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Please, Please Seperate Group And Solo Queue.


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#221 Johnathan Tanner

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Posted 14 January 2018 - 10:03 PM

View PostDivenity, on 14 January 2018 - 10:02 PM, said:

You're right, we don't, but the playerbase wanting something can help sway a developer's decision.

Lol You really are new here.

#222 KingCobra

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Posted 14 January 2018 - 10:04 PM

View PostRaptorCWS, on 14 January 2018 - 09:48 PM, said:

the problem is the new players refuse to adapt to the game mode. and no changes to the game mode is going to make them adapt to whatever the new changes are. no matter what lrms are worse than direct fire weapons, 99.99999999% of the time team work will beat unorganized, meta builds are better than lore builds. would it be any different if the people beating you continuously did not have a unit tag next to their name? what would you place the blame on then? group up, make better builds, learn to torso twist to spread damage and you will start winning and having a higher dmg and match score. the whole basis of this thread is, "we dont want to use a core feature of the game mode and we are angry we have to play with people who do."

Maybe the Faction warfare pop up needs to pop up every time you switch to the menu with the words TEAM and COMPETITIVE in bold and 6 font sizes larger. PGI gave a pretty clear warning of what to expect in the game mode and what it is.


Well it should pop and say what would you like to play? competitive team Faction Warfare joining a team is required ? or Solo Faction Warfare ? At this point a new or solo player can decide to find a team or just play Faction Warfare to learn the ropes be better and more skilled.

SO whats all the fuss about doing this? It is the fact organized teams could no longer prey on new players solo/pugs and they would of course cry about there virtual losses of C-bills and rewards to the lords of MWO and they would have to admit there to weak to play each other in Faction play like it was intended to be played.

Edited by KingCobra, 14 January 2018 - 10:06 PM.


#223 MischiefSC

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Posted 14 January 2018 - 10:08 PM

View PostKingCobra, on 14 January 2018 - 09:44 PM, said:


As I said you sir have bad repetitive ideas that in fact have killed this game its not about good or bad players sure that's with every game made the strong will win a higher percentage of matches than those with less skill at the game or new players.

But they solo/new players don't belong in the same games/matches as a seasoned vet on a organized team its like oranges and apples and in some games like MWO they don't mix well so what do you do? Let the more skilled organized players/groups kill the game because they refuse to allow less skilled player to thrive make C-bills get better?

No in MWO it has always been feed the lesser players to the wolfs and personally I was the wolf on a team doing the killing until I could not stand to see so many players leaving the game for what my greed? the need to ruin a game? the answers go on and on as to why the lords of MWO would allow there game there livelihood to go down the drain for what the 10% guiding his discussions?

I guess you only see what you want to see I would suggest like many games do put up a poll in game on things the reaming players want to see happen in MWO to progress in the future and I bet you would be very surprised by there answers to what direction and how the game would like to be played by them.


FW was full of units. What killed FW was lack of depth and content. The same thing that's killed the game overall - lack of depth and content. No maps, few modes.

You are right in that new players shouldn't be pugging vs vets. They shouldn't be in FW. Hence the warning when going in FW. FW isn't intended to be anyones introduction to FW.

FW is intended for units. It was always intended for units. That's why it was filled with units originally. It was also supposed to have a ton of other stuff, like logistics and such. Never got it, so people left.

Put FW content in QP. Let people play the maps/modes with respawns in QP. I've said that for years. Pretending that the majority of people in and who've played/left MWO are yolo solos isn't just disingenuous it ignores how many tags are on people in every match.

Require grouping up to play FW. Put the FW content in QP. Have said this repeatedly.

#224 KingCobra

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Posted 14 January 2018 - 10:14 PM

View PostMischiefSC, on 14 January 2018 - 10:08 PM, said:


FW was full of units. What killed FW was lack of depth and content. The same thing that's killed the game overall - lack of depth and content. No maps, few modes.

You are right in that new players shouldn't be pugging vs vets. They shouldn't be in FW. Hence the warning when going in FW. FW isn't intended to be anyones introduction to FW.

