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Can We Have 8V8 Back Please?


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#1 Drakenn

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Posted 05 January 2017 - 03:12 PM

I am not saying that we should get rid of 12v12 completely, but I feel like with 8v8 things would be a little more balanced.

With the current 12v12 meta people just ball up and stand around waiting for the enemy to push out, and if anyone tries to make a push, they get shot down instantly.... if there were only 8 enemies to contend with, a small group would have an easier job getting into a flanking position, thus adding to the overall fun, in my opinion.

Again, not saying that 12v12 doesn't have it's place, I would just really like the option to do either, like many other games offer.


Just my humble opinion.

#2 RestosIII

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Posted 05 January 2017 - 03:28 PM

I preferred 8 vs 8 myself, but there's a big split between the 8 vs 8 and 12 vs 12 fan crowd at this point, plus PGI's own incentives to keep it 12 vs 12 due to server costs, that we probably won't ever go back. We'll also never get back the tunnel at Forest Colony. RIP.

While we're on the subject though, I'm going to stay mad about the fact that Clan Loyalists are dropping in Lances until the end of time.

#3 Pariah Devalis

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Posted 05 January 2017 - 04:02 PM

Something crazy happens when fewer mechs occupy the same space we normally stomp around in: more of the map gets used effectively. That adds variety to the gameplay. Changes up the routine. You see it often in scouting mode, where people engage in odd locations compared to 12v12 mode. I love it.

Further, less mechs means a higher TTK. Right now, one bad moment of exposure and blam. Game over. It was extremely rare in the 8v8 period when enough concentrated firepower existed such that a critical number of enemy mechs could focus individuals at any given moment.

Between more varied map experiences and a higher TTK, I absolutely do want 8v8 back.




As an aside, I agree with Restoslll: I wish we had Clan stars. :\

#4 Funky Bacon

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Posted 05 January 2017 - 04:41 PM

having played a couple of 4v4 on the test and 8v8 back in the beta I can honestly say that less is more. it all feels more tactical.

#5 Mystere

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Posted 05 January 2017 - 05:56 PM

Buckets. What about them buckets? We don't have enough players to fill them all.

#6 Mystere

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Posted 05 January 2017 - 06:00 PM

View PostRestosIII, on 05 January 2017 - 03:28 PM, said:

We'll also never get back the tunnel at Forest Colony. RIP.


Well, if people did not cry loudly and incessantly about it, we'd still have that and the other original maps.


View PostRestosIII, on 05 January 2017 - 03:28 PM, said:

While we're on the subject though, I'm going to stay mad about the fact that Clan Loyalists are dropping in Lances until the end of time.


If that is the case, then what exactly did you mean by this? Posted Image

#7 Bud Crue

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Posted 05 January 2017 - 06:03 PM

View PostMystere, on 05 January 2017 - 05:56 PM, said:

Buckets. What about them buckets? We don't have enough players to fill them all.


Maybe after the inevitable population crash in CW, a concerted twitter effort might get them to reduce the base game to 8x8. Gotta figure if it is like last time (end of phase 3) more than a few people will just walk away (at least for a time) creating the reality/perception of an overall insufficiency of player population (not just in CW). At that point, and probably only at that point, there might be an angle to break thru the normal modus operandi of Russ's "I know best even when reality proves otherwise" world view and get a queue that is more in line with the actual game playing population.

Just a thought. Gotta plan ahead for this stuff.

#8 l33tworks

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Posted 05 January 2017 - 06:05 PM

Yes please. Its the most significant game feature ever and it requires almost no effort to inplement. Smaller buckets less lag more tactics longer TTK less wait imes more fps more fun.

The fun factor of the game went significantly diwnhill after 12v12..It was almost immediate

#9 RestosIII

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Posted 05 January 2017 - 06:05 PM

View PostMystere, on 05 January 2017 - 06:00 PM, said:

If that is the case, then what exactly did you mean by this? Posted Image


Oh, I know that Stars probably won't work. But it's still a pet peeve of mine that we have goddamn Loyalist Smoke Jaguars dropping in a Lance.

#10 Mystere

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Posted 05 January 2017 - 06:08 PM

View PostBud Crue, on 05 January 2017 - 06:03 PM, said:


Maybe after the inevitable population crash in CW, a concerted twitter effort might get them to reduce the base game to 8x8. Gotta figure if it is like last time (end of phase 3) more than a few people will just walk away (at least for a time) creating the reality/perception of an overall insufficiency of player population (not just in CW). At that point, and probably only at that point, there might be an angle to break thru the normal modus operandi of Russ's "I know best even when reality proves otherwise" world view and get a queue that is more in line with the actual game playing population.

Just a thought. Gotta plan ahead for this stuff.


Well, if the population gets so bad we end up with 5 Clan vs. 8 IS (plus 5x5 Clan and 8x8 IS, of course), then in Hades' name why not?

#11 Xmith

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Posted 05 January 2017 - 06:11 PM

8-0 doesn't look as bad as 12-0.

#12 Mystere

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Posted 05 January 2017 - 06:12 PM

View PostRestosIII, on 05 January 2017 - 06:05 PM, said:

Oh, I know that Stars probably won't work. But it's still a pet peeve of mine that we have goddamn Loyalist Smoke Jaguars dropping in a Lance.


Oh! So you were not in agreement with PP's post. Good!

But don't be a defeatist (Posted Image). Just because something has not been successfully done yet, does not mean it cannot be. Otherwise, mankind will still be topless and be living in caves.

