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Why We Need To Restrict Fp To More Seasoned Players Only


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#61 Wildstreak

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Posted 30 May 2017 - 04:06 AM

View PostKHAN ATTAKHAN, on 27 May 2017 - 07:04 PM, said:

*snip*

Yeah, kinda agree.

View Postxe N on, on 27 May 2017 - 10:57 PM, said:

PGI should simply delete fail play ... sorry faction play and set quick play Clan vs IS.

It simply distract too many resource from more important things.

So make QP worse is your solution?

View PostInsanity09, on 27 May 2017 - 11:31 PM, said:

Yes, pugs getting roflstomped discourages them. The solution is NOT to ban or prevent the pug folks from playing. The solution is to mitigate the problem, mentor the pugs, if at all possible, and allow them to improve their skills.

Mentoring has been tried, the problems with that are:
- Not everyone wants to do it, either mentor or be mentored. Just cannot force people.
- Some people who want to mentor shouldn't.
- Usually told you need TS. TS doesn't work for everyone, I have had problems getting mine to work, was one of a few reasons I avoided Tukayyid 3.

View PostxX PUG Xx, on 27 May 2017 - 11:44 PM, said:

How about giving us back Siege mode? I liked the vsriation the QP map/mode brought but I kept playing FP because I liked the Invasion/Siege mode.....hell, I formed a unit based on playing it.

With the Invasion features, PGI should revamp Siege Mode.
- Should now be possible to make destroyable gates so you do not need to but could as an option shoot the generator.
- Instead of having terrain that chokes Attackers into certain paths, change terrain and add those destroyable walls.
- Get rid of those features provided by Scouting Mode, instead add in thsoe 3 towers providing bonuses to defenders but they have to maintain them.
- Change Scouting Mode to provide a bonus like CB based on how many of those little Towers you capture. Call it Raid Mode.

#62 Wildstreak

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Posted 30 May 2017 - 04:20 AM

View Postsub2000, on 28 May 2017 - 02:47 AM, said:

After reading the forums I have two rather rhetorical questions.
1. It is impossible not to notice that there is aversion against meta. Meta builds (builds optimized around hardpoints and quirks) are as the word "optimized" implies, are easiest to play right. Using them is the best way to learn, but there is aversion against it. Isn't it because of the meta adepts and their way of communicating?
2. Why the population of the FW is that low?
3.Why KCOM are so against splitting queues?
They claim that they don't like to slaughter skittles (should I write cattle?) , do they?
Claim about small population is bogus.
They like extremely buggy and troian friendly TS. Who forbids them to organize time and do "synchro-drops against good IS unites. After all it is part of the team experience. Isn't it?
I was doing that regularly more than 10 years ago. I don't believe now they have less communication possibilities to do that.

1 - Aversion to Meta is because some players will simply play as they want and want to see more variety encouraged in Mechs and builds that can be used. Nothing will stop such people.
2 - Several reasons.
3 - Never heard of this so unknown if true.

How were you doing stuff in this game 10 years ago when it came out only 5 years ago?

View Postsub2000, on 28 May 2017 - 02:47 AM, said:

Another very important question to the MWO staff.
What percentage of the people stopping playing MWO have left after their short experience with FW. I know that if I wouldn't be lucky to get some first 10 FW games in small groups and experience good DC, I would leave MWO entirely. I know people who did exactly that.
This is personal experience so I am curious how general it is.
I would think shielding FW by entrance requirements or splitting queues is paramount not for the mode, but for the existence of the MWO as a whole. Again look for the experience in other games evolution. Unreal tournament is perfect example.
Why counterStrike is alive while technologically stronger quake and UT lines died?

Unknown, I do not think this has ever been measured.
Splitting queues was tried but produced problems partly because FW population became too low for it and it was offered about the time Long Tommy came out. Long Tommy made a number of people leave and quite a few never came back or will, they moved on.

