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Please Open Solo Queue To Small Groups


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#741 TheBossOfYou

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Posted 30 June 2018 - 10:49 AM

View PostVesper11, on 30 June 2018 - 10:21 AM, said:

TOP PLAYER BOOGEYMAN. SCAREY TOP PLAYERS WILL STOMP WEAK GUIZ! MWO WILL DIE YET AGAIN!!!1one
Really, it's so stupid to just point at top players and say those will make it worse for everyone instead of just looking at freaking statistics. Hell, PGI could just silently add one duo to QP from GQ with very small chance and see how it will affect statistics, it won't affect players on large scale but they will see the difference that the forums with constant whining and other vocal minority shenanigans won't ever show.

And now imagine tonnage restriction for QP duo, like 120t total, then p2w deathstrike won't boogeyman their way into QP, wew!
NPE is for solos only? Probably sucks a lot to be a guy with a friend because MWO is for solo wanking and big serious groups only.
4 players per game that I spend less than a minute to find solo while I spend 8 minutes searching for GQ game? Sounds like A GREAT FREAKING DEAL to me!


You obviously don't get to play against those guys in QP. I do. It would REALLY suck if they started roving in groups of two.

#742 Vesper11

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Posted 30 June 2018 - 12:40 PM

View PostGrimmwold, on 30 June 2018 - 10:49 AM, said:


You obviously don't get to play against those guys in QP. I do. It would REALLY suck if they started roving in groups of two.

OBVIOUSLY
What guys? Good guys? Don't have problems with those. Bad guys? All the time. False assumption guys? Those are roving the forums already.

Edited by Vesper11, 30 June 2018 - 12:40 PM.


#743 Mystere

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Posted 30 June 2018 - 01:03 PM

View PostVesper11, on 30 June 2018 - 10:21 AM, said:

TOP PLAYER BOOGEYMAN. SCAREY TOP PLAYERS WILL STOMP WEAK GUIZ! MWO WILL DIE YET AGAIN!!!


As opposed to what, the Delta Force-level 12-man boogeyman in GQ? Posted Image

#744 Imperius

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Posted 30 June 2018 - 01:34 PM

Solo should be able to opt to play in group queue. Keep it separate though. Solo queue is where the 98% of the most purest potatoes grow. The group queue has enough bads to make playing the game feel like a job.

#745 Vesper11

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Posted 30 June 2018 - 04:44 PM

View PostMystere, on 30 June 2018 - 01:03 PM, said:


As opposed to what, the Delta Force-level 12-man boogeyman in GQ? Posted Image

Yea, can't start a game with only 12.

#746 Chortles

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Posted 30 June 2018 - 08:50 PM

View PostVesper11, on 30 June 2018 - 10:21 AM, said:

TOP PLAYER BOOGEYMAN. SCAREY TOP PLAYERS WILL STOMP WEAK GUIZ! MWO WILL DIE YET AGAIN!!!1one
Really, it's so stupid to just point at top players and say those will make it worse for everyone instead of just looking at freaking statistics. Hell, PGI could just silently add one duo to QP from GQ with very small chance and see how it will affect statistics, it won't affect players on large scale but they will see the difference that the forums with constant whining and other vocal minority shenanigans won't ever show.

And now imagine tonnage restriction for QP duo, like 120t total, then p2w deathstrike won't boogeyman their way into QP, wew!
NPE is for solos only? Probably sucks a lot to be a guy with a friend because MWO is for solo wanking and big serious groups only.
4 players per game that I spend less than a minute to find solo while I spend 8 minutes searching for GQ game? Sounds like A GREAT FREAKING DEAL to me!

It is not a small chance. The gap between the lowest Tier 1 and the highest Tier 1 is massive considering it's the capping point for matchmaking. Low performing Tiers 1s stand no chance against Tier 1s above them and there are plenty of them to go around since it's easy to reach. If I remember correctly, this game has a two tier difference when matchmaking (could've been changed, I don't know). If a Tier 1 groups with a Tier 5, they would average to Tier 3. Do you want a Tier 1 playing in Tier 3 matchmaking?

