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I Remember Now Why I Dont Play Fp.


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#1 davoodoo

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Posted 22 July 2017 - 10:32 AM

thank god you dont need to actually win this time...

But is there some reason why isnt qp integrated and groupq separated from soloq?

#2 davoodoo

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Posted 22 July 2017 - 10:41 AM

View PostPromessa, on 22 July 2017 - 10:39 AM, said:

No way I'm playing 30 matches

HAHAHAHA

100, 150+ matches...

#3 Monkey Lover

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Posted 22 July 2017 - 10:41 AM

Why don't they split the Q with groups and solo? They don't have the players. Out side events they're ghost dropping because it's a bad mode.


It's 4 respawn group q or is checkpoint warrior. Both of these I don't want anymore.

#4 davoodoo

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Posted 22 July 2017 - 10:49 AM

View PostMonkey Lover, on 22 July 2017 - 10:41 AM, said:

Why don't they split the Q with groups and solo? They don't have the players. Out side events they're ghost dropping because it's a bad mode.


It's 4 respawn group q or is checkpoint warrior. Both of these I don't want anymore.

There are players but they dont want to play this garbage because theyll be roflstomped by premades

integrate into qp, since you already run the modes so why the **** not and youll have enough players to separate...

Edited by davoodoo, 22 July 2017 - 10:49 AM.


#5 Angel of Annihilation

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Posted 22 July 2017 - 11:04 AM

View PostPromessa, on 22 July 2017 - 10:39 AM, said:

I can't do it. Played a match, realized my 3000 damage loss is only 400 points and noped right out of the event. Forgot that match score is deflated in fp. No way I'm playing 30 matches


Yeah, I don't understand why the FP match scores are so low. I average like 300 in QP and it isn't uncommon for me to hit 400-500 match scores fairly often. In FP, I am averaging closer to 200 so the grind is brutal. Personally I am stopping at 6400 because I just don't like FP enough to play around 50-60 matches to get the faction pattern. The challenge should have been about half that amount to clear.

#6 Monkey Lover

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Posted 22 July 2017 - 11:23 AM

View Postdavoodoo, on 22 July 2017 - 10:49 AM, said:

There are players but they dont want to play this garbage because theyll be roflstomped by premades

integrate into qp, since you already run the modes so why the **** not and youll have enough players to separate...


When they split the Q before there was very few solo players. I remember Russ saying something like 2 matches the whole week.

The biggest problem is most solo cw players are all so group/unit players. If you allow group solo players into cw solo Q you will not have a way to stop sink drops.

Best thing they could do is make a basic match maker to put solo with solo and groups with groups. But again they have so few players in off events it wouldn't work.

#7 davoodoo

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Posted 22 July 2017 - 11:25 AM

View PostMonkey Lover, on 22 July 2017 - 11:23 AM, said:

When they split the Q before there was very few solo players. I remember Russ saying something like 2 matches the whole week.

The biggest problem is most solo cw players are all so group/unit players. If you allow group solo players into cw solo Q you will not have a way to stop sink drops.

Best thing they could do is make a basic match maker to put solo with solo and groups with groups. But again they have so few players in off events it wouldn't work.

Yes, welcome to all bad experience they had before that happened... and week later revert...

and yes you will have a way to reduce sync drops, cause they dont happen in qp in numbers greater than 3

Also you ignore most important part

INTEGRATE CW INTO QP

Edited by davoodoo, 22 July 2017 - 11:26 AM.


#8 jss78

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Posted 22 July 2017 - 11:31 AM

View Postdavoodoo, on 22 July 2017 - 10:32 AM, said:

But is there some reason why isnt qp integrated and groupq separated from soloq?


I'm beginning to feel this is the only way to go. Player base are just spread too thin now.

With solos and groups in a single queue FW is a complete non-starter -- it'll never attract players.

If there're not enough players to support a separate FW solo and group queue -- even after merging all the factions -- I'm not sure what else there is left to do.

#9 Cy Mitchell

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Posted 22 July 2017 - 11:38 AM

View PostMonkey Lover, on 22 July 2017 - 11:23 AM, said:

When they split the Q before there was very few solo players. I remember Russ saying something like 2 matches the whole week.

The biggest problem is most solo cw players are all so group/unit players. If you allow group solo players into cw solo Q you will not have a way to stop sink drops.

Best thing they could do is make a basic match maker to put solo with solo and groups with groups. But again they have so few players in off events it wouldn't work.



When they did the solo-group FP split they made it so that you had to have a unit tag to get any rewards. They also made it so that anyone that had a unit tag had to be in the group queue even if they were in a one man "vanity" unit. The split queue was designed to fail so that PGI could say "We tried that and it did not work." The big units celebrated because they got their dwindling supply of baby seals back.

All they had to do what set it up exactly like the QP solo-group split.

I get that FP is supposed to be for Team play. That is fine but there is not training ground for faction play. That is what the solo queue for FP could have provided. So what we are left with is a dying mode that no amount of rewards or bandaids seems to be able to get back on its feet. Sad!