View PostDr Genocide, on 30 May 2017 - 12:23 AM, said:

There's an even easier solution out there, why not just separate the Pug and the Premade queues like quickplay?

See above.

View PostCato Zilks, on 28 May 2017 - 01:33 PM, said:

As someone who started this game for FW (and had not played a shooter in over a decade), I got my *** kicked on a daily basis by HHOD. A lot of getting my *** kicked. And I kept playing.

What made getting stomped not fun was whiny ******* that complained that the enemies were cheating (a common occurrence when a true tier 5 encounters a true tier 1). Complaining that things are hard is what kills fun, otherwise the stomping just makes the enemy seem more formidable and thereby makes beating them more fun.

The days of playing like that are gone. Losing back in 2012-2013 was far different than now due to various reasons including a playerbase that was more upbeat and cordial. Today there is so much cynacism, narcism and hostility, I even saw someone make a video showing why people who play MWO should NEVER use these Forums and some of his points are actually spot on.

Just as many T1s cry about bogus reasons, seen it.

#63 Zolaz

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Posted 30 May 2017 - 04:58 AM

FP just like Team Queue promotes Team play. Bigger and better teams are going to dominate. More teams fills up the queues and makes wait times shorter. The people who try FP and stay are probably going to join a unit. Make FP team friendly and enjoyable.

It would be nice if this niche game followed Lore more often and gave a Battletech/Mechwarrior experience. Especially if you want to attract the Battletech/Mechwarrior audience. People dont play this game because it looks good or is polished. People want to live out their mechwarrior fantasy. And winning, people like winning to.

#64 TWIAFU

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Posted 30 May 2017 - 05:33 AM

View Postnehebkau, on 29 May 2017 - 06:29 AM, said:



If we can't find some way to balance skills in FW, then yes it will die (more than it has) and, new players will quickly tire of quick-play deathmatch mode.


Then we have to stop new players, which would mean without skills, from playing where they clearly should not.

Not only for themselves being new and lack the skills, but for everyone else that is not new and has skills.

Skill in this case is general term, not meant to be derogatory, but overview of general game experience.

Edited by TWIAFU, 30 May 2017 - 05:33 AM.


#65 Vagosei

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Posted 30 May 2017 - 06:36 AM

View PostDr Genocide, on 30 May 2017 - 12:23 AM, said:

There's an even easier solution out there, why not just separate the Pug and the Premade queues like quickplay?



You can't do that..then CW would die in the pasture. Not enough premades to keep it going.

As for a lot of people there are still units that will not accept even a tier 1 player due to hard headed officers who think they know everything. Or they just can't stand the fact that they actually don't have to say anything to the tier 1 players and it does bother some of them. I've seen it in many units. In this game not everybody knows everything period. In the end its just a game and try to have fun. Encourage the newer players to join units and help them....This has been said time after time again. Issue or suggest instructions.

And instead of complaining try to have fun. I'll be puggin so see you out in the battlefield.

#66 Cato Zilks

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Posted 30 May 2017 - 08:34 AM

View PostWildstreak, on 30 May 2017 - 04:20 AM, said:

The days of playing like that are gone. Losing back in 2012-2013 was far different than now due to various reasons including a playerbase that was more upbeat and cordial. Today there is so much cynacism, narcism and hostility, I even saw someone make a video showing why people who play MWO should NEVER use these Forums and some of his points are actually spot on.

Just as many T1s cry about bogus reasons, seen it.

I started playing December of 2015, the cynicism was already entrenched. From what I have been told, HHOD would not have been kicking my *** back in 2013 (sorry Aylward).

#67 Cato Zilks

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Posted 30 May 2017 - 09:01 AM

Honestly, I think people are overthinking this problem. I got through my craptastic period playing against good, but not great teams. It would have been much more difficult to do that against the top tier units in this game. Condensing the cues has improved gameplay in many ways but has made it difficult to avoid the very best units.