120 tons for duos? It's already a good idea on group queue. Let's add that to duos as well so we can have the usual people complaining that they can't play two assaults with their friend.

I would rather take a utilitarian approach here. You're willing to ruin the game for 20 people just so you and your friend can avoid group queue.

How do you know that you'll spend less than a minute to search for a duo queue game? Have you already played an unreleased version of it yet? Sounds like someone is making assumptions. You completely ignored my entire post about queue times yet you talk like you already know what happens. Judging by your demeanor, I doubt you ever will.

Edited by Chortles, 30 June 2018 - 08:52 PM.


#747 TheBossOfYou

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Posted 30 June 2018 - 09:13 PM

View PostChortles, on 30 June 2018 - 08:50 PM, said:

It is not a small chance. The gap between the lowest Tier 1 and the highest Tier 1 is massive considering it's the capping point for matchmaking. Low performing Tiers 1s stand no chance against Tier 1s above them and there are plenty of them to go around since it's easy to reach. If I remember correctly, this game has a two tier difference when matchmaking (could've been changed, I don't know). If a Tier 1 groups with a Tier 5, they would average to Tier 3. Do you want a Tier 1 playing in Tier 3 matchmaking?

120 tons for duos? It's already a good idea on group queue. Let's add that to duos as well so we can have the usual people complaining that they can't play two assaults with their friend.

I would rather take a utilitarian approach here. You're willing to ruin the game for 20 people just so you and your friend can avoid group queue.

How do you know that you'll spend less than a minute to search for a duo queue game? Have you already played an unreleased version of it yet? Sounds like someone is making assumptions. You completely ignored my entire post about queue times yet you talk like you already know what happens. Judging by your demeanor, I doubt you ever will.


He's a troll posting from an account that hasn't played QP/GQ for 10 months. I dunno what you expect...

Edited by Grimmwold, 30 June 2018 - 09:13 PM.


#748 Chortles

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Posted 30 June 2018 - 09:21 PM

View PostGrimmwold, on 30 June 2018 - 09:13 PM, said:


He's a troll posting from an account that hasn't played QP/GQ for 10 months. I dunno what you expect...

According to Jarl's list, he has just started playing again. But you're right, maybe I should just ignore what he says since he can't even form a coherent argument.

Edited by Chortles, 30 June 2018 - 09:23 PM.


#749 Dogstar

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Posted 01 July 2018 - 01:14 AM

View PostChortles, on 30 June 2018 - 09:21 PM, said:

According to Jarl's list, he has just started playing again. But you're right, maybe I should just ignore what he says since he can't even form a coherent argument.


That's rich coming from someone who just posted this pile of straw and tried to build a man out of it:

View PostChortles, on 30 June 2018 - 08:50 PM, said:

It is not a small chance. The gap between the lowest Tier 1 and the highest Tier 1 is massive considering it's the capping point for matchmaking. Low performing Tiers 1s stand no chance against Tier 1s above them and there are plenty of them to go around since it's easy to reach. If I remember correctly, this game has a two tier difference when matchmaking (could've been changed, I don't know). If a Tier 1 groups with a Tier 5, they would average to Tier 3. Do you want a Tier 1 playing in Tier 3 matchmaking?


If, as you say, there is such a gap between the lowest teir 1 and the highest what difference does adding duos make? Does it somehow make the top tier 1s even more unbeatable? Top players are, by their very nature, rare, that's why they are the top 1%, 0.1%, or even 0.01% because they're already better than the other 99% of players.

Does a duo of 99% of other players even vaguely compare to a top player in performance? Highly unlikely becasue the force multiplier for a duo is nothing like the hyperbolic factors given in this thread. It's maybe 10-20% better _at most_. Maybe a pair of top 5% players might equal one top 1% player but I doubt it, even so that still leaves 9/10 duos as no better than any single player on the team.

