June 8V8 Comp Mode
#1
Posted 11 April 2017 - 01:10 PM
Other than that being basically what we had in 2013 but with people choosing to join for competitiveness instead of new players being thrown into the shark pit, it sounds like its going to be great.
Each player will have more impact on the match, there should be higher team quality, and the matchmaker should be an improvement over what we have now where it relies on your cumulative stats instead of something you can just grind up towards.
What do you guys think about it?
#2
Posted 11 April 2017 - 01:21 PM
#3
Posted 11 April 2017 - 01:36 PM
If it does by some miracle remain populated it will kill off F.W completely and have an adverse effect on group play.
#4
Posted 11 April 2017 - 01:40 PM
#5
Posted 11 April 2017 - 02:11 PM
Kotzi, on 11 April 2017 - 01:40 PM, said:
In another thread we have the population of just one game of 24 people. So we can split that into an 8v8 and 4v4 filling TWO games. To decide who gets to play what will be in upcoming global chat.
This is a good thing, it adds +1 match to the total.
#6
Posted 11 April 2017 - 02:12 PM
I am pumped for 8v8, I believe the quality of play improves dramatically with smaller teams. (4v4 Scouting mode is a BLAST to play.)
#7
Posted 11 April 2017 - 02:26 PM
Kotzi, on 11 April 2017 - 01:40 PM, said:
I do believe we need more buckets. I don't know how no one sees the trend that pushing everyone into one bucket has.
By throwing everyone into the same queue all the time you lower the quality of matches, this runs people away and further lowers the player populations which then brings even more people calling for less buckets so that we can run even more people away.
It is a vicious cycle and must stop if the game is to grow.
Allow the queues to be split so that people looking for different things out of their experience may be happy in their own queues. Casual queue for the people who want to relax and run joke builds or lore builds or whatever and have their definition of a good time, Comp queue for people who want to put in some effort, try hard to win, run their best builds, try out some interesting tactics, and go against enemies who will test their skill. It is like having a difficulty option in games, you lose players by only having easy or only having hard.
Just imagine if we got rid of match maker tiers entirely for the sake of less buckets and realize just how bad the gameplay of each match would become when you have professional level comp players regularly mixing with little Jimmy who just installed the game. I am all for stuff that helps to split these players apart and leave them into their own biomes and would like the buckets argument to stop before it really does get to the point where having a matchmaker or not is in question. People have already left over the loss of the option to pick what gamemode they wanted to play and that was much more minor in comparison.
#8
Posted 11 April 2017 - 02:31 PM
#9
Posted 11 April 2017 - 02:38 PM
Quicksilver Kalasa, on 11 April 2017 - 02:31 PM, said:
Hopefully global chat will help people coordinate matches there though. Even if 240 people (30 teams, more than generous) want to play in that queue there's 1,440 minutes in a day and as such without coordination the odds are that you'll be sitting in an empty queue.
#10
Posted 11 April 2017 - 02:44 PM
MischiefSC, on 11 April 2017 - 02:38 PM, said:
Which is why several suggested just having a window where it was open. The problem is Russ thinks it needs to be wider than it really does (it just needs to be when matches are normally scheduled for MRBC right now).
#11
Posted 11 April 2017 - 03:05 PM
Quicksilver Kalasa, on 11 April 2017 - 02:44 PM, said:
Exactly. You need it to be a scrolling chat that you can check when you get out of a match. That way you can get on and play, drop "SJR looking for SWF or good team for DTF, here for 2 hours" timestamped and then anyone who looks can see that you put that in 30 min prior, respond "Emp looking for violent romp, DTF." Boom. Hookup.
A bigger version of what we already have is pretty worthless.
#12
Posted 11 April 2017 - 03:15 PM
other side is that it stands to mess with fp in one of two ways. it will turn into a mode for the masses becoming the new quick play and obsorbing some of the qp features (voting, mm), or it will shrivel up and die because of siphoning off a number of organized players who are tired of seal clubbing and want a real challenge.
#13
Posted 11 April 2017 - 03:18 PM
MischiefSC, on 11 April 2017 - 03:05 PM, said:
This isn't needed, just a window of 4 hours where people are expected to be on is enough, no chat necessary. Honestly the ability to see how many are in the queue atm is better than chat. The point is that it shouldn't be a method to setup scrims but should be more like ranked in other games (like Overwatch ranked).
Edited by Quicksilver Kalasa, 11 April 2017 - 03:19 PM.
#14
Posted 11 April 2017 - 03:31 PM
LordNothing, on 11 April 2017 - 03:15 PM, said:
other side is that it stands to mess with fp in one of two ways. it will turn into a mode for the masses becoming the new quick play and obsorbing some of the qp features (voting, mm), or it will shrivel up and die because of siphoning off a number of organized players who are tired of seal clubbing and want a real challenge.
They've already thrown in the quickplay gamemodes and the player population in the mode really isn't very competitive most of the time. Might as well just give us an actual comp queue and set FP to quickplay 2.0 but with nice shiny rewards and picking your mechs before you see the map and the 4 lives per drop, basically better than quickplay in every way from a player point of view.
#15
Posted 11 April 2017 - 04:06 PM
At the end comp players hit Russ with a long list of requests and desired changes
For not only 8v8 but also 1v1 and so on
I think Russ was a little surprised
Why well it further splits the small player base
Most comp players don't go near QP and they have a pretty elitist attitude
I plan to point out some differences from pugsville and comp
Like I don't get to map ban
Don't like SSRMs well that's to bad
Ever drop call a pug team and on the other side is KCOM
Us pugs drop whenever with whoever on any map
Jmtcw
#16
Posted 11 April 2017 - 04:06 PM
Quicksilver Kalasa, on 11 April 2017 - 03:18 PM, said:
So a 4 hour window each for NA/Euro/PAN?
Seeing how many in queue doesn't work as well because most will see it empty and ignore it. You need a way to see who WANTS to be in it. Hopefully you'll also get people who want to get into comp on some level but haven't cruise that bridge for one reason or another.
A constant queue is likely to maintain a better population, even if 99% of them are not going to be finalists. That's not a bad thing though because out increases the pool of who can become so in time.
The problem with comparing it to Overwatch is the team vs solo in a team dynamic. Dropping in an 8man vs dropping with 7 pugs - even if it's a ranked queue.
I think this is just going to be a group queue with an Elo ranking and leaderboard to seed for WC. Not so much a 8man scrim queue.
#17
Posted 11 April 2017 - 05:08 PM
#18
Posted 11 April 2017 - 05:23 PM
Khobai, on 11 April 2017 - 05:08 PM, said:
36 v 36 would be awesome. But got to think limits...
"For Honor" has 4 v 4 only and no official servers. Not that 4 v 4 is bad.
Do the math.
About a "comp" mode, I think everyone knows the score about that. Best way to do what they are trying to do though.
Edited by Johnny Z, 11 April 2017 - 05:58 PM.
#20
Posted 11 April 2017 - 06:21 PM
Sometimes I wish we just had a planetside game with mechs instead of men.
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