1) PGI needs to hurry the f up on getting faction specific FW side conflicts (Liao v Davion, etc). This makes for good weekend FW training events for a faction where you are less likely to face the top tier mercs on the Clan/IS front. I don't want to divide the cues up entirely, but this addition they promised should help newbies.

2) I have heard people suggest it before, but add a toggle for groups to click that is for tougher matches. Essentially, your group leader clicks the hard mode button and it adds tops 30 seconds to your match search and pairs you with any groups on the other side who also have the box checked. If it can fill two 12 mans in that time, it will. Otherwise, it pairs as many toggled players together as it can, and gives them priority in the cue.

Yes, a top team with this box checked can still face tier 5 puggles with lrm 5s and ac/2s (if nobody on the other side has their boxes checked). Yes, top tier teams can leave it unchecked to hunt puggles. That is not the point. What it does do is increase the odds of decent teams facing each other without adding crippling waiting times for anybody.

Edited by Cato Zilks, 30 May 2017 - 09:05 AM.


#68 Rogue Jedi

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Posted 30 May 2017 - 09:13 AM

View PostLordNothing, on 29 May 2017 - 02:27 PM, said:

a yesterdays meta mech is still better than any trial mech a new player might have access to, or the lerm boats they would bring on their own. the free 91 points they get means that they are going in fully speced out. thats much better than an unspeced trial. also nobody else may run trials.

that is exactly my point, most of the Champion designs, which become trial Mechs are old meta, and many of them are considered rubbish by meta players by the time they are put into game which is usualy less than 2 months after they win the vote.

meta shifts, and is often considered useless a month after it was considered meta.
Take for example the Victor, it was considered the best Mech in the game for about a year before Clans arrived, its agility was nerfed and still the best Mech, its prefered weapon loadout was nerfed with drasticly reduced PPC velocity and Gauss charge and it was still the best Mech jumpjets were nerfed and still the best Mech, Clans dropped while it was no longer the best was still a great Mech, the quirkening braught most IS Mechs up-to its level and suddenly it was considered rubbish, most of the nerfs were removed, still considered rubbish, it got positive quirks taking its performance far past when it was the best Mech and it is still considered rubbish.

#69 metallio

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Posted 30 May 2017 - 09:14 AM

Solo play. Group play.

It works. If it kills group Q then go make private lobbies and play with people you like. If none of them want to play with you and find solo Q more fun...consider that you're the problem and not the game.

I'd play solo Q games all day every day. I and every other person who enjoyed pugging TK3 but who are never going to join a real unit. I and every other person who doesn't have unit members on all the time. I and every other person who wants to play when their unit members don't. I and every other person who can't play except when others are asleep so won't ever be on comms.

Etc.

Keep your cursed useless circle jerking group Q and give us the solo Q you never tried. Keep your tired bullsh!t about having tried it by doing "unit/non-unit"...you're making politicians look truthful.

Just give everyone who wants to play the game their solo Q and if your blessed awe-inspiring skills over in group Q really are something that deserves interest then the solo Q players will join you when they have time and you'll get good games.

Fail to do this one simple thing and...whatever. I'll mope around in QP solo Q and keep shooting mechs.

Solo/group Q splitting is win-win. How you can possibly suggest that it would lower CW/FP population after all the evidence, recent included, to the contrary is beyond me. Set it up, play for a quarter, and if you don't F'ing like it shut it off...and the only reason you'll do that is because you're salty that you were wrong.

#70 Ade the Rare

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Posted 30 May 2017 - 10:09 AM

Some of the FP maps need to be looked at again, *especially* Boreal Vault (or whatever it's called) as the outcome is basically already decided, and you win depending on if you're defending or attacking.

I know there's low pop., etc., but it should be that groups are matched with sides of other grouped players, and single players are used as filler. It needs a higher priority in the matchmaking system.