So as far as I can see the objection to them consists of some bizarre fantasy that duos will somehow outweigh all the other players in the game, despite it being totally invlaid. It's a fallacy, completely and utterly and everyone objecting to it is either afraid that they will personally lose out to one or that other people will have fun - either way it's a losers viewpoint.

Obviously matchmaking will need to be revised to account for duos, but an average tier 1 is little better than an average tier 3, especially when you realise that tier is not equal to skill!, so yes averaging a tier 1 and a tier 5 to tier 3 is probably a good idea! It's also a given that duos would have to be limited in some way, either via mech class or mech tonnage.

Edited by Dogstar, 01 July 2018 - 01:19 AM.


#750 Marius Evander

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Posted 01 July 2018 - 01:54 AM

No.

#751 TWIAFU

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Posted 01 July 2018 - 03:58 AM

View PostLykaon, on 29 June 2018 - 12:20 PM, said:



I may not be able to easily beat those 12 player premades with a mixed bag of puggies but I could make losing to them take a very very long time.

The result is your team keeps that 12 player premade's killing spree in check while the rest of your faction's teams don't have to fight that premade.

It's simple math. If you keep the 12 player team in a match for the longest amount of time possible the rest of the players in your faction can bang out wins against the easier teams.



That is not math, but Non-Participation.

Running out the clock or needlessly extending the duration of a Faction Play match in an attempt to keep a particular group or Unit in the current engagement for as long as possible, in cases where doing so will not assist you towards victory, is not considered an acceptable tactic.

#752 Vesper11

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Posted 01 July 2018 - 05:15 AM

View PostChortles, on 30 June 2018 - 08:50 PM, said:

It is not a small chance. The gap between the lowest Tier 1 and the highest Tier 1 is massive considering it's the capping point for matchmaking. Low performing Tiers 1s stand no chance against Tier 1s above them and there are plenty of them to go around since it's easy to reach. If I remember correctly, this game has a two tier difference when matchmaking (could've been changed, I don't know). If a Tier 1 groups with a Tier 5, they would average to Tier 3. Do you want a Tier 1 playing in Tier 3 matchmaking?

120 tons for duos? It's already a good idea on group queue. Let's add that to duos as well so we can have the usual people complaining that they can't play two assaults with their friend.

I would rather take a utilitarian approach here. You're willing to ruin the game for 20 people just so you and your friend can avoid group queue.

How do you know that you'll spend less than a minute to search for a duo queue game? Have you already played an unreleased version of it yet? Sounds like someone is making assumptions. You completely ignored my entire post about queue times yet you talk like you already know what happens. Judging by your demeanor, I doubt you ever will.

According to your assumptions it will average to tier 3, I never said anything about it tho, so nice strawman. And IIRC tier 1 can already be matched with tier 3 but not lower, it's +-2 brackets.
Now if you just think for a second you might guess that 120t means that any player can help their friend into the game that can play ANY mech because you can go 100t assault plus 20t light though I wouldn't mind a larger limit if it won't screw up statistical balance. From what I've seen from the "srs player forum whine" is that 12man groups have it hard with limits so it is "supposed to help" plus most people (those that simply play the game and never bother with forums) would choose no queue time and chance to play casually with tonnage limit over high queue time totally unbalanced shitfest which is GQ.
It takes less than a minute to find QP game, if I simply add a duo or two how will it increase? Totally not to 8 minute it takes to find at least 12 pairs for QG, and if you divide 8 by 12 it's 40 seconds a pair, average at 80 seconds and probably a lot less because people will actually start playing with their absolutely real friends.

View PostGrimmwold, on 30 June 2018 - 09:13 PM, said:

He's a troll posting from an account that hasn't played QP/GQ for 10 months. I dunno what you expect...

Sorry that I don't have e-peen long enough for others to respect it instead of logic.

#753 GBxGhostRyder

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Posted 01 July 2018 - 05:48 AM

View PostLykaon, on 29 June 2018 - 12:20 PM, said:



Or how about we have queues for only red mechs or light mechs only or medium mechs only mechs piloted by lefties...

The problem would then be wait times would be very long because of splitting the queues into so many nitch groups.

