Throe, on 19 January 2018 - 06:02 PM, said:
I doubt it. I've had plenty of fun matches in PUGs that didn't need to end in farming, but the other team went that direction anyway simply because 1) they could and 2) it's more rewarding than chasing PvE goals.
I find your presumption that the vast majority of matches will somehow end this way absurd. You're assuming you're going to slip past the enemy team(plausible) and "farm" one guy 30 times without anyone on his team noticing and coming to back him up? Maybe one game in 10 I would believe this might happen at all, and by the time you attack him a 2nd or 3rd time in a row, someone else is going to drop with him and pop you like a zit.
It's probably time they put a matchmaker into Faction Play then. However, they basically converted what used to be a robust system into "Faction Quick Play" when they combined the queues. You're no longer fighting against one faction. You're fighting against a whole team of factions, on both sides. For the matter of that, hasn't the Inner Sphere infighting been discarded entirely except for special events? The "Faction" part of Faction Play has been reduced to Clan v Inner Sphere for regular matches. It's been this way for months. Why? Because there aren't enough players playing it at all. One thing is certain, something has to change.
You're basically making point and counterpoint to your own argument here. You say "no one would play with PUGs in Faction Play anymore", but then you essentially say they should just enforce that anyway. Why not implement a change which would nudge players in that direction, and then let players decide which is better?
While I'm sure some of what you're saying would certainly happen, I seriously doubt it would be anywhere near as bad as you say. But, in order to address your concerns, perhaps it would be a simple matter to implement a PSR limit on who can access the "extra" 'Mechs on a team after their own 4 have been exhausted. I think the simplest method would be to disallow the lowest PSR players in any given match from doing so. i.e. if you're PSR 4, and there are no PSR 5 players in the match, then you're not allowed to do it.
It probably wouldn't even be out of the question to base it on a snap shot of effective match score upon the individual's 4th death for the match, and if their match score isn't within ~90% of the current average for the team, then they can't drop again. I don't know, I'm not a programmer, but I have studied game balance a bit, and any match that ends in such a "farm" is a symptom of severely imbalanced core game play.
This bleeds into a discussion about PSR though, because using it as it stands probably wouldn't help much. They seriously need to revamp PSR if they're going to continue using it in any meaningful way. I'm going to be PSR 1 fairly soon by simple "experience bar" methods, which is probably absurd, and this is going to increasingly be the case with others like me. They either need to reverse the numbers, and allow an infinite progression "upward" from PSR 5, or they need to introduce PSR decay, so that only consistently active, consistently good players can remain in PSR 1. But that's a discussion for another thread.
I play in QP plenty and consistently see matches of 12-0 or 12-3. What do you think leads to DZ farming? I consistently see QP matches where one side plays aggressive and the other side passive, what do you think leads to DZ farming?
If your QP match ended 12-6 or less, in FW those 6 mechs push forward into the other team and damage the second wave. This repeats and on waves 2 or 3 the winning side is fighting most the match in the other teams DZ. That doesn't need a 12man on comms.
If other teams actually showed up to help the guy in the DZ then DZ farming wouldn't happen. They don't, they run and leave him to it. If they gathered and grouped up and pushed you out that doesn't happen - as happens with aggressive players.
However aggressive teams don't get spawn camped because they fight the match away from their DZ. Spawn camping happens because people stay at or near their spawn. They either decide to move only a little bit up and stop, or they linger moving toward the enemy shuffling in the hopes of being last to die. All these things are what guarantees failure.
As to your idea of letting the bad players throw away their teams mechs that idea is so bad I'm just at a loss - so you seriously, genuinely think that empowering the worst players on each team to actively continue to sandbag and screw their team beyond just their own 4 mechs is a good design? A great idea? How about this - in QP, whoever dies first gets to take over the mech of whoever on their team has the best score. This repeats until your team is out of mechs. That'd go great... right? I mean everyone would LOVE that. The worst you are the bigger the impact you have on your team!
I hate to get sarcastic but did you really think that was a good idea? To magnify the worst players impact on their team as much as possible? You would literally make the smartest thing you can do to leg the worst players on your team out of the DZ to limit the damage they can do. So if I'm angry at my team I can just eject out of 30 mechs? I just... I don't even.
There isn't anything your'e going to do with the matchmaker that changes the skill distribution. The idea that the matchmaker is going to make bad players win more often is inherently flawed. The most you can hope for is to have a thick enough population that there's 24 people of approximately the same skill looking for matches at the same time - we don't have anything like that population. In QP and group queue you absolutely do NOT have that population density that's also happening to be in a reasonably balanced mech variety of 2/2/2/2 on each side.
Everyone ends up in matches they're going to lose. I lose plenty, I lose to better players and better teams. I always have. Everyone always has. Sometimes you lose because your team is just cowardly and/or bad, sometimes you win even when you derp out early. You try to improve and you move on. That some people are bad and are unwilling to improve is their own issue. Trying to break everything else in the game to try and hopefully find some way to have them lose a bit less is a horrible idea.
All rather moot. MW5 will (hopefully) bleed out a lot of the solo yolo population. Not that PGI is going to do anything with FW anyway; they gave up on it in CW 2.0 when they realized that delivering what they promised would be too hard for them. Then they firebombed it with apathy and Long Tom and apathy about Long Tom. Then 1 Bukkit put the bullet in its brain.
Put the content in QP so people can play it in QP with a matchmaker. Let it build teams of mixed IS/Clan to ensure it fills matches quickly. Remove pugging from FW. Maybe allow it with repeated acknowledgement of the warning message. That's about as good as we can hope for.