Tier restrictions for FW players? Really? Lock people out of a big section of the game, and many events, until they've played it for a few hundred hours? Sorry, I have both a full-time job and a girlfriend. How about making a few, simple tutorial missions to illustrate how FW works before you can enter a multiplayer match? Then at least people would have an idea of what they were stepping into before clicking the button.

Also OP, you're playing Clan, so ez-mode is basically what you signed up for Posted Image

#71 Cato Zilks

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Posted 30 May 2017 - 10:21 AM

View Postmetallio, on 30 May 2017 - 09:14 AM, said:

Solo play. Group play.

It works. If it kills group Q then go make private lobbies and play with people you like. If none of them want to play with you and find solo Q more fun...consider that you're the problem and not the game.

I'd play solo Q games all day every day. I and every other person who enjoyed pugging TK3 but who are never going to join a real unit. I and every other person who doesn't have unit members on all the time. I and every other person who wants to play when their unit members don't. I and every other person who can't play except when others are asleep so won't ever be on comms.

Etc.

Keep your cursed useless circle jerking group Q and give us the solo Q you never tried. Keep your tired bullsh!t about having tried it by doing "unit/non-unit"...you're making politicians look truthful.

Just give everyone who wants to play the game their solo Q and if your blessed awe-inspiring skills over in group Q really are something that deserves interest then the solo Q players will join you when they have time and you'll get good games.

Fail to do this one simple thing and...whatever. I'll mope around in QP solo Q and keep shooting mechs.

Solo/group Q splitting is win-win. How you can possibly suggest that it would lower CW/FP population after all the evidence, recent included, to the contrary is beyond me. Set it up, play for a quarter, and if you don't F'ing like it shut it off...and the only reason you'll do that is because you're salty that you were wrong.

They have done this before, Spring of 2016. Nobody got matches in solo cue. The average wait after day one was literally more than an hour. The "new" players who wanted to try FW, also wanted experienced players on their side to guide them. So they formed one man units to get into the group cue. This gets back to Pat's point, the problem is that people don't want tough matches. They want good, experienced players on their side, but they don't want to face good teams. At some point, you just gotta put the work in.

#72 C E Dwyer

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Posted 30 May 2017 - 10:24 AM

Well if P.G.I listen to this thread, I hope people here won't be complaining when the wait times grow long

#73 meteorol

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Posted 30 May 2017 - 11:02 AM

View PostCato Zilks, on 30 May 2017 - 10:21 AM, said:

They have done this before, Spring of 2016.


Just plain wrong. Goddamn read up what they did. You are simply spreading a whole heap of thrash.

They did a unit tag / non unit tag split. No one asked for it, no one wanted it, it was set up to fail. Gosh. Either people are literally not smart enough to understand what PGI did, or they understand it and simply lie for whatever reason.

Learn the difference between the solo queue people are asking for and what PGI did. Screaming "BUT MUH PGI ALREADY DID SUMTHING LOIK DAD" every time someone brings up the idea of a soloqueue makes you look like a goddamn moron.

#74 metallio

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Posted 30 May 2017 - 11:10 AM

View PostCato Zilks, on 30 May 2017 - 10:21 AM, said:

They have done this before, Spring of 2016. Nobody got matches in solo cue. The average wait after day one was literally more than an hour. The "new" players who wanted to try FW, also wanted experienced players on their side to guide them. So they formed one man units to get into the group cue. This gets back to Pat's point, the problem is that people don't want tough matches. They want good, experienced players on their side, but they don't want to face good teams. At some point, you just gotta put the work in.



No they didn't. I mean, it's almost as if I DIDN'T mention the "unit/non-unit" BS that they did back then.

No, no one friggin played that BS because every solo player (like me) had a "unit" which meant there was no one left.

Solo Q where everyone, even people with a unit tag, can play as an individual whenever they've got a spare moment, has NEVER been tried.

WTF is it with you people saying it has? WTF is wrong with your basic comprehension? WTF is so hard about understanding the difference? What, did someone use the WORD "solo" and now you frikkin' think it means what I and others keep saying and keep explaining to you it's not? I don't even know how to communicate with you if you can't manage this:

Solo=one person not in a group
Solo /= someone without a unit tag.