As to your second part...

OR...or....or

Maybe the 12 solo players should use the in game VOIP and match lobby to organize and devise a plan so they are not "non organized" .

And I know what the counter point will be...

"But...but 12 player premades <sniffle> they club the poor puggies and farm us."

You need to think about what faction warfare actually is. It's several FACTIONS competing to capture planets. It's not about your match and your fight with that 12 player premade but the sum total of the matches your faction wins.

When I did faction war as a solo puggies I knew this and formulated a useful plan for my FACTION.

I may not be able to easily beat those 12 player premades with a mixed bag of puggies but I could make losing to them take a very very long time.

The result is your team keeps that 12 player premade's killing spree in check while the rest of your faction's teams don't have to fight that premade.

It's simple math. If you keep the 12 player team in a match for the longest amount of time possible the rest of the players in your faction can bang out wins against the easier teams.

This strategy works because dispite what many people seem to think there are not all that many highly skilled 12 players groups in the queue at any one time. The vast majority of drops will be the mixed bag teams.

And I know the counter point players will make to this point of view. And the problem is ...

Quick play is for casuals who don't want to patiently contribute to a factions eventual victory.

There it is,PGI built it for you heck they even neglected the grouped players and Units so it can exist in the format that best serves the casual solo players.

If organized players want to participate in a match that actually includes a match maker then they have to play by the rules set aside to support solo puggies.

Yet solo puggies can't grasp that if they want to play in faction warfare they may need to organize and behave like a group or more importantly as a functional portion of a FACTION'S war effort.


As to your comments your full of shhitt A auto matching system based on group size 2v2-12v12 would work well in QP group queues and the wait times for small groups would be less than it is now for 12v12 groups.

As to FP when you start playing MWO at almost day 1 like I did and have seen all the total craPPP PGI has put its players through for 5+ years then you can say to me no!!! organized competitive teams did not ruin CW by totally preying on new players and casual players wanting to learn and play CW at a competitive level.

But to be fair to organized teams they played CW and were allowed to drive most others from the game mode by PGI and this company never understood its player base and lost what 500,000 + players right after closed beta because of there ignorance and lack of understanding of Mechwarrior2-Mechwarrior4 game play and its older players.

SO YES LETS SAME OLD SAME OLD TILL THE GAME DIES you want a example of how screwed up PGI's thinking of is on things about MWO go play comp play or Solaris.

#754 Chortles

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Posted 01 July 2018 - 08:04 AM

View PostVesper11, on 01 July 2018 - 05:15 AM, said:

According to your assumptions it will average to tier 3, I never said anything about it tho, so nice strawman. And IIRC tier 1 can already be matched with tier 3 but not lower, it's +-2 brackets.
Now if you just think for a second you might guess that 120t means that any player can help their friend into the game that can play ANY mech because you can go 100t assault plus 20t light though I wouldn't mind a larger limit if it won't screw up statistical balance. From what I've seen from the "srs player forum whine" is that 12man groups have it hard with limits so it is "supposed to help" plus most people (those that simply play the game and never bother with forums) would choose no queue time and chance to play casually with tonnage limit over high queue time totally unbalanced shitfest which is GQ.
It takes less than a minute to find QP game, if I simply add a duo or two how will it increase? Totally not to 8 minute it takes to find at least 12 pairs for QG, and if you divide 8 by 12 it's 40 seconds a pair, average at 80 seconds and probably a lot less because people will actually start playing with their absolutely real friends.

Every argument you can't break you call it a "strawman". That is a valid concern for duo queues since the skill gap between a T1 and T5 are vastly different from each other. If the T1 is put in T5 matchmaking, you are allowing a fox into the chicken coop. If the T5 is placed in T1 matchmaking, then you're putting the chicken in the fox den. That would defeat the entire purpose of new player experience that the supporters has been asking for. If they are averaged out to T3, then the +-2 tiers will mean they are eligible for for T1-5 games. This is not an assumption, but based on what's already available in the game. Unless you want to create some arbitrary rule like only same tiers can group with each other (which defeats the purpose of bringing in a new friend to the game), then there's no way to properly place the duos in solo queues.

