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Is It Time For Large Units To Petition Pgi For A Separate Solo/small Group Q?


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#241 justcallme A S H

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Posted 05 January 2018 - 05:12 PM

View Postjustcallme A S H, on 05 January 2018 - 03:41 AM, said:

228 - They have been IS for a while so not relevant to discussion.


Well as of sometime in the last 12hrs 228 have hit Clan side.

#242 TKSax

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Posted 05 January 2018 - 06:25 PM

View Postjustcallme A S H, on 05 January 2018 - 05:12 PM, said:


Well as of sometime in the last 12hrs 228 have hit Clan side.


Yep we were IS for at least 2 months... bout time to switch to the good mechs... :)

#243 LordNothing

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Posted 05 January 2018 - 07:58 PM

here we go again.

View Postjustcallme A S H, on 29 December 2017 - 06:05 PM, said:

One simple issue:

- The population cannot support it.

Ross and his grand FP3.0 failure-patch saw to the major kill off of FP population right then and there.
You split both queues, everyone's wait times will go through the roof. People will stop playing all together.

Why do you think we have QP with Respawns? One bukkit? Are you oblivious to why all this has come about?


if the buckets were also reduced in phase 3 and long tom didnt send the others reeling and scouting didnt suck up all the players then i would agree with this assesment. out of box thinking is required.

thing is if you want to maintain the current drop rate, adding a bucket must come with a corresponding bucket removal. fact is fp is currently 2 bucket. if it was a one bucket system, then every unit could drop against every other unit reguardless of clan/is allegiance. in this case civil war battles fight over power between aligned factions, thus you can gain more territory for your faction as opposed to others by winning more battles. you do this by winning a larger planet share than the other factions. if ghostbear does well against other clans, then it might win 3 planets a cycle instead of 2, and say the jags are the underdog might only win one because of loosing to the bears. this would be accomplished by some kind of vote multiplier. this by itself is a 50% bucket reduction (and much better than the intermittant event style civil war games).

this would allow a split queue. but a hard split is bad. teams cant recruit the better pugs, and they cant share ideas and new players dont learn anything. the only thing you want to stop is the 12 vs pugs scenario that everyone seems to hate. using a hard split to solve this is like using a sledge hammer to drive a finishing nail. you dont need to draw a line between pugs and groups at all, instead you draw the line between small groups and large groups (where is up for debate but lance level or a half-team seem proper). big groups may only fight big groups, small groups may only fight small groups. pugs fill in the gaps and can drop in either queue. i dont even think this represents an entire bucket since players can move into temporary lfg groups to go into the large queue, form up with their buddies for a small group, or pug to get random (they are biased to the small group queue though as there are more slots available or there may be a lack of small units), units can split to go into the small group queue (potentially accelerating planet captures or to increase faction dominance).

the first tweak can come initially and have an immediate positive effect on drop rates. this can be followed up with the second tweak in a later patch. since the new bucket is fuzzy you might get an overall improvement to drop rate while killing one of the biggest issues fp continues to have. if players start showing up pgi might put further development into fp.

#244 MischiefSC

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Posted 05 January 2018 - 08:13 PM

View Postsub2000, on 05 January 2018 - 03:13 AM, said:


of course you can name a AAA team actively playing for Clan now. One team. Please?

54th? I see one player with such tag per game. It's not possible to see games per season in FW, but you guys don't play often, that I can see very good.
BCMC? did they play as a group lately? when?
KCOM plays few games per week completing 12 group. Irrelevant. (EDIT: irrelevant for me and other pugs).

JGx stays IS. They play often.
D5 stays IS. They play often.
228 stays IS. (gosh australian group is even more hard hitting than D5).
Old Evil stays IS whole holiday season (Vickers was clan for a week- an exception)."
MJ12 stays (was most of the season?) IS.

B0? fielding lance. mixing results.
UN? All good players apparently left this unit.
DSx? didn't see them.
TCAF is IS. Play often, as groups, as pugs: active group. I've seen them both doing scouting and invasion.
MS is IS (I've seen them only ones. apparently they play in othe time zone).


KCom is almost never a 12man. Almost never. We play daily and it's usually 4-8 KCom and then whoever comes to TS, and if that's less than 12 we pick up pugs.

Because almost all units will play with pretty much anyone who isn't obnoxious in coms, can follow the calls and brings a passable deck. Not even meta, hell most of us don't run meta decks. Just not terrible.

However it is true that we build a team out of the people who gather with us to play first - because it's a team game. You're in a team of 12 every single drop.

Besides which, go to the Faction Warfare section of the game. On the left side, the list of tabs, the one at the bottom. War History. Click on that. It shows who won each phase - Clan, IS or Tie. Please count up the list of IS wins. As far back as you want to go. I saw 0 IS wins for the last six pages. Then click on the Leaderboard which shows how many planets each faction has won or lost. Then look at the map. You know, the actual map. It shows visually what factions have taken what.

