OZHomerOZ, on 08 November 2017 - 03:16 AM, said:
Keep your dying game mode out of quick play...
We don't need it or you want to kill QP as well.
In Quik play real mech pilots play solo vs solo and group vs group, go seal club else wear.
My bad for maybe not putting enough context on that statement or lining it up with some other posts because I didn't want to retype everything.
We can all agree that the population split over the timezones can result in some significant wait times.
Contributing to that is the various divides in game that further split the population and magnify the wait times.
We have solo quick play.
We have group quick play.
We have Scout mode in Faction Play
We have Invasion mode in Faction Play.
We also have the Private lobby which is used for various 3rd party tournaments.
And we have the Competitive mode.
Add to that the addition of Solaris next year which is going to add a 1v1 and 2v2 queue in a different mode.
Splitting the queue for Faction Play so there is a solo and a group option (Presumably for both Scouting and Invasion) does nothing to help with the multitude of ways we have for splitting the population and addressing wait times.
That's one bit.
So let's consider the motivation for playing Faction Play.
Is it to earn Loyalty points?
Is it to play Siege mode?
Scouting?
Is it to use drop decks?
The possibility of a longer game?
To represent your faction?
What also typically happens when you group up for quick play?
While it is possible to end up with a very mixed group, more often than not and particularly if you are part of a unit you probably end up playing with players from the same faction, or at least players on one side or other of the Clan/IS border.
So, if you are in a group of all Clan or all IS players using those mechs, what real difference is there?
However, I am also keen to see some changes to the way Faction Play functions at the match maker level.
I would prefer to see a free for all system which enforces a group of players to all be from the same individual house or clan. ie. No mixed groups.
If we had that situation right now in the Group Queue for Quick Play we would have match ups of Clan vs Clan and IS vs IS and Clan vs IS.
We would get tier matching (If that helps) and could earn loyalty points.
If the quick play modes didn't use the drop decks then we eliminate spawn camping.
So it would only leave the discussion around how to integrate Scouting and Siege.
MischiefSC, on 08 November 2017 - 08:25 AM, said:
Nothing needs merged.
Just make the FP maps/modes available in QP so people who want respawns and such can play those modes with a MM and no real impact on anything.
But what does that actually help and how would you do it?
Scouting is 4v4 so how would you integrate that mode?
Restrict group limits to a lance?
Or would it just be interesting as a 12 v 12 mode that has an extraction option triggered by the intel?
How would you add Siege?
The defensive bonuses might not be practical for one wave to get through, so does it become the Counter Attack version of Siege instead? What does that help?
Or do you have the selection of that mode trigger drop deck selection?
Further to that, if the Invasion modes and maps were added to quick play I think you could pretty much close the door on Faction Play entirely given that the selection of factions is almost meaningless, the career paths leave a lot to be desired and the map itself has lost value.
Edit: though it would be interesting to try out the other modes on the Siege maps.
Edited by 50 50, 08 November 2017 - 05:46 PM.