Quick Play And 8V8
#561
Posted 13 June 2018 - 12:23 AM
#562
Posted 13 June 2018 - 01:39 AM
Quote
I agree with this as well.
Clan and IS were never intended to be balanced one-to-one, doing so brings insatisfaction to both sides. IS thinks clan is overpowered, Clan sees itself as nerfed and disfavoured, and both things are true.
Trying to balance 1v1 IS vs CLAN is a failure and brings more imbalance, not less. Changing the number of players brings it back as intended.
#563
Posted 13 June 2018 - 04:56 AM
8v8 means less likely to have more guns in your face at once, thus increasing TTK, which is a good thing for this game.
Vamblery, on 12 June 2018 - 01:20 PM, said:
Yep, that's such a red herring argument.. you rarely run into a 12man firing line... (see nascar, see ppl not knowing how to use minimap, etc etc). Besides, if you're exposing yourself to more than 3 or 4 mechs, you're doing it wrong.. don't blame the mode.
#564
Posted 13 June 2018 - 05:45 AM
Edited by ShadowHimself McEvedy, 20 June 2018 - 07:07 PM.
#565
Posted 13 June 2018 - 06:09 AM
Throe, on 12 June 2018 - 07:51 PM, said:
Really? Highly skilled players will get mad because they´re limited to only killing 2 entire lances per match? You have less than 8 kills per match means you´re an average potato? With 2 highly skilled players on 1 team you need 17 to 24 enemies at least or they will go broke? Didn´t know that, ty.
#566
Posted 13 June 2018 - 07:12 AM
- I think it should be an option, similar to the server locations. Drastic sweeping changes in a game, especially ones that show a fairly divided community over the subject are not always a great idea unless they're an option.
- It should not be implemented in Faction play, most likely. I'm torn on this since it could potentially speed up that mode, but it tends to be dominated by already large group sizes anyway, which can be fairly quick when that meets a PUG.
- It should not be implemented until the relatively significant number of disconnects in this game gets fixed. One disconnect goes from a 8.3% manning loss to 12.5%. Not to mention potential tonnage.
- It's a bit backwards thinking as well, normally games expand upwards on player count in match, if you're willing to do 8v8 for those who want to get in faster, then a 20v20 option would also be nice (and doesn't mess up the lore-driven/balance-driven lance sizes either).
- It's a higher chance of a smaller group/PUG in group drop being completely steamrolled by an 8 man group than a 12 man.
Sorry if my post has any inconsistencies, brain is a little fuzzy right now from some pain meds. Can explain further any of my points if asked.
Quick edit: Additional thought. If this is pulling resources from say things like updating the engine or maybe improving load times or the honestly kinda crappy UI in some parts of the game (like the Main Home screen, that is just not good) then my vote is a solid no. If you want community feedback, then you're asking the wrong questions, you should be asking for priorities on QoL improvements, like the stuff I just mentioned.
Edited by Frostulfr, 13 June 2018 - 01:02 PM.
#567
Posted 13 June 2018 - 07:47 AM
And ... another thing. Maybe good idea is to concentrate on marketing promotion of WMO?
Edited by Vamblery, 13 June 2018 - 07:57 AM.
#568
Posted 13 June 2018 - 10:08 AM
#569
Posted 13 June 2018 - 10:37 AM
Imperius, on 11 June 2018 - 08:45 PM, said:
How much would you consider a large percent? By simple math, a shave of 0.01% would have do be done a hundred times in order to reach 1%. Even more than that since Paul mentioned that the number is less than 0.01%.
Also, remember that Paul can look into game logs. Numbers that he states will, quite often, be very accurate.
Paul Inouye, on 11 June 2018 - 12:30 PM, said:
Dropping support for groups of 3,5,6,7,9,10,
On the note of looking into game logs, I'm curious:
Out of the odd-man groups that enter queue, which number shows up most often?
#570
Posted 13 June 2018 - 10:46 AM
#571
Posted 13 June 2018 - 11:23 AM
8vs8 is ********
#572
Posted 13 June 2018 - 11:26 AM
remember mechwarioronlline was new and only 8 vs 8 matches all will 12 vs 12 8 vs 8 is a to short game mod
#573
Posted 13 June 2018 - 12:04 PM
Throe, on 12 June 2018 - 07:51 PM, said:
So you're telling me there are people who regularly Ace of Spades a match as it is?
Because there's also fewer people shooting at targets, meaning you're actually more likely to get to at least take one shot at everyone red on the field. People die slower in 8v8, meaning if you're really that Deity of Death, you'll be almost certainly part of nearly every killshot opportunity on the field.
The average "good" player, if my matches are any indication are taking out 3-4 per match. 8 is plenty of targets available to notch that many kills on your belt.
#574
Posted 13 June 2018 - 01:27 PM
#575
Posted 13 June 2018 - 02:07 PM
#576
Posted 13 June 2018 - 02:36 PM
Also some maps are currently even too big for 12 players, like forest colony, where the walking distances from the starting point are way too long, polar or alpine.
I think i would miss the skirmishes beetween two light wolfpacks, so 8 lights fighting each other about some cap points. Sometimes i love the chaos of 12 mechs in a match, also gives me some freedom to do my own thing sometimes.
Perhaps as an option for group 8 vs 8 would be an option.
#577
Posted 13 June 2018 - 02:54 PM
While you sorta improved matchmaker, next you should fix tier assignments (zero-sum), then you should fix how MM assigns teams so you split Tier score evenly between teams...
If MM has a problem doing the last part for a 12 man, then as a release value you have control over, it can drop to 8v8 after X seconds/minute.
It would be cool to play 8v8 sometimes and 12v12 sometimes to liven things up.
#578
Posted 13 June 2018 - 05:47 PM
#579
Posted 13 June 2018 - 05:54 PM
Solaris should not dictate the rest of the game.
Edited by Bigbacon, 13 June 2018 - 05:56 PM.
#580
Posted 13 June 2018 - 06:33 PM
Little Details, on 13 June 2018 - 02:54 PM, said:
While you sorta improved matchmaker, next you should fix tier assignments (zero-sum), then you should fix how MM assigns teams so you split Tier score evenly between teams...
If MM has a problem doing the last part for a 12 man, then as a release value you have control over, it can drop to 8v8 after X seconds/minute.
It would be cool to play 8v8 sometimes and 12v12 sometimes to liven things up.
Bigbacon, on 13 June 2018 - 05:54 PM, said:
Solaris should not dictate the rest of the game.
Why not both 8vs8 and 12vs12 based on available population.
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