FW is intended for units. It was always intended for units. That's why it was filled with units originally. It was also supposed to have a ton of other stuff, like logistics and such. Never got it, so people left.

Put FW content in QP. Let people play the maps/modes with respawns in QP. I've said that for years. Pretending that the majority of people in and who've played/left MWO are yolo solos isn't just disingenuous it ignores how many tags are on people in every match.

Require grouping up to play FW. Put the FW content in QP. Have said this repeatedly.


I have to agree with you on this it would not matter if the Faction play queues were split or a Faction play game mode were added to QP it still results in a much better situation for 90% of the remaining MWO players.

If its just a matter of rewards those who play FP in organized team Vs team would get higher rewards to compinsate for there loss of killing pugs all day and they would get better matches over time many solo players would join teams for the higher rewards.

#225 RaptorCWS

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Posted 14 January 2018 - 10:18 PM

View PostKingCobra, on 14 January 2018 - 10:04 PM, said:


Well it should pop and say what would you like to play? competitive team Faction Warfare joining a team is required ? or Solo Faction Warfare ? At this point a new or solo player can decide to find a team or just play Faction Warfare to learn the ropes be better and more skilled.

SO whats all the fuss about doing this? It is the fact organized teams could no longer prey on new players solo/pugs and they would of course cry about there virtual losses of C-bills and rewards to the lords of MWO and they would have to admit there to weak to play each other in Faction play like it was intended to be played.


I take it you have never been in a one of the top units before. no one is avoiding each other. the problem is the population is not large enough to split them and then no one will get any matches. the players already have the choice to not play as a team. and plenty take that choice and get beat and the run to the forums screaming how the game needs an overhaul because how could they be beaten in their lrm jenner or shadowcat.

If you want new players to get better at the game start inviting them to a unit and teaching them about good builds and drop decks. the default action taken by most pugs when beaten by a top ranked unit is to accuse them of hacking, not ask hey how can I get as good as you.

their will always be elite units and players and they all started as god awful sub 1000 DMG scoring pugs. the difference is at some point we all realized we had to change our play and get better and not blame the game mode or the other team for losing.

#226 MischiefSC

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Posted 14 January 2018 - 10:20 PM

View PostDivenity, on 14 January 2018 - 09:59 PM, said:

Not enough, which is why the game's overall population isn't exactly healthy.


Because of lack of depth and content. You may have missed this but at one point there were thousands of players in FW at any given moment. I could go into the Davion TS and see 8-12 12mans dropping at any given time - plus all the units with their own private TS.

However all the depth and content promised for FW never got provided. Then a comedy of errors made it even worse (LT, One Bukkit). So they left.

Same with even QP. We get like 1 map a year. Or less. We have a handful of gamemodes, most are identical, a couple are terrible. So people drift off.

MW5 will let you play it solo. Boom. That solution is coming. Great, I look forward to it. I'll certainly buy it and play it.

MWO though? You're in a team of 12. See the guys with the blue arrows over them? They're on your team. There's 11 others. Then there's another group of 12 people with red arrows. That's the other team. It's their group of 12 vs your group of 12.

If you actively refuse to play as a team with your pre-created team, you're bad at the game. Full stop. That's the game. Teams of 12. You want a FFA game mode? Go for it. Tweet Russ. I've always said that would be fun. I wouldn't get excited for Solaris; you'll find 1 v 1s are less merciful than FW vs a premade - if you're unwilling to adapt to playing on a team you're going to get utterly destroyed by the merciless meta of 1 v 1. I've played hundreds of 1 v 1s, it's good to practice individual behaviors (like how to shield a specific leg or practice picking specific points like LT on a Bushie or head dome on a Clops) and without question it's way, way less forgiving than any other way to play.

So wait for MW5. It's going to give you what you want - big stompy robots without teams. MWO has teams. FW, specifically, has a strong focus on teams. If you play in FW without playing as a team and doing all you can in that regard you're going to get easily destroyed by those who do. Regardless of who's in a premade or not.