Hey look, assumptions and guesswork. Can I play the strawman card? In group queue, a two-man group has 200 tons to use, basically no limit. However, you want a tonnage limit that is supposed to deter top players, but will also hurt the new player. What if your friend wants to play an Atlas, but wants you to play an Atlas as well so he can follow you and learn from your playstyle? Oh wait, you have to play Locust, Flea, or Pirahna. I guess your friend will have to learn the Atlas on his own. How far do you want to raise tonnage so they can play similar mechs in the upper weights? Until the top players can bring two dual gauss Warhammers? You may as well not have it and just let them bring two Deathstrikes anyways (or just not allow duos in solos so this isn't an issue).

STRAWMAN! Less than minute queue time is strictly SOLO QUEUE ONLY. Do you understand what adding another queue does to the game that already has solo queue, group queue, competitive queue, faction invasion queue, faction scouting queue, and solaris 1,2,3,4,5,6,7? It removes players from other queues and floods the new queue with players. As I stated earlier that you seemed to have ignored as usual, DUO QUEUES GAMES WILL ENTIRELY BE DEPENDENT ON SOLO QUEUE GAMES. If players leave solo queue and join duo queue, the queue time for solos will go up, which naturally means duo queue time will go up. When a solo queue game is found, the duo queue can only select from FOUR eligible players, as opposed to twenty four in solos and groups. When you have a long line of duo queue players waiting and you only let them in four at a time, that is a long queue time. So not only will duos have a long queue, the loss of players in group queue will also increase their queue time, which worsens the issue that you complain about.

Edited by Chortles, 01 July 2018 - 08:09 AM.


#755 Vesper11

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Posted 01 July 2018 - 08:17 AM

View PostChortles, on 01 July 2018 - 08:04 AM, said:

Every argument you can't break you call it a "strawman".

https://en.wikipedia.../wiki/Straw_man

#756 Chortles

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Posted 01 July 2018 - 08:19 AM

View PostVesper11, on 01 July 2018 - 08:17 AM, said:


Explain which section is the strawman.

#757 Vesper11

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Posted 01 July 2018 - 08:48 AM

View PostChortles, on 01 July 2018 - 08:04 AM, said:

That is a valid concern for duo queues since the skill gap between a T1 and T5 are vastly different from each other. If the T1 is put in T5 matchmaking, you are allowing a fox into the chicken coop. If the T5 is placed in T1 matchmaking, then you're putting the chicken in the fox den. That would defeat the entire purpose of new player experience that the supporters has been asking for. If they are averaged out to T3, then the +-2 tiers will mean they are eligible for for T1-5 games. This is not an assumption, but based on what's already available in the game. Unless you want to create some arbitrary rule like only same tiers can group with each other (which defeats the purpose of bringing in a new friend to the game), then there's no way to properly place the duos in solo queues.

In group queue, a two-man group has 200 tons to use, basically no limit. However, you want a tonnage limit that is supposed to deter top players, but will also hurt the new player. What if your friend wants to play an Atlas, but wants you to play an Atlas as well so he can follow you and learn from your playstyle? Oh wait, you have to play Locust, Flea, or Pirahna. I guess your friend will have to learn the Atlas on his own. How far do you want to raise tonnage so they can play similar mechs in the upper weights? Until the top players can bring two dual gauss Warhammers? You may as well not have it and just let them bring two Deathstrikes anyways (or just not allow duos in solos so this isn't an issue).

Less than minute queue time is strictly SOLO QUEUE ONLY. Do you understand what adding another queue does to the game that already has solo queue, group queue, competitive queue, faction invasion queue, faction scouting queue, and solaris 1,2,3,4,5,6,7? It removes players from other queues and floods the new queue with players. As I stated earlier that you seemed to have ignored as usual, DUO QUEUES GAMES WILL ENTIRELY BE DEPENDENT ON SOLO QUEUE GAMES. If players leave solo queue and join duo queue, the queue time for solos will go up, which naturally means duo queue time will go up. When a solo queue game is found, the duo queue can only select from FOUR eligible players, as opposed to twenty four in solos and groups. When you have a long line of duo queue players waiting and you only let them in four at a time, that is a long queue time. So not only will duos have a long queue, the loss of players in group queue will also increase their queue time, which worsens the issue that you complain about.

