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The Dís Offensive Begins!
#41
Posted 04 February 2017 - 10:58 AM
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#42
Posted 04 February 2017 - 11:34 AM
#43
Posted 04 February 2017 - 11:45 AM
#44
Posted 04 February 2017 - 11:50 AM
naterist, on 03 February 2017 - 11:40 PM, said:
maybe next time we only tell the loyalists. witha most mercs IS now, thats 70% of the FW pop queing against 30 clan, when it could be 30/30 and mercs just wondering whats goin on. just sayin, with every merc out there inflating the que, its gonna demolish the wue times. 30% of the players cant a vast majority of players at once, the opponents just arent there in this case.
alternatively, can a clanner step up to be Dnes counterpart, and yall merc leaders split yourselves more evenly for the next time. then wed have some decent ques, and for the next weekish pop would be spread greatly on skill level. pgi would just have to moniter that week to get viable data on balance.
just a thought, take it or leave it.
I think you missed the part where EmP stepped up on the clan side and played FW as "Final Boss" (something they don't normally play).
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https://www.reddit.c...e_shadows_this/
#46
Posted 04 February 2017 - 12:01 PM
The biggest problem the IS had was too many incomplete 12man. Bringing pugs for the IS can be a huge struggle. We had so many teams that I know own we were waiting 20 minutes+ to get a match- if we'd done better juggling the premades we had to be full we'd have won more of the matches we actually got to play.
It was great to see so many in but I admit - it was frustrating to have the system come down to who could farm the fastest. Would love to have been dropping against Emp, EVIL and the other Clan teams but instead it was largely skittles and mixed small teams while they dropped against the same.
All due props to Dane for getting so many people going, it is always great to see so many people playing.
#47
Posted 04 February 2017 - 12:06 PM
I really do like the increased player-base due to these sorts of things.
This being said, I hope there is another, similar event like this in the future!
#48
Posted 04 February 2017 - 01:51 PM
Closest one as well that I've been involved with.
Down to the wire.
Up to 100%, then down to almost out of invasion.
With 4m left, KCom got a drop on Boreal and took omega in 3.5m, pushing the bar to one win short of victory.
Three other IS wins occurred just after ceasefire, one within 10s after, the others within 1-2m.
Horseshoes and hand grenades, but it was very nearly a victory.
#50
Posted 04 February 2017 - 08:43 PM
#51
Posted 04 February 2017 - 09:13 PM
Could be that it's just the weekend too.
#52
Posted 04 February 2017 - 11:39 PM
#53
Posted 04 February 2017 - 11:52 PM
naterist, on 04 February 2017 - 12:41 AM, said:
i dont really have a job so ill do it. i got nothing but free time. next time dane sets up an event i volunteer to help him with organizing unit contracts the week before. i will need unit leaders to agree to it, but that can be done in and open forum in a teamspeak channel slightly over a week before. id just need people to agree to show up and discuss it. and id need dane to fill me in prior to launch of one of these.
That was sarcasm.
fun event, we went 6 for 7, but a lot of close games.
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#54
Posted 05 February 2017 - 02:32 PM
#55
Posted 05 February 2017 - 02:42 PM
AnimeFreak40K, on 04 February 2017 - 10:38 AM, said:
There is *no* Matchmaker in FW. None. Slots on both sides are filled on a first-come-first-served basis. There is nothing to separate the "goods from the bads", It was always this way and it was done for a reason.
There is a matchmaker for FW. It consists of "can I combine these groups to make a team of 12 players? Okay. Is there anybody to fight them on the other side? Okay."
To say "matchmaking in FW is broken" is still a valid criticism.
But for all intents and purposes, there's no matchmaking in terms of what people generally expect from a "matchmaker". And I think that is one of the biggest problems with FW in its current state - it doesn't separate the potatoes from the elites. And as long as the matchmaker will continue allow potato teams to get farmed by elite units... nobody will want to play the game, because it's too punishing for one party and too boring for the other.
#56
Posted 05 February 2017 - 04:27 PM
Kwea, on 04 February 2017 - 11:52 PM, said:
fun event, we went 6 for 7, but a lot of close games.