I get that you guys want to pretend that changing queues will change the realities of how the game works and that making stupid choices in mech design, positioning and lack of teamwork is a product of something other than making poor choices or that somehow making good choices is 'harder'. It's the same effort. If you can manage to signal before you change lanes in traffic and pay attention to if there's a car directly in front of or beside you then you can manage some basic teamwork in MWO.

It's a will issue. Nothing with queues will fix the consequences of making poor choices in playing the game. This isn't about other people trying to bully anyone - it's about people playing the game intelligently and people playing poorly.

See if MW5 scratches your itch. MWO is a 12 v 12 team game with stompy shooty robots. If you want teamwork and robots but no shooty or you want stompy and shooty and teamwork but no robots or you want stompy shooty robots but no teamwork you're in the wrong game.

#227 MischiefSC

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Posted 14 January 2018 - 10:28 PM

View PostKingCobra, on 14 January 2018 - 10:14 PM, said:


I have to agree with you on this it would not matter if the Faction play queues were split or a Faction play game mode were added to QP it still results in a much better situation for 90% of the remaining MWO players.

If its just a matter of rewards those who play FP in organized team Vs team would get higher rewards to compinsate for there loss of killing pugs all day and they would get better matches over time many solo players would join teams for the higher rewards.


Payouts the same. You don't need a bonus payout. If you pug then you don't see the team v team games. At one point they were probably 8 out of 10 or 9 out of 10 (on some fronts) of matches. That's trickled down to about half now (hurrah for MS playing in IS). However units play each other all the time, every night. We just don't cry about it. There's a lot of teams that lose 48-12 to KCom or EVIL or BCMC. Sometimes we absolutely destroy one another based on a bad early call, luck or just hitting the right groove. I've been farmed out of my dropship by EVIL and BCMC on different occasions.

I also still pug in FW in an alt for the IS. Sometimes I drop with friends in IS. I pug in scout queue in Clans. I do well in both btw. If I play a better team and I lose I try to figure out why, what I can improve and I try to do better. I look at how the game actually works and adjust based on that instead of trying to see how the game needs to change so that I can do the same thing that lost me the last match but still win.

What you guys are missing is it's not the pugs leaving FW that's been the problem - It's that the units left. Because of lack of depth/content and then lack of purpose to factions and faction identity making being a Loyalist irrelevant. There have always been pugs in FW, always been unit members who pugged in FW. When I first encountered KCom I was pugging and they were dropping in 3 different 4mans, pugherding to drive wins to flip a world. However there was tons of units playing FW and the people pugging understood it was a teamwork queue so they tried to play as a team.

You want to fix FW? Get PGI to put in the depth and content they originally promised. Get the units to come back. Then get the pugs to stop being absolute window licking idiots. Take decent decks and play as a team and units will happily go back to dropping in less than 12 because that doesn't mean you're almost certain to have solo yolo nitwits on your team who are doing the equivalent of single heatsinks and rocket launchers in an XL Atlas with no armor.

If you're on a team you're on an even footing vs other teams. Fortunately you're always on a team of 12. The problem is that if you don't act like it you hand victory to the other side. That's a poor personal choice, not a game design flaw.

#228 KingCobra

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Posted 14 January 2018 - 10:32 PM

View PostRaptorCWS, on 14 January 2018 - 10:18 PM, said:


I take it you have never been in a one of the top units before. no one is avoiding each other. the problem is the population is not large enough to split them and then no one will get any matches. the players already have the choice to not play as a team. and plenty take that choice and get beat and the run to the forums screaming how the game needs an overhaul because how could they be beaten in their lrm jenner or shadowcat.

If you want new players to get better at the game start inviting them to a unit and teaching them about good builds and drop decks. the default action taken by most pugs when beaten by a top ranked unit is to accuse them of hacking, not ask hey how can I get as good as you.

their will always be elite units and players and they all started as god awful sub 1000 DMG scoring pugs. the difference is at some point we all realized we had to change our play and get better and not blame the game mode or the other team for losing.