That's IT. You haven't done it, PGI hasn't done it, MWO hasn't done it.

Oh, what, you think somehow that it's the same d@mn thing?!? You're...wrong? Dreadfully ridiculously wrong? You think even talking about it is a problem for some frikkin' idiotic reason? I can't even come up with a pathway where making that change would be capable of impacting FW negatively...not any pathway that has any foundation in...anything.

If someone WANTS to play by themselves and won't or can't play in a group then they're NEVER going to play the game you've got set up. Them playing something different doesn't affect you. At all. If the people who are in your group with you would rather play by themselves and just don't have the option, then we're better off without you in the game.

Is there some other potential issue?

#75 metallio

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Posted 30 May 2017 - 11:15 AM

View PostCathy, on 30 May 2017 - 10:24 AM, said:

Well if P.G.I listen to this thread, I hope people here won't be complaining when the wait times grow long



How could they possibly get longer than what we already have? How? Seriously, how? Could it take an entire day? I've waited three hours waiting before while watching Netflix. Finally shut it off.

#76 Cato Zilks

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Posted 30 May 2017 - 11:38 AM

View Postmeteorol, on 30 May 2017 - 11:02 AM, said:


Just plain wrong. Goddamn read up what they did. You are simply spreading a whole heap of thrash.

They did a unit tag / non unit tag split. No one asked for it, no one wanted it, it was set up to fail. Gosh. Either people are literally not smart enough to understand what PGI did, or they understand it and simply lie for whatever reason.

Learn the difference between the solo queue people are asking for and what PGI did. Screaming "BUT MUH PGI ALREADY DID SUMTHING LOIK DAD" every time someone brings up the idea of a soloqueue makes you look like a goddamn moron.

View Postmetallio, on 30 May 2017 - 11:10 AM, said:



No they didn't. I mean, it's almost as if I DIDN'T mention the "unit/non-unit" BS that they did back then.

No, no one friggin played that BS because every solo player (like me) had a "unit" which meant there was no one left.

Solo Q where everyone, even people with a unit tag, can play as an individual whenever they've got a spare moment, has NEVER been tried.

WTF is it with you people saying it has? WTF is wrong with your basic comprehension? WTF is so hard about understanding the difference? What, did someone use the WORD "solo" and now you frikkin' think it means what I and others keep saying and keep explaining to you it's not? I don't even know how to communicate with you if you can't manage this:

Solo=one person not in a group
Solo /= someone without a unit tag.

That's IT. You haven't done it, PGI hasn't done it, MWO hasn't done it.

Oh, what, you think somehow that it's the same d@mn thing?!? You're...wrong? Dreadfully ridiculously wrong? You think even talking about it is a problem for some frikkin' idiotic reason? I can't even come up with a pathway where making that change would be capable of impacting FW negatively...not any pathway that has any foundation in...anything.

If someone WANTS to play by themselves and won't or can't play in a group then they're NEVER going to play the game you've got set up. Them playing something different doesn't affect you. At all. If the people who are in your group with you would rather play by themselves and just don't have the option, then we're better off without you in the game.

Is there some other potential issue?

I don't need to read up on what they did. I was there. My unit was slow to rejoin so I had tried going solo, could not get matches, and I made a one person unit until my unit joined back up.

PGI did not set this up to fail, they tried to accommodate you whiny turds. They dumped tons of work hours into trying to appease your ilk and you did not even show up. PGI tried to make a safe space for you where big bad talented FW units could not touch you. They split on the tag/no-tag line because people argued that these scary players would just sync drop solo for the easy C-Bills. This was the way to keep you little diaper-stainers from getting the ***-whipping you had coming because you would not team up and put a little bit of effort into the game.

