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Why Is Solo Queue Faction Warfare Not A Thing?


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#1 WolvesX

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Posted 17 February 2017 - 04:02 AM

In QP there are 2 queues, why not in FW?

I would really love the option and to be honest, I would rarely play CP if there are a solo FW queue.

Oh and maybe ditch the "invasion" gamemode for the solo FW queue.

Edited by WolvesX, 17 February 2017 - 04:04 AM.


#2 El Bandito

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Posted 17 February 2017 - 04:05 AM

Posted Image

Queue time will be affected by it.

#3 WolvesX

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Posted 17 February 2017 - 04:07 AM

But we already got seperate queues in QB?

I rather wait for a game then to face a 12 man premade vs a mixed team.

#4 meteorol

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Posted 17 February 2017 - 04:12 AM

View PostWolvesX, on 17 February 2017 - 04:07 AM, said:

But we already got seperate queues in QB?

I rather wait for a game then to face a 12 man premade vs a mixed team.


CWs playerbase is like... 5% of the overall community. It simply doesn't have the playernumbers to split queues now.

The fact that it never had seperated queues drove (together with other factors, main factor being Invasion is terrible) too many players away, and i'm not really sure if it can ever recover the numbers needed to support two queues.

People have been asking for a solo queue pretty much from day one... PGI implemented a "unit tag" - "no unit tag" split that no one asked for and which was bound to fail (literally 0% chance of succeeding) for like two days before rolling it back... and that is all you will ever see in that regard.

#5 ice trey

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Posted 17 February 2017 - 04:12 AM

Personally, I wish that when there are enough players in QP to do so, they could throw IS vs Clan matchups and count it towards FP.

I mean, the main reasons that people don't play FP is because it takes too long to get a match, they don't like the FP maps/gamemodes and they don't want to get farmed by 12-mans. This nicks all those issues.

#6 Black Ivan

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Posted 17 February 2017 - 04:15 AM

PGI tried that, but many Solo decided they wanted to play with the units and made their one man units to circumvent the Solo Que. So PGI scrapped it not even one week after it got implemented.

PGI should have never allowed people to create One Man Units.

#7 TWIAFU

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Posted 17 February 2017 - 06:10 AM

View PostWolvesX, on 17 February 2017 - 04:07 AM, said:

But we already got seperate queues in QB?

I rather wait for a game then to face a 12 man premade vs a mixed team.


Since by PGI's last public metric, you face a 12man premade 1% of the time in any group queue.

Really going to post that 12mans are the problem in the group/unit queue when they are so infrequent? Stop 1% of the group population from playing because special snowflakes won't participate in the primary design function of the queue?

What happens after solo snowflakes are rolled by 10 man? Stop them? 8 then? 6? 4? 2?

#8 Appogee

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Posted 17 February 2017 - 06:15 AM

If not separate queues, then at least groupsize matchmaking.

It's the risk of being dropped with PUGs against large groups (say 6 or up, if you want to be specific) has stopped me playing FP as a solo.

Don't confuse the cause of low player numbers with the symptom.

(Or do continue to confuse it, and keep wondering why more and more people stop showing up to be farmed.)

Edited by Appogee, 17 February 2017 - 06:17 AM.


#9 WolvesX

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Posted 17 February 2017 - 06:21 AM

I think way more people would play FW if there was a solo only queue, in fact I think many players would almost stop playing QB.

#10 meteorol

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Posted 17 February 2017 - 06:22 AM

View PostBlack Ivan, on 17 February 2017 - 04:15 AM, said:

PGI tried that, but many Solo decided they wanted to play with the units and made their one man units to circumvent the Solo Que. So PGI scrapped it not even one week after it got implemented.



No. PGI didn't try that. They did a unit tag - non unit tag split which is not, not, not, again, NOT the solo queue people are asking for.

Their embarassing "unit tag - non unit tag" split was set up to fail. It had no chance of ever having success, no one asked for it, everyone right in his mind predicted it would fail, which it did.

Would people kindly stop claiming "PGI tried that" whenever a CW solo queue thread comes up? They didn't. They never tried a solo/group split like there is in QP. They simply didn't. Get it into your head. Stop claiming it. Learn the difference.

#11 MacClearly

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Posted 17 February 2017 - 06:29 AM

View PostBlack Ivan, on 17 February 2017 - 04:15 AM, said:

PGI tried that, but many Solo decided they wanted to play with the units and made their one man units to circumvent the Solo Que. So PGI scrapped it not even one week after it got implemented.

PGI should have never allowed people to create One Man Units.


Wrong. PGI should have given solo players the choice to fill out teams. The choice should be geared towards the solo player so that they could have a queue where they can do derpy solo things like you see all over quick play now, and not worry about being stomped by units. Then they still would be able to try and play with more organised players and if interested in units then they would be able to play and meet them in game.