Friend I have been around since day 1 of MWO I have a founders account and played on 4 top MWO organized teams for 3 years so please don't try to explain to me why organized teams used to chicken out and drop games because they themselves were the prey.

If this game is to survive another 5 years it cant stay the way it is it loses more players a year now than it retains that's not healthy for MWO /PGI or the players so a new direction and solutions to old MWO problems needs to be found or the game might decline in player population so far it becomes like Hawken.

AS far as teaching others to play MWO and FP its a non starter why? Because we don't have the one thing that made this IP so great back in the day 1 million active players strong in MW3-MW4 played on the (MSN GAMMING ZONE) a true fuctional Social lobby system.

P.S I played online since 1995 MW2 on net.mech ten.net kali.net MSN gaming zone Mektek and a few other gaming platforms and it has been a privilege to train over 1000 mechwarrior pilots how to play Battletech mechwarrior and even TT back in the day on 20 different leagues 2 of which I owned and ran myself for MW3 and MW4.

#229 KingCobra

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Posted 14 January 2018 - 10:41 PM

View PostMischiefSC, on 14 January 2018 - 10:28 PM, said:


Payouts the same. You don't need a bonus payout. If you pug then you don't see the team v team games. At one point they were probably 8 out of 10 or 9 out of 10 (on some fronts) of matches. That's trickled down to about half now (hurrah for MS playing in IS). However units play each other all the time, every night. We just don't cry about it. There's a lot of teams that lose 48-12 to KCom or EVIL or BCMC. Sometimes we absolutely destroy one another based on a bad early call, luck or just hitting the right groove. I've been farmed out of my dropship by EVIL and BCMC on different occasions.

I also still pug in FW in an alt for the IS. Sometimes I drop with friends in IS. I pug in scout queue in Clans. I do well in both btw. If I play a better team and I lose I try to figure out why, what I can improve and I try to do better. I look at how the game actually works and adjust based on that instead of trying to see how the game needs to change so that I can do the same thing that lost me the last match but still win.

What you guys are missing is it's not the pugs leaving FW that's been the problem - It's that the units left. Because of lack of depth/content and then lack of purpose to factions and faction identity making being a Loyalist irrelevant. There have always been pugs in FW, always been unit members who pugged in FW. When I first encountered KCom I was pugging and they were dropping in 3 different 4mans, pugherding to drive wins to flip a world. However there was tons of units playing FW and the people pugging understood it was a teamwork queue so they tried to play as a team.

You want to fix FW? Get PGI to put in the depth and content they originally promised. Get the units to come back. Then get the pugs to stop being absolute window licking idiots. Take decent decks and play as a team and units will happily go back to dropping in less than 12 because that doesn't mean you're almost certain to have solo yolo nitwits on your team who are doing the equivalent of single heatsinks and rocket launchers in an XL Atlas with no armor.

If you're on a team you're on an even footing vs other teams. Fortunately you're always on a team of 12. The problem is that if you don't act like it you hand victory to the other side. That's a poor personal choice, not a game design flaw.


Yes but after 5 years of waiting do you personally think it will happen? I think MWO started out a FPS/WOT game model and it might just die as one.

I personally thought still love the game but I will not set on a organized team night after night and add to the uninstall list by beating new players/solo players into the dust.

And I don't think Solaris is a bad idea its just to little to late and the core problems of MWO and player retention have never been fixed.

Edited by KingCobra, 14 January 2018 - 10:42 PM.


#230 MischiefSC

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Posted 14 January 2018 - 10:49 PM

View PostKingCobra, on 14 January 2018 - 10:41 PM, said:


Yes but after 5 years of waiting do you personally think it will happen? I think MWO started out a FPS/WOT game model and it might just die as one.

I personally thought still love the game but I will not set on a organized team night after night and add to the uninstall list by beating new players/solo players into the dust.

And I don't think Solaris is a bad idea its just to little to late and the core problems of MWO and player retention have never been fixed.


No, it won't happen. FW is exactly all it will ever be. And that's circling the drain. Nobody is going to stay with it because PGI made a framework for a mode they will never complete. Splitting queues won't change that.