I understand how solo cue /= group cue. Unlike you two rejects, I can also see Russ' point that to achieve what you want they needed to have a more solid division line in FW. So yes, what you saw in Spring 2016 was the divided cue. That is what the divided cues looks like. It was, is, and always will be, a bad idea. If we had a larger population maybe we could have a matchmaker. But we don't so grow up.

#77 SuperFunkTron

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Posted 30 May 2017 - 12:06 PM

There are lots of great points brought up from the different sides, but the single most crucial factor can be boiled down to teaching new players the skills it takes to succeed or at least have a chance in FP. We all agree that there inexperienced players are the key detriment and lack of preparation or familiarity are the major issue, and the only way to address this beyond a short term band aid is to reinforce the successful behaviors before they jump in with the sharks.

"Extended Field Training" is the most reasonable way to provide the ground work and incentives to learn those behaviors with the reasonable gate of purchasing their own drop deck (one mech from each weight class) and making sure the players understand that the classes have different roles. There will still be a number of players getting in that aren't ready, but if you require new players to perform a certain number of behaviors (i.e. "scouting" bonus in a light mech x number of times), you are at least giving them the tools they need to start improving in FP, even if their first few matches are slaughters. It would also be good to give in game info defining what is typically considered "competent" behavior and score ranges so they can identify how well they are performing compared to what is typically expected.

If an in game system blatantly states that 500 damage across 4 mechs is considered the absolute minimum for "poor" performance and have about 1000 damage being shown as "competent", these new players would have it clearly marked how they are fair to the expected values. As much as we want to help CW thrive by keeping unprepared players out, we also need to find a way to let those players know that they may need more practice through an official, in-game chart.

A matchmaker could be implemented as soon as more players finally step in and stabilize the population with events or a deeper system that at least adds some politics and creative faction related drama/competition.

Realistically, we have to wait to see what FP additions Russ alluded to on his twitter page recently and see if that will improve both the population and eventually provide a way to start matching player skills for opposing teams.

#78 meteorol

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Posted 30 May 2017 - 12:33 PM

View PostCato Zilks, on 30 May 2017 - 11:38 AM, said:

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I don't need to read up on what they did. I was there. My unit was slow to rejoin so I had tried going solo, could not get matches, and I made a one person unit until my unit joined back up.

PGI did not set this up to fail, they tried to accommodate you whiny turds. They dumped tons of work hours into trying to appease your ilk and you did not even show up. PGI tried to make a safe space for you where big bad talented FW units could not touch you. They split on the tag/no-tag line because people argued that these scary players would just sync drop solo for the easy C-Bills. This was the way to keep you little diaper-stainers from getting the ***-whipping you had coming because you would not team up and put a little bit of effort into the game.

I understand how solo cue /= group cue. Unlike you two rejects, I can also see Russ' point that to achieve what you want they needed to have a more solid division line in FW. So yes, what you saw in Spring 2016 was the divided cue. That is what the divided cues looks like. It was, is, and always will be, a bad idea. If we had a larger population maybe we could have a matchmaker. But we don't so grow up.


First off all... all your ad hominem don't change the fact that you stated something objectively wrong. If you don't want to get called out on the internet... guess what "you little diaper-stainer"... don't claim objectively wrong things on the internet.
Falling back to ad hominem after stating objectively wrong facts makes you look even more like a moron.

That aside, if you would have cared to read the thread, you would also came across the propsal i did (doing a "true" queuesplit during a massive event to get higher player numbers, see if they stabilize at an amount high enough to support two queues) which adressed population problem.

Lastly, because you like insulting people... Someone who produces the stats you are delivering for the last 11 months should really not question the effort others are putting into the game.

