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Bring Back 8V8 For Better Balance
#1
Posted 04 August 2017 - 06:16 AM
#2
Posted 04 August 2017 - 06:29 AM
I think FW should stay 12v12 though
#3
Posted 04 August 2017 - 10:00 AM
If the MM can't get enough people of the correct tier, it should retry as a 8v8. If it can't get an 8v8, it retries as a 4v4. If it can't get a 4v4, it opens the tier valve by one wider and retries 12v12, then 8v8, 4v4.
#4
Posted 04 August 2017 - 10:09 AM
DaMuchi, on 04 August 2017 - 06:16 AM, said:
Ahem! I don't think you explained how moving from 16 vs. 16 to 8 vs. 8 would actually improve balance.
#5
Posted 04 August 2017 - 10:23 AM
#6
Posted 04 August 2017 - 10:27 AM
Hell, I want a 4v4 mode that doesn't require me to **** with FP
#7
Posted 04 August 2017 - 10:37 AM
#8
Posted 04 August 2017 - 10:38 AM
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#9
Posted 04 August 2017 - 10:39 AM
sycocys, on 04 August 2017 - 10:37 AM, said:
Tiers dont matter, and how is that a bad thing? You are literally saying, "But then skill would matter more!" like it's a bad thing?
#10
Posted 04 August 2017 - 11:27 AM
LordBraxton, on 04 August 2017 - 10:39 AM, said:
Tiers dont matter, and how is that a bad thing? You are literally saying, "But then skill would matter more!" like it's a bad thing?
Let me see if I can restate sycocys statement.
For 8v8 to solve the issue th OP proposed it would (not enough popukation to fill 24 player slots) it would need to strickly match players by teirs. If the relaxing of tiers remains (ie. Instead of endless waiting for a match of all teir 1 players, MM relaxes after a time to mix players of differant teirs), then the problem of mixing tiers will be even more pronounced than it is now. 1 highly skilled player has more influence in a mixed teir match if there are only 8 enemies to face.
#11
Posted 04 August 2017 - 11:46 AM
The only downside that I see from reducing the number of players is that battles won't be as epic.
My intention isn't to allow ease people to carry the game but to remove the need to carry the game in the first place. After all, a potato would throw the game as hard as a skillful one would carry, whether in 12v12 or 8v8
#12
Posted 04 August 2017 - 01:54 PM
#13
Posted 04 August 2017 - 02:12 PM
#14
Posted 04 August 2017 - 02:18 PM
That is the fraking issue. MM is working but it is working with trash numbers. It is now no better than Elo which the calculations were based on when team was expected to win and which one would lose based on Elo numbers, and a expected losing team who bet the odds had a higher return while the team which was expectd to win lost was hit harder on point lost.
Edited by Tarl Cabot, 04 August 2017 - 02:20 PM.
#15
Posted 04 August 2017 - 02:23 PM
DaMuchi, on 04 August 2017 - 06:16 AM, said:
By this logic knock it down to 4v4 or heck, even 1v1.
I vote no. I like bigger battles personally, and dont believe for a minute that 8-0 stomps would occur any less than the 12-0 that occur periodically.
Btw 12v12 isnt the problem. It is a PSR that is nothing more than an experience bar. With so many players just grinding their way to tier 1, no matter how bad their skills, builds or playstyle, now there isnt a decent enough spread between the t5 and t1.....the latter is over represented and not properly so. The MM is swarming with improperly tiered players and the remaining new players and casuals arent numerous enough to be properly placed, which drives off said NP and casuals, increasing the problematic deafh spiral that already negatively affects MM.
Edited by Lukoi Banacek, 04 August 2017 - 02:28 PM.
#16
Posted 04 August 2017 - 02:32 PM
Quote
It's just a very big magnifying glass for many of PGI's greatest screw-ups.
The real killer of 12v12 was not having an actual tiering system, instead having a crude mockery of one that gradually mashed everyone into the same matches and stomped newer players until they left or developed Stockholm Syndrome (or rarely, got gud)
Paul built it to sacrifice newbies to the goldmen and whales who buy Mechpacks, but eventually, the virgins run out.
#17
Posted 04 August 2017 - 03:00 PM
As more people join the game(according to steam chart) my dropping time increases, the people in my match are all kind of crazies and i can only expect it to get worse with time. Play with bucket again and you buy yourself what? less drop time for a limited time with matchmaking getting incrementally worse because more people leave the game again?
#18
Posted 04 August 2017 - 03:08 PM
Mystere, on 04 August 2017 - 10:09 AM, said:
Ahem! I don't think you explained how moving from 16 vs. 16 to 8 vs. 8 would actually improve balance.
Less players on the field = less angles you can realistically cover to spot a push = shorter average range of a match
It's why 4v4 comp can be extremely brawly but 8v8 isn't always.
Edited by Quicksilver Kalasa, 04 August 2017 - 03:09 PM.
#19
Posted 04 August 2017 - 03:28 PM
Quicksilver Kalasa, on 04 August 2017 - 03:08 PM, said:
It's why 4v4 comp can be extremely brawly but 8v8 isn't always.
It is much easier to keep 4 players together on a battlefield than it is 12 or even 8. When two teams of 4 players finally spot each other it is often at fairly short range and therefore brawl range.
I really do not think going back to 8v8 is going to be the fix all that some say it will be. I see people say it is the answer to longer TTK and matchmaker and wait times and balance and competitive games. I doubt it. I watch a lot of comp matches. They are 8v8 and once the first shot is fired they seldom last for more that a minute and a half to three minutes. Some would say that comp players are the best shots so people die faster. But comp players are presumably the best at rolling damage also and playing defensively and yet the matches still end rapidly unless it becomes a cap fest.
Others say that TTK will be longer because you will not have 12 people focus firing one. But I have never had 12 people focusing on me. At most maybe 3 or 4 will be targeting the same Mech because 12 players spread out a lot more than 8.
I am not against 8v8. I just do not think a switch to that is going to really provide the benefits some claim it will.
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