Quick Play And 8V8
#461
Posted 08 June 2018 - 08:11 PM
More groups (instead of more buckets) = less wait time
Smaller groups = slightly less imbalance
Less work and fewer changes = spend developer time on stuff that actually matters
Unless the game is dying and we don't know about it, don't bother to overhaul it again. We're all just waiting for MW5 anyway. Just finish that up asap and make it good.
#462
Posted 08 June 2018 - 08:29 PM
#463
Posted 08 June 2018 - 11:57 PM
Edited by draiocht, 09 June 2018 - 06:46 AM.
staff abuse, unconstructive
#465
Posted 09 June 2018 - 12:12 AM
#466
Posted 09 June 2018 - 12:56 AM
Edited by Traumfeuchte, 09 June 2018 - 01:00 AM.
#467
Posted 09 June 2018 - 02:58 AM
I think it is better to invest the required resources for this project into something else.
12 vs 12 is one of the few immersive elements for a fps-BT-Online-Shooter. It is 1 company versus 1 other company.
Alpha, Bravo, Charlie Lance. I use Lance commands while Calling and i enjoy this immersion.
"Charlie Lance! You will do a flanking maneuver over H5 in 30 sec!"
"Roger."
So imo better use these resources to work on general improvements for the modes you already have.
For example:
- Better hardware support/usage
- invisible walls
- Server stability / DC-lowering
- Hitregs
- Solaris/QP/FP mode/map overhaul/improving
I am convinced these points would better grind some corners of the game and could lead to better gaming experiences and satisfaction of the players.
Edit:
grammar
Edited by Bishop Six, 09 June 2018 - 02:59 AM.
#469
Posted 09 June 2018 - 05:06 AM
Paul Inouye, on 08 June 2018 - 12:54 PM, said:
Speaking as best as I can for the Community, "You're Welcome." ... albeit I figure some of them would say, "Speak for yourself, D. V. Devnull!" ... because we both know there are people out there who are just nasty like that.
Anyway, on a more serious note, and due to lack of response to earlier inquiries from others, I have a rather critical question for you... If 8v8 had been implemented as a 'forced' item, what would you (and rather obviously, the rest of PGI's Staff) have done about the "Death Star" (12 Kills) and "Philanthropist" (12 Kill Assists) Achievements in Quick Play? Obviously, it would be that Quick Play could no longer provide a situation for earning those Achievements. So, in order to not permanently cut them off and anger a large chunk of the Community, I would guess something would have to change elsewhere?
~Mr. D. V. "just trying to understand about the 'white elephant' question hiding in the discussion" Devnull
#470
Posted 09 June 2018 - 06:53 AM
Why:
1) Step backwards
2) Maps have been already changed to 12x12.
3) In fact the searching time would be longer.
E.g. now I wait 1 min 20 sec to find 12 opponents =6,6 sec for 1 person, after the change I will wait 1 min to find 8 opponents = 7,5 sec for 1 person.
It would be wrong, don't do it.
#472
Posted 09 June 2018 - 08:01 AM
Edited by Captain Hawkins, 09 June 2018 - 08:02 AM.
#473
Posted 09 June 2018 - 08:06 AM
#474
Posted 09 June 2018 - 08:15 AM
In my view, what MWO currently needs is stability more than anything else. By that, I mean stability in rules, settings, and so on—the game mechanics. At this point in time, I think that moving Quick Play from 12-vs-12 to 8-vs-8 would create disruption for many players (and create unnecessary additional work for PGI). The more mature a game is, the fewer changes should be necessary. Players should be able to focus on becoming better because they have developed a good 'feel' for the game mechanics, and that can only really happen if the game mechanics are stable. I'm not saying that there should never be any changes; I'd just like to see fewer of them.
As a light pilot, I also have concerns that moving to 8-vs-8 would (as a few others have already mentioned) inherently encourage more 'meta' play—and to be blunt, that means no light mechs. From my own experiences in 4-vs-4 Scouting mode, it just becomes harder to contribute to your team unless you are maximising your firepower and armour by taking a medium mech. To me, Conquest is the only mode where speed/mobility can really make a difference, and even then it will depend in large part on the map.
#475
Posted 09 June 2018 - 08:45 AM
Because:
more players = longer wait times (doesn't matter);
more players = less tactical play and more nascar&mid-rush games because 90% of players don't even heard about "team play";
more players = more load on PC = more lags;
more players = less space on maps = more "mid-map-dogfight";
etc.... But for those who like chaos of 12-12 .. let it be, if they like feel their self in middle of band running somewhere without any reason except "all run this way so I should be with team" let them have , why no?..
#476
Posted 09 June 2018 - 09:31 AM
More players = means greater emphasis on map control (you know, tactics). More people to flank and break lines. A lot less lets just run straight into the guys shooting us.
#477
Posted 09 June 2018 - 04:01 PM
#478
Posted 09 June 2018 - 04:18 PM
This change will disproportionately push the quickplay community in to heavier mechs, and I have no doubt we would see a queue with 80% of players in heavies or assaults.
#479
Posted 09 June 2018 - 04:55 PM
#480
Posted 09 June 2018 - 05:42 PM
If anything increase game sizes, make larger maps and allow respawn and load-out selection during a match.
I long for a battlefield style game with mechs and the mechlab.
Edited by Soulless86, 10 June 2018 - 05:51 AM.
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