Putting the FW content in QP? Maybe. Otherwise what you're looking for is MW5.

#231 RaptorCWS

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Posted 14 January 2018 - 11:27 PM

View PostKingCobra, on 14 January 2018 - 10:32 PM, said:


Friend I have been around since day 1 of MWO I have a founders account and played on 4 top MWO organized teams for 3 years so please don't try to explain to me why organized teams used to chicken out and drop games because they themselves were the prey.

If this game is to survive another 5 years it cant stay the way it is it loses more players a year now than it retains that's not healthy for MWO /PGI or the players so a new direction and solutions to old MWO problems needs to be found or the game might decline in player population so far it becomes like Hawken.

AS far as teaching others to play MWO and FP its a non starter why? Because we don't have the one thing that made this IP so great back in the day 1 million active players strong in MW3-MW4 played on the (MSN GAMMING ZONE) a true fuctional Social lobby system.

P.S I played online since 1995 MW2 on net.mech ten.net kali.net MSN gaming zone Mektek and a few other gaming platforms and it has been a privilege to train over 1000 mechwarrior pilots how to play Battletech mechwarrior and even TT back in the day on 20 different leagues 2 of which I owned and ran myself for MW3 and MW4.


That is odd. because the last 2 units ive been in we have actively seeked out timing drops to get in matches against BCMC, IREX, KCOM, MJ12, MS etc. by being friends with them in game and having someone check on their team speaks to see when they are readying up. The main cause of changing contracts have been wait times and keeping the game fresh by changing tech; so we actively leave the side when all of the merc units seam to be on one side. the only time ive seen units trying to stall or avoid has been back pre 4.0 trying to take a planet right before cease fire. because ultimately the goal of this mode is to take a planet and stick your unit tag on it. the one bucket system actively discourages trying to avoid people because its hard to tell who you are going to get.

there arent even that many units out there anymore to be farming the crap out of pugs every time pugs drop. running into 12 mans now is way more rare than it used to be. whole units have practically left the game. its been over a year since ive seen an ISEN or D'C 12 man in game, both units which used to be super active and you couldnt go a night without seeing them once.

you see a problem and have no clue what the source is so you blame the people who are good at the game and not blame the actual problem. you were a legendary founder, do you remember the video that showed everything that was promised with this game mode? how much of that is in game? those of us that are still here truly love playing the game despite it not being anything like what we were promised and being extremely disappointed about it.

This mode was meant for units and team play. the high rewards for playing the mode are there to reward units and team play. solo players leaving is not the problem for faction play, the problem is after a certain point there is nothing left to do. most solo players do not care that they are running the worst builds possible on their mech. most solo players dont care that the team said hey we need to set up a firing line at c6, they would be happier to die by themselves in H9. when pointed out how to play better the response is normally, "FU i once broke 600 dmg on my 3rd mech last week."

there has been a lot of effort to help out pugs and new players, and they normally have no desire to be helped.
Posted Image

also no one cares how long you have been playing mechwarrior games or how much you paid when the game first launched. that does not make your opinions more valid.

Edited by RaptorCWS, 14 January 2018 - 11:28 PM.


#232 50 50

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Posted 14 January 2018 - 11:31 PM

View PostMischiefSC, on 14 January 2018 - 10:08 PM, said:

Require grouping up to play FW. Put the FW content in QP. Have said this repeatedly.


Seeing as everyone gets 2 free drop decks and one is the default, I don't see why it isn't possible to at least add Siege and Scouting to QP.
Might be really interesting to see how it plays out with the mixed IS/Clan teams.

An immediate benefit from this is players then getting practice on the modes, particularly Siege.
It's not even an option in Private Lobby, so it would definitely help players to become familiar with the maps and how to attack/defend and so on.

Not only that, but it is the immediate addition of 2 new modes and a handful of maps into QP to provide more variety and also a small taste of a mode with a respawn.

Edited by 50 50, 14 January 2018 - 11:32 PM.


#233 Uklistan

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Posted 15 January 2018 - 12:15 AM

So I'm one of those guys that likes to do both - group drop and solo drop in FP. I like getting rolled by tier 1 FP teams. I love the no matchmaker.

