#1
Posted 10 June 2018 - 03:13 AM
#Butthurt
#LegalizeAFK
#2
Posted 10 June 2018 - 03:31 AM
I kindve liked the old group queue system where you had to have group sizes of exactly 4, 8, or 12.
That made it easier for the matchmaker to match you up against similar sized groups.
because you either had a group of 4 and a group of 8 vs another group of 4 and 8 or a group of 12. or you had a 12v12. and you didnt have to worry about having a bunch of 2-3 man groups vs a group of 8-12.
people complained about having to have 4 people to make a group, but I think thats less of a problem than small groups getting stomped by large groups.
Edited by Khobai, 10 June 2018 - 03:42 AM.
#3
Posted 10 June 2018 - 03:46 AM
Nowadays, due to tonnage restrictions, 7+ Teams are gimped oppsed to what 6 2Men can bring .
Ofc a coordinated 12Men can do brutal Stuff, but in the end it comes down to Players at least just as much as the implemented System when Games are too Lopsided . Communication and Coordination being the main culprits here, as in SoloQP . Never ceases to amaze me how people actually expect to win - especially in GroupQ - when they do not even talk to each other...
Edited by Besh, 10 June 2018 - 04:06 AM.
#4
Posted 10 June 2018 - 04:11 AM
#5
Posted 10 June 2018 - 05:03 AM
El Bandito, on 10 June 2018 - 04:11 AM, said:
Yup.
During most NA evenings, there are 1-2 8ish mans, a few more 4-5 mans, and then a dozen or so 3-2 mans. Occasionally one of the larger groups will be a 12 man, and then often they sync drop as a 5 and 7 to maximize tonnage (and nearly guarantee that they will be together). But regardless, for the most part you are matched with and against the same people all evening. There is a bit more variety on the weekends, with a bit more population playing, but frankly, for a couple hours of play you still see pretty much 8-10 matches of mostly the same folks over and over with a couple odd matches of folks you hadn't seen before. So, don't hold your breath on PGI changing anything in GQ, there is even less population consistently playing it than even CW it would seem.
#6
Posted 10 June 2018 - 06:03 AM
Let's say Quick Play is the high priority queue. No matter what happens, Quick Play has to happen in a timely manner. Now if we had check boxes for Group Queue, FP, and Solaris alongside that and I check what I want then I do QP all day and randomly between QP matches I get a Group Queue, FP or Solaris match when there are enough people for those modes. No time wasted on my part and people who want to do the less popular modes still get some games in.
It's probably not as simple as it sounds if QP is already hurting, but if everyone is queued to QP by defeault (since they don't want to waste time) then QP should always be going.
#7
Posted 10 June 2018 - 06:07 AM
Edited by Vesper11, 10 June 2018 - 06:10 AM.
#8
Posted 10 June 2018 - 05:16 PM
Edited by Mystere, 10 June 2018 - 05:18 PM.
#9
Posted 10 June 2018 - 05:33 PM
El Bandito, on 10 June 2018 - 04:11 AM, said:
Wait, I don't understand -
All the limits for bigger groups tonnage was going to bring in all the casual +1 crowd of players who were chomping at the bit, beating the door down to come play but wanted restrictions on bigger groups. So bigger groups got restrictions. Huge restrictions; so much so that most the big groups quit playing group queue because it sucks to have everyone in lights and mediums and a heavy or two. Most people don't get to play what they want in a group so that the little casual groups of 2 or 3 could play whatever they wanted and have the board leveled more.
So isn't group queue just full of those small groups? Gosh, I'm so confused.
#10
Posted 10 June 2018 - 05:55 PM
MischiefSC, on 10 June 2018 - 05:33 PM, said:
All the limits for bigger groups tonnage was going to bring in all the casual +1 crowd of players who were chomping at the bit, beating the door down to come play but wanted restrictions on bigger groups. So bigger groups got restrictions. Huge restrictions; so much so that most the big groups quit playing group queue because it sucks to have everyone in lights and mediums and a heavy or two. Most people don't get to play what they want in a group so that the little casual groups of 2 or 3 could play whatever they wanted and have the board leveled more.
So isn't group queue just full of those small groups? Gosh, I'm so confused.
Some big groups break up in two and sync drop in the hopes of being on the same side in same match, with plenty of tonnage. Occasionally one will also encounter (MS) 12-man Crab rush. In general though, GQ is actually pretty friendly towards 4-6 man groups, but two casual friends dropping together tend to get boned--hence a lot of requests on the forums about allowing 2-mans enter the SQ.
Edited by El Bandito, 10 June 2018 - 05:57 PM.
#11
Posted 10 June 2018 - 06:33 PM
One of things I don't like about Group queue right now is the tonnage limit. I understand it, but being forced into mechs you don't care to play is a good way to kill participation.
#12
Posted 10 June 2018 - 06:39 PM
Wish we could convince PGI to implement a skill based match maker that tried to get people matched on ability but that seems dead in the water.
Edited by S O L A I S, 10 June 2018 - 06:40 PM.
#13
Posted 10 June 2018 - 06:51 PM
#14
Posted 10 June 2018 - 07:39 PM
SFC174, on 10 June 2018 - 06:33 PM, said:
One of things I don't like about Group queue right now is the tonnage limit. I understand it, but being forced into mechs you don't care to play is a good way to kill participation.
The issue several would have about 2-man in the non-group queue would be PGI lack of coding to prevent sync dropping. PGI would likely not have rules such as only one 2-man per team and said 2-man would take the highest Tier ranking of the 2 instead of an "average". Not sure why Tier 1/2 players would be against this, especially if said duo might be more likely to be more communicative, to work more as a team instead of pugs.
Nor would PGI likely set it up in such a way so that 2-man could not opt out the actual group queue, ie default to group queue then a check box to also include solo queue, along with an additional restriction that the duo would be locked out of any further matches until the current match has ended, to prevent suicides/disconnections due to duo not want to play in an actual group queue. The current penalty for d/c would not be restrictive enough to prevent abuse, or increase said penalty to 5 minutes for both players.
Edited by Tarl Cabot, 10 June 2018 - 07:45 PM.
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