#13 Bud Crue

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Posted 05 January 2017 - 06:14 PM

View PostMystere, on 05 January 2017 - 06:08 PM, said:


Well, if the population gets so bad we end up with 5 Clan vs. 8 IS (plus 5x5 Clan and 8x8 IS, of course), then in Hades' name why not?


Actually the more I think about this the more it is appealing to me. But I think it would have to be in CW:

So they added a 4X4 queue to CW in the form of scouting. God forbid they add a lore or fluff aspect where by those four mechs are "breaking off from the company to go scout". The remaining 8 mechs are what you play in invasion the rest of CW. I mean if the population goes through the same drop it did during Phase 3, this could be a way for PGI to pretend everything is fine, and give us a viable reduced population queue.

Edit:
Ooo..and those mechs that survive the scouting match get to be played in their current state in the invasion match. Huh? Man that kind of immersion would be cool.

Sigh.

Edited by Bud Crue, 05 January 2017 - 06:16 PM.


#14 Mystere

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Posted 05 January 2017 - 06:17 PM

View PostBud Crue, on 05 January 2017 - 06:14 PM, said:

Actually the more I think about this the more it is appealing to me. But I think it would have to be in CW:

So they added a 4X4 queue to CW in the form of scouting. God forbid they add a lore or fluff aspect where by those four mechs are "breaking off from the company to go scout". The remaining 8 mechs are what you play in invasion the rest of CW. I mean if the population goes through the same drop it did during Phase 3, this could be a way for PGI to pretend everything is fine, and give us a viable reduced population queue.


OMFG! I must be more insane that usual today for me to be even agreeing with this. Posted Image

Edited by Mystere, 05 January 2017 - 06:17 PM.


#15 AnTi90d

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Posted 05 January 2017 - 06:21 PM

View PostBud Crue, on 05 January 2017 - 06:14 PM, said:


Actually the more I think about this the more it is appealing to me. But I think it would have to be in CW:

So they added a 4X4 queue to CW in the form of scouting. God forbid they add a lore or fluff aspect where by those four mechs are "breaking off from the company to go scout". The remaining 8 mechs are what you play in invasion the rest of CW. I mean if the population goes through the same drop it did during Phase 3, this could be a way for PGI to pretend everything is fine, and give us a viable reduced population queue.

Edit:
Ooo..and those mechs that survive the scouting match get to be played in their current state in the invasion match. Huh? Man that kind of immersion would be cool.

Sigh.


I.. kind of like that.

Just add one more bucket to FP:

4v4 to tug the Scouting bar.
8v8 Quickplay-with-dropdecks to tug the Invasion bar by 3%
12v12 Invasion mode on Invasion maps to tug the Invasion bar by 5%

..I think most everyone would be happy. People would have their QPwithDDs and never have to see Invasion.. Invasion people would have their mode without having to touch QP.. and it could all exist within the tug system.

#16 RestosIII

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Posted 05 January 2017 - 06:27 PM

View PostAnTi90d, on 05 January 2017 - 06:21 PM, said:

Just add one more bucket to FP:

Russ be like

Posted Image



#17 Bud Crue

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Posted 05 January 2017 - 06:28 PM

View PostAnTi90d, on 05 January 2017 - 06:21 PM, said:


I.. kind of like that.

Just add one more bucket to FP:

4v4 to tug the Scouting bar.
8v8 Quickplay-with-dropdecks to tug the Invasion bar by 3%
12v12 Invasion mode on Invasion maps to tug the Invasion bar by 5%

..I think most everyone would be happy. People would have their QPwithDDs and never have to see Invasion.. Invasion people would have their mode without having to touch QP.. and it could all exist within the tug system.


Mess with drop deck weights between the QP maps (lighter) and Invasion (heavier) and I think we are at least sniffing the immersive experience PGI once promised, and with theoretically reduced queue times. Make maps between the three "modes" thematically consistent and we are even closer to it; even by the minimally viable product standards of PGI.

#18 RestosIII

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Posted 05 January 2017 - 06:29 PM

View PostBud Crue, on 05 January 2017 - 06:28 PM, said:


Mess with drop deck weights between the QP maps (lighter) and Invasion (heavier) and I think we are at least sniffing the immersive experience PGI once promised, and with theoretically reduced queue times. Make maps between the three "modes" thematically consistent and we are even closer to it; even by the minimally viable product standards of PGI.


I seem to be in the minority not liking drop decks. Messes with my immersion to be able to jump into a different mech so quickly, like I'm just abandoning my well loved machine I had just lost.

#19 Pjwned

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Posted 05 January 2017 - 06:32 PM

View PostMystere, on 05 January 2017 - 06:00 PM, said:

Well, if people did not cry loudly and incessantly about it, we'd still have that and the other original maps.


The thing is that the crying was mostly about the map being way too small for 12v12 and arguably even 8v8. I had no real problems with the map itself and don't recall seeing many complaints from other people that didn't just boil down to "the map is way too small," and I even prefer the old Forest Colony over what we have now honestly because the new Forest Colony has too many rocks and mountains that make most of the map worthless.

I liked old Forest Colony and even old River City, they were just way too small for 12v12 matches and that was the only real issue that needed to be addressed.

#20 Bud Crue

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Posted 05 January 2017 - 06:33 PM

View PostRestosIII, on 05 January 2017 - 06:29 PM, said:


I seem to be in the minority not liking drop decks. Messes with my immersion to be able to jump into a different mech so quickly, like I'm just abandoning my well loved machine I had just lost.


I quite agree, and I fully understand: I once sold 71 mechs because I decided I was going to run the same 4 Quickdraws for the entire match to give that feeling of consistency (that did not work out very well). That said, I can't imagine them getting rid of drop decks at least the invasion mode.





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