Then realize you're totally wrong. Totally and completely and utterly wrong. That you're mistaking your anecdotal experience driven by poor choices and trying to translate that into what's actually happening in FW. The problem with that is that you and your habits and how you play and who you play with are a common facet in every drop you are in and so any issues with that are reflected in all your drops.

#245 sycocys

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Posted 05 January 2018 - 08:22 PM

View PostN0MAD, on 29 December 2017 - 05:35 PM, said:

After reading myriads of posts/threads on these forums for years on end about seal clubbing, unfair matches, stomps, farming etc in FP, it seems that something should really be done about it.


I keep offering the most practical solution to solve it.

Make solo QP solo FP - 1 drop, 1 match, any tech.
Then have group modes with additional amounts of matches determined by group size, eliminate the faction IS/Clan restriction and tally planet scores by individual pilot.

4 total buckets (outside of solaris if/when it comes)

Little to no need for a psr/elo MM because group size alone will do a better job of that than anything they've implemented to this point.

Encourage higher levels of play with more rewarding campaigns. Not just in c-bill modifiers, but also by restricting access to certain modes or aquirable match buffs like radar sweeps and such.

#246 Jon Gotham

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Posted 06 January 2018 - 01:33 AM

View PostN0MAD, on 29 December 2017 - 05:35 PM, said:

After reading myriads of posts/threads on these forums for years on end about seal clubbing, unfair matches, stomps, farming etc in FP, it seems that something should really be done about it.
Pugs say "its not fair its not competitive", and units say "we dont want to seal club, we want good competitive matches, we dont want to farm".
So if units truly want competitive matches, dont want to seal club etc, why dont these units actively and in numbers petition PGI to add the Solo/small group Q?.
You big units do want a competitive arena dont you? you dont want to seal club do you? you dont want to farm pugs do you?, well the majority of pugs dont want this and a very vocal about it, so shouldn't you, the big units, want the same thing. If anything you should want it more, youre looking for good games and competition to showcase your units skills etc dont you?..
Seems that units should be the forefront of a movement/petition to fix this by having separate Q.
You do want a fair and competitive game mode right?

Another question you missed is this:
The solos whining about being clubbed, what should be done to correct their attitude towards online multiplayer gaming? Because honestly, that's what has caused all the clubbing comments. People actively making themselves seals to be clubbed by virtue of their own refusal to play the game as a team player.
What would you do about that? The onus shouldn't be on the people who have realised a multiplayer online team game is best played in teams not solo-it should be down to the super solos to correct their thinking, shouldn't it?

#247 sycocys

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Posted 06 January 2018 - 09:13 AM

^ I guess for that case you could turn solo QP into a 24 person FFA, and let the rest of the game be a team game.

#248 Mystere

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Posted 06 January 2018 - 12:59 PM

View PostLordNothing, on 05 January 2018 - 07:58 PM, said:

the first tweak can come initially and have an immediate positive effect on drop rates. this can be followed up with the second tweak in a later patch. since the new bucket is fuzzy you might get an overall improvement to drop rate while killing one of the biggest issues fp continues to have. if players start showing up pgi might put further development into fp.


And this is the root of the problem -- this scraps-based approach to everything (the word "piecemeal" was too generous) is what doomed the game from the beginning.

#249 Jon Gotham

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Posted 06 January 2018 - 01:01 PM

The question is, WHY does there have to be a solo focus at all? does MMO actually translate to single player game?
All these threads just amaze me though when the fault lies squarely at the feet of the seals....we have a solo queue in a team game. First time I have ever seen that.....
People actually whining about team play being unfair...in a TEAM game..In not one single post does the issue of the seal's own poor attitude come up.....speaking isn't hard if you are able.

But don't worry MW5 is coming sooner or later and you guys can super solo your way through that.

#250 SteelMantis

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Posted 06 January 2018 - 09:03 PM

View PostJon Gotham, on 06 January 2018 - 01:01 PM, said:

The question is, WHY does there have to be a solo focus at all?


It's obvious that a large majority of the player base prefers to drop solo.

Which makes the real question: Why does a game where it is established that the large majority of players drop solo have one solo mode and three group modes?

#251 LordNothing

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Posted 06 January 2018 - 09:51 PM

View PostMystere, on 06 January 2018 - 12:59 PM, said:

And this is the root of the problem -- this scraps-based approach to everything (the word "piecemeal" was too generous) is what doomed the game from the beginning.


of course even if you just do the first part (and ignore the pug/12 disparity as many fp players would prefer), it would still improve fp drop rates. 2 bucket system becoming a 1 bucket is still a good idea. increasing drop rate might bring more players back. but it is a chicken and the egg problem.

you cant do a bunch of things that need to be implemented all at once to fix the problems. i think phase 3's failure was mostly due to trying too many things at once. what you need are complementary tweaks that can stand on their own and build up to something better.

Edited by LordNothing, 06 January 2018 - 10:00 PM.






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