more, spiralling negative retention via long queue times and further loosening of the MM (which is almost non existent already). Small groups can use ALL of these available tools to run with a larger group if they want. Choosing not to do so, is a choice, not something he afflicted upon them.

#16 Bud Crue

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Posted 03 January 2017 - 09:46 AM

View PostJohnny Z, on 03 January 2017 - 09:43 AM, said:

Using "a community thing" in a sentence doesn't alter the facts at all.

I couldn't care less about this subject by the way, but many small 2 man groups and other small groups do care and the 1% beating the hell out of them is a bit of a topic.


group queue...just not for groups of more than 2? Okay.

#17 Gas Guzzler

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Posted 03 January 2017 - 09:47 AM

View PostJohnny Z, on 03 January 2017 - 09:43 AM, said:

Using "a community thing" in a sentence doesn't alter the facts at all.

I couldn't care less about this subject by the way, but many small 2 man groups and other small groups do care and the 1% beating the hell out of them is a bit of a topic.


2 quality players in KDK-3s can significantly sway the outcome of a match. I would give myself a gently sloping uphill battle over the loss of grouping flexibility any day.

#18 Johnny Z

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Posted 03 January 2017 - 10:20 AM

View PostLukoi Banacek, on 03 January 2017 - 09:45 AM, said:

95% of the player base is playing in small groups and being brutally abused by tryhard 12 mans in their 600t groups? Interesting factoid, got a citation?

Russ repeatedly referred to soloists as the casual playerbase most impacted back when solo and group queue was mixed. Hasnt said much since.

It is doubtful one can place the blame for the loss of players from this game solo on things like the group queue limit, its quite clear we lost a ton of players in the last few years and the people driving this community in terms of publicity, community driven events, the WC, leagues etc all come more from the organized side of the tracks, aka groupd and units.

If you want to solo, by all means solo (God knows I spend plenty of time there), but further dividing the group queue to satiate some "small group" demographic will hurt the game even more, spiralling negative retention via long queue times and further loosening of the MM (which is almost non existent already). Small groups can use ALL of these available tools to run with a larger group if they want. Choosing not to do so, is a choice, not something he afflicted upon them.


This topic is about faction play, large groups and group queue. So its not about dividing anything its how much bloat the 1% needs.

Edited by Johnny Z, 03 January 2017 - 10:21 AM.


#19 Monkey Lover

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Posted 03 January 2017 - 10:26 AM

Do you know how hard it is to play a 12 man team in group q? They cut down your tonnage to medium mechs. If half the team bring lights you can get a few heavy mechs at most.

On the other had you find 3 groups of 4 you they will have 6 assaults.....


What more do you want?

#20 xTrident

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Posted 03 January 2017 - 10:29 AM

View PostBud Crue, on 03 January 2017 - 09:22 AM, said:



Common man, me an 11 fellow drunkards have to go play CW if we want to hang together just because you think "premades" are OP? Group Queue already punishes larger groups with tonnage restrictions. In your proposal those four man "premades" could all be running 4 Mad IIcs. Still too problematic? Do we nerf their tonnage too?

Sorry, but I just think group queue is already hard enough for 12 man units (50 tons a pop), we shouldn't be forced to go play CW just because you don't think it is restrictive enough.


I don't disagree with you Bud, but, and no offense to you and your drunken buddies :-D, there is a big difference between fighting a pre-made nothing by try-hard smash other team unit to a fun, social, relax, play for fun group I'm imagining you and your buddies are.

I have zero qualms going up against a 12 man group of people that are just trying to have a good time and not steam roll the opposing team. But Bud Crue is right, just use the tonnage limit to your advantage. I've been on a team with just one buddy going up against an 8 or 12 man and someone on our team said to take notice of the tonnage limitations they had. We won the match pretty easily because of it.





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