#12 Mcgral18

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Posted 17 February 2017 - 06:38 AM

View PostBlack Ivan, on 17 February 2017 - 04:15 AM, said:

PGI tried that, but many Solo decided they wanted to play with the units and made their one man units to circumvent the Solo Que. So PGI scrapped it not even one week after it got implemented.

PGI should have never allowed people to create One Man Units.


The solo CW queue should have come out like CW currently is: no buckets, one big queue



The solo CW trial was a farce of a test

#13 Rogue Jedi

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Posted 17 February 2017 - 06:46 AM

View PostAppogee, on 17 February 2017 - 06:15 AM, said:

If not separate queues, then at least groupsize matchmaking.

It's the risk of being dropped with PUGs against large groups (say 6 or up, if you want to be specific) has stopped me playing FP as a solo.

Don't confuse the cause of low player numbers with the symptom.

(Or do continue to confuse it, and keep wondering why more and more people stop showing up to be farmed.)


the problem there is that there is too small of a population, lets say they restrict it so there are 2 seporate queues in faction play, 6 or more player groups, or groups of 5 or less, that means to get into the 6+ group size the only valid sizes would be 6 or 12 players, because you would not have single players through to 5 player groups to fill in for 7-11 player groups.

under those rules if I formed a 4 player group, then 2 more wanted to join, we could wait potentialy hours for another 6 people to join or we could split into smaller groups and drop, into the "small groups" queue potentialy forming a 12 player group with multiple smaller groups, so then people would complain that solos should not have to drop against groups of any size (just like happened with solo queue) so ether the big groups (most likely 5+) get completely banned or you have a solo CW queue and a group (2-10 player) CW queue, just like quick play except with most likely much lower population and no skill based matchmaking due to low population.

what I think PGI should have done is rolled quick play into CW (not just the maps and modes but qp itself), when a match forms it can only use Clan or IS Mechs for a side, try to group loyelists on 1 side or the other (ether any Clan/IS loylest of e.g. Davion vs Liao, and any merc players become filler, mercs get higher pay loyelests get better LP rewards, freelance players get a serious incentive to become merc or loylest.
I know that is a bit of an oversimplification but it is the only way I can see to get skill based matchmaking into CW

#14 Adamski

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Posted 17 February 2017 - 06:52 AM

What people wanted from the Solo FW Queue:
Being able to play matches without forming a 12 man, and being able to fight an enemy that wasnt an organized 12 man

What PGI delivered:
A system where you had to leave your unit to be able to join the "solo" queue, then get re-invited (at a cost of C-Bills) to play with them again.
While needing to jump on a little popup instead of being able to hit a button and wait, meaning that you werent placed in a line, but instead were at the mercy of your reaction time and connection latency.

#15 Novakaine

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Posted 17 February 2017 - 07:01 AM

Snowflakes Online.
Soldier up and Enlist.

#16 Mystere

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Posted 17 February 2017 - 07:19 AM

View PostBlack Ivan, on 17 February 2017 - 04:15 AM, said:

PGI should have never allowed people to create One Man Units.


Why? If we are able and willing to fight as part of a drop, why should we be barred from playing?

In fact, solo players able and willing should also be allowed in the QP group queue. <shrugs>

#17 Mystere

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Posted 17 February 2017 - 07:25 AM

View PostWolvesX, on 17 February 2017 - 04:02 AM, said:

In QP there are 2 queues, why not in FW?

I would really love the option and to be honest, I would rarely play CP if there are a solo FW queue.


CW is supposed to be a quasi-simulation of inter-stellar war. As such, what we should really be having are inter-stellar and planetary-level campaign systems, not these damn stupid buckets and the very simplistic planetary "resolution"(Posted Image) "system" (Posted ImagePosted Image) .


View PostWolvesX, on 17 February 2017 - 04:02 AM, said:

Oh and maybe ditch the "invasion" gamemode for the solo FW queue.


No. Soldiers do not get to choose the battlefields they fight in.

#18 Nameless King

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Posted 17 February 2017 - 07:32 AM

View PostWolvesX, on 17 February 2017 - 06:21 AM, said:

I think way more people would play FW if there was a solo only queue, in fact I think many players would almost stop playing QB.


They tried it ant it failed. FW/CW will never be as popular as Quickplay.

#19 MrJeffers

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Posted 17 February 2017 - 07:51 AM

View PostMcgral18, on 17 February 2017 - 06:38 AM, said:

The solo CW queue should have come out like CW currently is: no buckets, one big queue



The solo CW trial was a farce of a test


The reason they did it that way with unit tags was to circumvent something that a few forum warriors already complain about - sync dropping. Without the unit tag split it would have been a trivially simple task to not make an in game group and all drop on the same plant for a guaranteed sync drop, bypassing the solo vs group restriction in the first place.

You may think it was a farce of a test, but something had to be implemented to prevent sync drops circumventing the queue that easily, a discussions that was at the forefront of the split queue discussion.

#20 RAM

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Posted 17 February 2017 - 08:13 AM

One queue and one queue only.


RAM
ELH





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