Okay, now for srs reply about what you actually said and not what I made up you said unlike certain you (reminder that it is called attacking a strawman or simply strawman).
T1 and T5 pilots mean that one of pilots is a veteran pilot and will make effort teaching his friend he's trying to bring into the game. Someone who starts playing for the first time will not know a thing thus at the beginning losses and deaths (and there wont be THAT many because there are 10 other players that can be stupid and one newb that is being taught will survive more simply because he will be doing less tactical mistakes which is the most common reason for new pilot deaths) will be accepted without throwing shitfit but being led by more experienced player means that he will be taught (hopefully because there are tons of bads in T1-T3 games) aspects that might be impossible for some to learn by themselves by playing a lot or without reading additional material which is exactly the thing the average player rarely does. In case that one of players isn't T1 your argument holds even less value.

The tonnage limit is there because "according to players that think that GQ is okay with 12man because tonnage restrictions make it hard for them", using this reasoning I'm playing the same card that those restrictions will make it hard to "boogeyman snowball" so if this limit is dropped a boogeyman card is instantly played, either think of something helpful to balance or stop shooting everything down just because you don't like it.
Players who want assault duo can still go and play GQ for everyone else actually playing with a friend without all the GQ ******** is worth way more than some restrictions. And (unpopular) medium and light mechs are best/most fun mechs to play in duo without kicking *** too hard as they provide the mobility that duo can (and will have to learn to) exploit to do fun stuff possibly making them more popular. Another reason is that often assault mechs die due to poor scouting because they can't retreat unlike lighter mechs so having a light scout buddy on comms will help new assault pilot A LOT.

ENTIRELY DEPENDENT queue can easily become a duoQP+GQ double queue in case it becomes TOO popular, but considering how many people play QP and how little play GQ I doubt that will be a problem, and when it does PGI will have enough statistical info on hands to help balance duo's to possibly allow more.

Edited by Vesper11, 01 July 2018 - 08:56 AM.


#758 Dogstar

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Posted 01 July 2018 - 08:48 AM

View PostChortles, on 01 July 2018 - 08:04 AM, said:

solo queue

You keep using that phrase
It does not mean what you think it means.

The right phrase is _Quick Play_, there is no 'solo queue' - get it right

#759 Chortles

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Posted 01 July 2018 - 10:16 AM

View PostVesper11, on 01 July 2018 - 08:48 AM, said:

Okay, now for srs reply about what you actually said and not what I made up you said unlike certain you (reminder that it is called attacking a strawman or simply strawman).
T1 and T5 pilots mean that one of pilots is a veteran pilot and will make effort teaching his friend he's trying to bring into the game. Someone who starts playing for the first time will not know a thing thus at the beginning losses and deaths (and there wont be THAT many because there are 10 other players that can be stupid and one newb that is being taught will survive more simply because he will be doing less tactical mistakes which is the most common reason for new pilot deaths) will be accepted without throwing shitfit but being led by more experienced player means that he will be taught (hopefully because there are tons of bads in T1-T3 games) aspects that might be impossible for some to learn by themselves by playing a lot or without reading additional material which is exactly the thing the average player rarely does. In case that one of players isn't T1 your argument holds even less value.

The tonnage limit is there because "according to players that think that GQ is okay with 12man because tonnage restrictions make it hard for them", using this reasoning I'm playing the same card that those restrictions will make it hard to "boogeyman snowball" so if this limit is dropped a boogeyman card is instantly played, either think of something helpful to balance or stop shooting everything down just because you don't like it.
Players who want assault duo can still go and play GQ for everyone else actually playing with a friend without all the GQ ******** is worth way more than some restrictions. And (unpopular) medium and light mechs are best/most fun mechs to play in duo without kicking *** too hard as they provide the mobility that duo can (and will have to learn to) exploit to do fun stuff possibly making them more popular. Another reason is that often assault mechs die due to poor scouting because they can't retreat unlike lighter mechs so having a light scout buddy on comms will help new assault pilot A LOT.