#10 Kanil

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Posted 22 July 2017 - 12:07 PM

View PostMonkey Lover, on 22 July 2017 - 11:23 AM, said:

When they split the Q before there was very few solo players. I remember Russ saying something like 2 matches the whole week.

Prior to the queue split, there were 10 buckets. An invasion attack for each of the ten factions. After the queue split, there were 40 buckets. Two attacks and two scouts for each faction.

There are currently 2 buckets. It's not unreasonable to think that 4 buckets might work, where 40 did not.

#11 naterist

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Posted 22 July 2017 - 12:15 PM

i was thinking about it. this split the ques idea doesnt fully fix the problem.

instead, to maximize competetiveness and speed of queing, they should only allow a lobby to form if a group is qued. then fill in the rest of the team with qued sollos/a call to arms. oppossing team bust be based around another group, with solos likewise filling in the edges.

then, and this is the most important part of it all, pgi needs to have an inclient way of communicating this information to people when they que, so that if a solo is waiting forever, they know they have a better chance of getting a match in a group. also, no 12mans v 12pugs anymore.

#12 Monkey Lover

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Posted 22 July 2017 - 12:15 PM

View PostRampage, on 22 July 2017 - 11:38 AM, said:



When they did the solo-group FP split they made it so that you had to have a unit tag to get any rewards. They also made it so that anyone that had a unit tag had to be in the group queue even if they were in a one man "vanity" unit. The split queue was designed to fail so that PGI could say "We tried that and it did not work." The big units celebrated because they got their dwindling supply of baby seals back.

All they had to do what set it up exactly like the QP solo-group split.

I get that FP is supposed to be for Team play. That is fine but there is not training ground for faction play. That is what the solo queue for FP could have provided. So what we are left with is a dying mode that no amount of rewards or bandaids seems to be able to get back on its feet. Sad!


I agree this killed it everyone on our house faction just went from solo to small u it's or 1 man units.

Problem is they did this so units wouldn't sink drop into solo. In the end you still have the same problem.

#13 davoodoo

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Posted 22 July 2017 - 12:15 PM

View PostKanil, on 22 July 2017 - 12:07 PM, said:

Prior to the queue split, there were 10 buckets. An invasion attack for each of the ten factions. After the queue split, there were 40 buckets. Two attacks and two scouts for each faction.

There are currently 2 buckets. It's not unreasonable to think that 4 buckets might work, where 40 did not.

Doesnt even need to do that.

All players start as freelancers, they can use both clan/is mechs when playing for either side.
Then they can start playing as mercs and they can still use both sides mechs for either side with preference for their contractor side + they can join siege and scouting on the side of their contractor.
Finally you can go loyalist and you can play only that side mechs + option to join cw.

Include standard qp modes/maps, dont include fp exclusive modes or scouting+benefits
done...

Edited by davoodoo, 22 July 2017 - 12:16 PM.


#14 LordNothing

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Posted 22 July 2017 - 12:15 PM

premades really hasn't been an issue in months. none of the units out there seem capable of fielding a 12 man these days. at least not in the numbers seen in days of olde. if my pug *** can maintain a w/l of 1 then anyone can.

#15 naterist

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Posted 22 July 2017 - 12:17 PM

my unit normally runs 12 mans. their more common then youd think.

#16 Monkey Lover

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Posted 22 July 2017 - 12:17 PM

View Postdavoodoo, on 22 July 2017 - 11:25 AM, said:

Yes, welcome to all bad experience they had before that happened... and week later revert...

and yes you will have a way to reduce sync drops, cause they dont happen in qp in numbers greater than 3

Also you ignore most important part

INTEGRATE CW INTO QP


So the plan is to suck the blood out of groupq to save cw? Lol no thanks. I don't even want to play cw game modes anymore.

#17 davoodoo

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Posted 22 July 2017 - 12:17 PM

View PostLordNothing, on 22 July 2017 - 12:15 PM, said:

premades really hasn't been an issue in months. none of the units out there seem capable of fielding a 12 man these days. at least not in the numbers seen in days of olde. if my pug *** can maintain a w/l of 1 then anyone can.

doesnt need to be 12, my tournaments page claims ive played 11 matches, 8 had premade group of at least 8, 10 had premade group of at least 4

#18 The Mysterious Fox

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Posted 22 July 2017 - 12:27 PM

FP has become pretty painful tbh. Im finding more games than ever running down the clock.

#19 Nema Nabojiv

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Posted 22 July 2017 - 12:38 PM

View Postdavoodoo, on 22 July 2017 - 10:32 AM, said:

But is there some reason why isnt qp integrated and groupq separated from soloq?

think they dont want to split the audience of an unpopular mode even more. What I think really happens - mixed queue is one of the reasons its unpopular

#20 davoodoo

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Posted 22 July 2017 - 12:46 PM

View PostNema Nabojiv, on 22 July 2017 - 12:38 PM, said:

think they dont want to split the audience of an unpopular mode even more. What I think really happens - mixed queue is one of the reasons its unpopular

Did you read what you quoted??

if you integrate it into qp you get more audience not less...

Edited by davoodoo, 22 July 2017 - 12:46 PM.






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