#79 PFC Carsten

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Posted 30 May 2017 - 01:10 PM

View PostPat Kell, on 29 May 2017 - 10:32 PM, said:


Shutting it down would make me quit...I played QP for several years before CW came out and once it did, I haven't look back since. I suspect I have less than 100 QP matches put in since CW has come out and I just don't want to go back to that any more. I don't like the solo mentality that is pervasive in QP and if you play as a team, you have to go very light in order to get any sizable team dropping together. This is not something I enjoy doing. I would be all for splitting the ques into group que and solo que if I thought for one sec that the amount of people wanting to play CW could sustain it but I don't think that it does. Plus, how do you manage the planet system when there are 2 ques? Do you combine the results or do you have 2 separate maps/universes. 1 for the solos and 1 for the teams?

No, the problem is that you think I haven't thought about this. I think about it a lot and run scenarios in my head often. There is no happy ending here because you can shut it down and lose a lot of long term players such as myself, split the ques and watch it whither even further as the wait times go through the roof or leave it as it is and try to make improvements in other areas.

To be honest, ques are not really the problem, it's people facing adversity and deciding to quit instead of putting any serious effort into fixing what is causing them to lose. You are all just dancing around the real issue here. Make solo ques and I promise you that there will be players who rise to the top and rule solo que every bit as much as KCom or any other good unit does and people will still quit because they came up against adversity and didn't take action to fix it. That is well within their right to do so but being clear about what the real problem is, is pretty vital to this discussion.


Don't worry, PGI won't shut it down since they have not been known to make smart decisions. You can continue to club seals, drive the inexperienced away and come here to complain about low population (maybe outside of yearly tukayyid events).

Your "to be honest" should read "to tell you the truth, I have made up my mind and I'm not going to change it" even though reality proves you wrong. Or why is FaP not the thriving end-game of the thinking man's shooter it was supposed to be?

So, even you admit there's no happy ending - why waste any more ressources for it? Let it go down in a blaze with tuk3, end of story. Failed as inverse kinematic, like info war. No shame to that. Admittance of failure is the door to a new beginning.


You speak of team play and in the same post you are trying to convince people, that single players can do the same as a unit. Maybe you don't really know, so I am gonna spell it out for you: Getting killed by skilled players like... what Proton or the likes can teach you as a new player a lot more than being focussed down in 2 seconds by a group of 8 or more. Except that you learn to hide harder because you do not want to get focussed down.

You say it's people facing adversity and deciding to quit instead of putting any serious effort into fixing what is causing them to lose. I say it is a long way from facing adversaries to getting slaughtered by focussed fire.

You know, in sports, at least in Europe, there's a reason there are leagues. There are qualifiers. Gating. It's to keep the fun for everyone and allow for gradual improvement until each reaches his own abilities' climax.

That's what successful sports do, what successful games do and that is what PGI and in turn MWO keeps failing at in terms of faction play.

#80 The Basilisk

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Posted 30 May 2017 - 01:39 PM

View Postmeteorol, on 30 May 2017 - 12:43 AM, said:


I'm not really following what you are trying to say here.

Are you saying that there is a huge skill difference between groups in CW that isn't there in QP? Because that would not be true. Frankly speaking, the skill difference in QP is probably even bigger. If you ever ran into an 8 man of EmP in QP (which happens very seldom nowadays), you know you are in for a very, very though ride. They are better than both GCGB or RJF could ever dream of being.

Skill difference is something that a matchmaker in CW couldn't really adress. The playerbase is not big enough. It doesn't even work in QP where 90% of this games playerbase is. Moreover, the top tier teams in this game are so far above the average that the MM wouldn't even be able to other teams for them to play against. There is a reason EmP lost... 0 drops iirc for all World Championships. It was absolutely clear that pretty much all teams in MWOWC were nothing but cannon fodder for the few top tier teams, without a realistic chance to ever get somewhere close to the finals.

The MM wouldn't even be able to find enemy teams for the few top tier teams without forcing them to play against each other all day long and wait hours for matches.

Seperating solo/group queue is really the only thing that could realistically be tried at this moment. As i said, it would need a massive influx of players to try it, which is why i did propose doing it during a huge event.


No you realy realy are not understanding.
Neither am I talking about matchmaking nor about separating queues.
Please read again.





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