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actually, i was thinking, if dane agrees, i could coordinate sync dropping similarly skilled teams so they face each other, and it keeps the ques moving along nicely, with hopefully 1 minute in lobby each team sync dropping. the way the systems set up and explained by pgi, the pugs should normally end up against each other most(idk, 75-80%ish) of the time, as long as each team in the event has a full 12 man. i doubt ill be asked. but if i am ill volunteer to coordinate it. would take a week or two ahead of time to get it set up though if i am asked.
i realize it was sarcasm, but it got my gears spinning and thinking. depending how that goes (if it even happens), if pgi is watching the numbers, wed get more realistic ideas of how split ques between bigger units and smaller groups would go at its best., but thats just a cool bonus.
also, i just so happen to be foolish enough to attempt that thankless, doomed from the start task. i always was pretty good at organising.
Edited by naterist, 05 February 2017 - 04:29 PM.
#57
Posted 05 February 2017 - 06:33 PM
justcallme A S H, on 04 February 2017 - 07:36 AM, said:
4 IS losses (PUGs?) and BOOM... The last 3 IS wins in the dying 2mins were not enough to counter those wins.
PGI potato FP 4.1 FTW... Total failure to let 3 games decide 8hrs.
Yep, the tug of war system as it currently is is a bloody joke....
Get rid of Skirmish - add those extra matches to invasion and make the planet capture percentage bigger.
Im getting really fed up of dropping for 5 hours winning all but 1 or 2 matches, getting the bar to 100% then losing it in the last 5 minutes due to a couple of teams losing a match....
PGI please fix this, at least make it 6 wins for losing team to keep the planet once its at 100%. It makes the whole system a joke otherwise.
#58
Posted 05 February 2017 - 06:43 PM
#59
Posted 05 February 2017 - 08:53 PM
Tarogato, on 05 February 2017 - 02:42 PM, said:
To say "matchmaking in FW is broken" is still a valid criticism.
But for all intents and purposes, there's no matchmaking in terms of what people generally expect from a "matchmaker". And I think that is one of the biggest problems with FW in its current state - it doesn't separate the potatoes from the elites. And as long as the matchmaker will continue allow potato teams to get farmed by elite units... nobody will want to play the game, because it's too punishing for one party and too boring for the other.
I will agree that there is a matchmaker in the manner that you have described, but, as you said, that is not a matchmaker in terms of what is expected of a matchmaker to be....hence my statement about there being no matchmaker to speak of, which by extension means that something that does not exist cannot be broken.
With regard to some means of separation of goods vs. bads or however you want to separate them, I disagree. People are warned, in advance, that FW is not for the faint of heart. It is for organized teams, units and players of sufficiently high skill. If you are none of these things, then FW is not for you.
FW is where the big kids go to throw down, and you had better be able to keep up, because there are no brakes on the pain train. That was the intent of FW from day one.
While I understand that it really sucks for everybody all around to have this sort of disparity (low-end players get frustrated by having their teeth kicked in and high-end players get bored with easy matches), and I agree that it is not optimal... the fact of the matter is that this was attempted in FW3 several months ago. I mean, there was a LOT of people from both the Solos and Units that wanted some sort of separation...and those that had a better idea of the situation (PGI being one of them) said that this was a bad idea.
But enough people begged and complained and so PGI put it in place; Solos (those without a unit tag) were separated from Groups/Units (those with a unit tag). To say it went poorly would be an understatement. It was not even in place 3 days before people on both sides started complaining about the (much longer) wait times...but the matches that were had were all pretty well balanced. The separation was removed by the end of the week.
The lesson learned was one that PGI had noted was the case awhile back and that far too many people here just can't seem to wrap their heads around and that is MWO players would rather have fast matches where they have a minimal amount of waiting time instead of balanced matches.
To be clear, in an ideal situation with a generally high population in both QP and FW, there would be minimal wait time for all matches, and matches would be reasonably balanced. But we do not have an ideal situation here; the game as a whole has a low population (with FP even moreso), so we are either stuck with long wait-times or disparities in skill-level. And the fact of the matter is that people would rather have quantity (low wait times) than quality (even skill levels).
#60
Posted 05 February 2017 - 08:58 PM
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