Why?

I learn to be a better player.

Faction play is not the same kinda beast quick play is. 90% of the time you can go ask anyone from the group that just rolled you in faction for advice, and they'll give it to you. Not the same with quick play; there, your lucky if they even respond. Faction is a gentleman's game - quick play is an egotistic's game. Even at the height of the games population we didn't have enough for split faction queues, and sadly never will.

Back in the day, the QP group queue was often called 'search warrior online'. You could literally spend hours searching for a match. When they split the queues before, we went back to that. Your idea of split queues also helps LOWER the overall game population. How do you wonder? If you have 11 people who want to group and play TOGETHER, well one of them has to sit out. That person is most likely to go play something else then. An if there isn't a 2 person group out there...those 10 other people are only going to waste so much time before then exit the game and go play something else also.

Now listen closely to this....
YOUR NOT LOSING OR GETTING ROLLED BECAUSE OF PRE-MADES. YOUR LOSING THE GAME IN THE MECHLAB. LEARN HOW TO BUILD BETTER MECHS, GET BETTER MECHS, AND LEARN HOW TO USE THOSE MECHS.

#234 justcallme A S H

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Posted 15 January 2018 - 12:33 AM

View PostMischiefSC, on 14 January 2018 - 09:28 PM, said:

There is no such thing as 'solo players'. There's good players and bad players. That's it.


There is a 3rd type. Bad players who accuse good players of hacking. Several of those are posting in this very thread, coincidentally.

But get this - even bad players are inherently good because they will still at least try to work with a team, attempt to bring proper builds and so on. That IMO elevates even the worst players into good ones instantly in my eyes as that is all you can ask for. It is usually the 3rd type of player that flatly refuses on all accounts to be useful or participate the way the game is designed.

Edited by justcallme A S H, 15 January 2018 - 12:37 AM.


#235 Divenity

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Posted 15 January 2018 - 01:21 AM

View PostMischiefSC, on 14 January 2018 - 10:20 PM, said:

They're on your team.

If you actively refuse to play as a team

if you're unwilling to adapt to playing on a team

big stompy robots without teams.

without playing as a team

I honestly don't know where you are getting the impression that I'm not willing to work as a team, I am perfectly capable of and make every effort to do so.The only time I will not work as a team, is if we're playing siege, and my team decides to go sit in our spawn as the attackers and not attack, because at that point I have no team left to play as a team with.


I just don't believe a player should have to always drop as a premade to have a (more reasonable the the current system provides) chance at the match being not so one sided. Thing is, there will always be people who aren't willing to play as a team and there's nothing that we can do about it, like those 10 people in that siege game who defied every effort me and the one other guy there with a brain made to organize them (before you ask about the other guy and why I abandoned him, I didn't, he suicided his mechs into the enemy base without firing a shot, he was just as done with their **** as I was)... Difference is if it's a pug vs a premade, there's a 0% chance a person in that premade isn't gonna play as a team, if it's a pug vs a pug, chances are there will be some on both sides, so it evens out a bit (bit being the key word, meaning not entirely).

I don't want to just go join a premade in the current environment either because rolling over pugs isn't any more fun than being in a pug that doesn't listen or is half LRM boats and gets rolled by a premade, it's unsatisfying and boring from both sides... This is why almost every competitive game in existence separates group queue and solo queue.

Edited by Divenity, 15 January 2018 - 01:28 AM.


#236 D124k3

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Posted 15 January 2018 - 02:58 AM

Alright, time to pitch in my experience on this, as a player who's both experienced the old, multi-bucket system, and the new, duo bucket system, as well as probably one of the worst pugs in the game back before I got a new computer.

Firstly, Faction play, while it has the option to play solo has a far better level of organization and teamplay focus when done in a group. That's the nature of Faction Play. It's designed for people who want to group up, fight against other people that group up, and win through superior tactics, wave management, and understanding of the game modes. That doesn't mean that solo players shouldn't be allowed, but what it does mean is that solo players do not, and will never come before the needs of the group players in Faction Play. Faction play is about groups, not solo players, so it isn't going to be shifted to accommodate you.