ENTIRELY DEPENDENT queue can easily become a duoQP+GQ double queue in case it becomes TOO popular, but considering how many people play QP and how little play GQ I doubt that will be a problem, and when it does PGI will have enough statistical info on hands to help balance duo's to possibly allow more.

I was hoping you would point out exactly where my argument is the strawman but all I got is a sentence that is nearly unintelligible. All of my arguments started with a topic sentence that is a response to each of your arguments followed by examples to back it up. Have you not written any essays before? At this point, I'm willing to make a claim in that anyone who accuses another of "strawman" is unable to refute the arguments of the other.
https://www.wikihow.com/Write-an-Essay

If the new player has no problem losing and not throwing a "shitfit" then why not just play in group queue? What is the purpose of this 38 page thread? The biggest argument that the supporters made is that new players are quitting because they are being stomped by large groups. If you're saying the new friend will not be mad from losing, you're implying that the veteran friend is the one who is mad, thus you're actually supporting our side, so thanks.

Top players will bring meta builds to farm solo players regardless of tonnage limit. 120 tons is two dual gauss Maddogs, two MRM Quickdraw heroes or other viable builds like two triple UAC2 Dragons, etc. They will "boogeyman snowball" with these builds as well as regular meta. Tonnage limits were designed to stop large groups of top players from bringing maximum weight, but this also prevents poor and average groups from bringing weight as well. What if the veteran friend does not want to play lights, but the new friend wants to play an assault?

Here's a simple response to your argument about unpopular mediums, lights, and onwards: So What? What does any of that have to do with balance? If you and your buddy bring poorly optimized mechs, why not just do it in group queue? It's like you're trying to transform solo queue into "group queue but for bad mechs but we'll have an easier time fighting opponents". You already stated earlier that your new friend won't get mad for losing because he is still learning, so again, why not just do bad mechs in group queue? Is it because the veteran friend will get mad?

If duo queue has to join group queue in case the queue times become too long, then that is just regular group queue. Why not just do regular group queue? You're willing to allow top duo groups into solo queue just so you can have a shorter queue time? That's incredibly selfish of you. PGI cannot "statistically balance" more duos per game because each lobby can only hold up to 24 players and if only one duo is allowed per team, that is 4 players from the duo queue. You accuse me of using strawman arguments yet a magic statistic balance button is the best you can offer. Unbelievable. Very few people play group queue and you're willing to make it worst: another selfish demand from you.

You said you were going to give a serious reply, but I would have prefered your previous sarcastic, "witty" remark personality. Your post was painful to read structurally for a serious reply. None of your arguments are solid enough to refute my previous post and can all be defeated with "why not just do it in solo queue?".

Edited by Chortles, 01 July 2018 - 10:17 AM.


#760 Kroete

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Posted 01 July 2018 - 11:43 AM

View PostLykaon, on 29 June 2018 - 12:20 PM, said:

I may not be able to easily beat those 12 player premades with a mixed bag of puggies but I could make losing to them take a very very long time.

The result is your team keeps that 12 player premade's killing spree in check while the rest of your faction's teams don't have to fight that premade.

It's simple math. If you keep the 12 player team in a match for the longest amount of time possible the rest of the players in your faction can bang out wins against the easier teams.

This strategy works because dispite what many people seem to think there are not all that many highly skilled 12 players groups in the queue at any one time. The vast majority of drops will be the mixed bag teams.

You have found the solution for you problem with the small groups against big groups in groupqueue,
we dont need to merge the queues with your solution.

And the small and medium groups have at least some intergroup communication over 12 random pugs,
what would bring even longer matches against big groups.

Problem solved,
close this topic!

Edited by Kroete, 01 July 2018 - 11:45 AM.






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