Next, a good player is one who follows the teams calls, and can be able to call themselves. If you're matching with bad players, it no longer becomes about group vs solo, it becomes about good vs bad. If I can't follow calls properly, I'm then a bad player, even if I get 4000 damage, 20 kills, and singlehandedly carry the game. Playing in faction isn't about YOU.

Thirdly, playing in faction play is where most units move to when they want a higher challenge than what group queue allows. It always used to be the place where experienced veterans would move to when they were ready to fight other experienced veterans. As a solo player who is new to the game, it is your duty to understand this, before getting into faction play. The opening blurb tells you as much. After playing a few games, you also should come to realize this.

Playing in faction doesn't have to mean grouping up, it can also mean going into a game solo and calling for the team that you have been put on, or following the person who is calling for your team. If a person doesn't follow the calls, then you must understand that they are not required to do so and adjust your strategy accordingly. FP rewards organized, smart play, and attempting to force it to do something other than that doesn't fulfill the purpose of FP.

Also, for gaining faction reputation as a solo player who doesn't want to join a group, there's a mode for that. When scouting dropped, it answered the needs of many solo players, since it allowed a more tightly controlled method of play, where it was about individual skill more. Drop calling and organized team play is still very important in scouting, but it is far less so, due to the lower number of players. (A team oriented game should always reward the player who actually plays with the team, and the team that coordinates and cooperates with each other)

As my final point... What would splitting the queues actually do for the solo players? It would hamper them. It would reduce their ability to learn and better themselves as a player, and it would prevent them from winding up with a group that could guide them along with what to do. It would deny them the opportunity to wind up against an organized team that they ccould learn from, and ti would prevnt them from being able to fully understand the mechanics of playing as a group.

Bad players will be bad. People who do not work with the team will not work with the team. When you find that your team will not listen, keep trying. Tell them what to do often enough, tell them why to do it, and they eventually will. As someone who has played with solo players and gotten them to follow my calls, both in FP and QP, I can attest that it is feasible to beat a 12 man with a set of pugs. Repeatedly.

Thank you for considering my opinion. I hope that it's modified your thoughts on the idea of changing the FP game mode, and if it hasn't, please inform me what you disagree with.

#237 TWIAFU

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Posted 15 January 2018 - 03:32 AM

View PostDivenity, on 14 January 2018 - 03:43 PM, said:



I really don't care what you think of me.


Well, I can rest easy now.

I really look forward, as does everyone here now, to seeing you in CW.

So happy your Clan.

Got my margarita's ready, now just going to farm you for salt.

#238 Willard Phule

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Posted 15 January 2018 - 04:37 AM

View PostKingCobra, on 14 January 2018 - 04:08 PM, said:

If the lords of MWO split the FP queues solo VS solo players and organized teams VS organized teams only it would not break my heart and it might improve game play for both groups.


That was the basic concept when they did it in Quick Play (known as the Solo Queue back then). Didn't work there either. It isn't that it isn't a great idea...it's so good, so many other games do it. The problem is PGI is about as competent at matchmaking as it is at balance.

Their business model is to always be a minimally viable product and to squeeze new players for as much as they can before they get fed up and leave. It's kept them going for years.

#239 Nightbird

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Posted 15 January 2018 - 07:55 AM

As long as you're willing to wait 2 hours per drop, sure, why not...

#240 Divenity

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Posted 15 January 2018 - 10:53 AM

View PostTWIAFU, on 15 January 2018 - 03:32 AM, said:


Well, I can rest easy now.

I really look forward, as does everyone here now, to seeing you in CW.

So happy your Clan.

Got my margarita's ready, now just going to farm you for salt.

I love people like you, who come into a thread, show disrespect, and then get upset when they are disrespected right back... It's almost hilarious that you could be so void of logic, I mean really, what did you think would happen?

See you on the battlefield, bub.

Edited by Divenity, 15 January 2018 - 11:17 AM.






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