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Change Gq Nao! Make Gq Less Ded Again!

Balance Metagame

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#21 Khobai

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Posted 26 June 2018 - 08:26 AM

View PostMischiefSC, on 26 June 2018 - 08:21 AM, said:


So fun for the people in units isn't as important as fun for the casual players?


nope

because solo players and 2 mans make up 90% of the player population

larger groups are only 10%. so of course they arnt as important.

and larger groups already get competitive mode and faction warfare. they shouldnt be allowed to ruin group queue too.

I think it would be a great idea to limit group queue to group sizes of 4 or less. Thats probably better than allowing 2 mans in solo queue.

it would make group queue a little friendlier for new players who just wanna play with a friend

Edited by Khobai, 26 June 2018 - 08:33 AM.


#22 Stinger554

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Posted 26 June 2018 - 08:31 AM

View PostMystere, on 26 June 2018 - 08:17 AM, said:


CW was supposed to be a quasi-simulation of warfare in the BT universe (well, assuming they actually did it as originally sold to the Founders). As such, I view a unit dropping a 12-person team against PUGs during an invasion as elite troops facing the local militia. It worked for me. Posted Image

*shrug* What makes the mode a better experience takes priority over lore fluff.

#23 Stinger554

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Posted 26 June 2018 - 08:41 AM

View PostKhobai, on 26 June 2018 - 08:26 AM, said:


nope

because solo players and 2 mans make up 90% of the player population

larger groups are only 10%. so of course they arnt as important.

and larger groups already get competitive mode and faction warfare.

I think it would be a great idea to limit group queue to group sizes of 4 or less.

it would make group queue a little friendlier for new players who just wanna play with a friend

limiting GQ to 4 or less is a bad idea.

Unnecessarily punishes people for having more than 3 friends and would still have the issue of people in the same unit dropping on the same side just with more tonnage available. Which FYI would be worse than them dropping together now.

#24 Khobai

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Posted 26 June 2018 - 08:41 AM

View PostStinger554, on 26 June 2018 - 08:41 AM, said:

limiting GQ to 4 or less is a bad idea.

Unnecessarily punishes people for having more than 3 friends and would still have the issue of people in the same unit dropping on the same side just with more tonnage available. Which FYI would be worse than them dropping together now.


nope it doesnt because they can play in competitive mode or faction play. they have other options.

and I can just as easily flip your argument around and say that group queue allowing larger groups punishes people who only play in groups of 2. And the vast majority of groups by a huge margin are 2 mans. So more 2 mans are suffering in GQ than larger groups.

Quote

and would still have the issue of people in the same unit dropping on the same side just with more tonnage available.


pretty easy to hardcode it so multiple groups containing members from the same unit cant syncdrop on the same team. i dont think most people will want to leave their units just to syncdrop.

if thats your big concern its not a hard thing to address.

Edited by Khobai, 26 June 2018 - 09:11 AM.


#25 Mystere

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Posted 26 June 2018 - 09:23 AM

View PostStinger554, on 26 June 2018 - 08:31 AM, said:

*shrug* What makes the mode a better experience takes priority over lore fluff.


Imagine if that so-called "lore fluff" people love to constantly hate on included a (possibly elite) relief force dropping behind enemy lines. Posted Image

Edited by Mystere, 26 June 2018 - 09:23 AM.


#26 Prototelis

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Posted 26 June 2018 - 10:27 AM

If you find yourself getting smashed in group with a 2 man, ask the rest of your team if they will invite you after the match. Most peeps would be happy to, and then you too can find out how much it sucks to go up against 7 assaults when your team only has maybe 2.

Network or get worked. Playing with lots of different teams will give you much greater perspective on how to play. What works and what doesn't work.

Go check out Chronic Mecherbators on Comstar, they're a mostly casual unit that will play with anyone and they're pretty cohesive. There are even some allstars that drop in from time to time.

Edited by Prototelis, 26 June 2018 - 10:28 AM.


#27 Vesper11

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Posted 26 June 2018 - 11:02 AM

View PostPrototelis, on 26 June 2018 - 10:27 AM, said:

If you find yourself getting smashed in group with a 2 man, ask the rest of your team if they will invite you after the match. Most peeps would be happy to, and then you too can find out how much it sucks to go up against 7 assaults when your team only has maybe 2.

Network or get worked. Playing with lots of different teams will give you much greater perspective on how to play. What works and what doesn't work.

Go check out Chronic Mecherbators on Comstar, they're a mostly casual unit that will play with anyone and they're pretty cohesive. There are even some allstars that drop in from time to time.

That's a good advice for people who want to play in a large group but this is not "casually enjoy game with a friend", words like networking and play casually don't mix.
7 assaults problem is there and I hope it will get fixed with smaller groups which will allow MM to balance tonnage.

#28 MischiefSC

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Posted 26 June 2018 - 12:44 PM

We did try to limit GQ to 4 people before, everyone left.

2mans are most common but that's because people in larger groups will drop in a 2man if that's all that's on. This idea that everyone in a 2man is a couple of terribad casuals is wrong on the face of it. 2mans playing and winning matches in GQ are the majority.

2mans have Solaris 2man queue to play in. See how that works? Not the same thing, is it? Also comp queue is only 8mans, a few hours a day, 3 days a week for a few months a year.

These arguments get so incredibly dishonest. GQ used to have more players the QP for a while after we went to 12 v 12 and a dedicated GQ. Then people said it was unfair so tonnage limits came in and got tightened repeatedly - which resulted in larger groups quitting MWO entirely or leaving GQ. It didn't equate to a rise in FW population. It also didn't result in a bunch more casuals and small groups in GQ; other than the people left in the groups that used to drop 6-12mans now only dropped 4-6... because half or more of their teammates quit MWO.

View PostVesper11, on 26 June 2018 - 11:02 AM, said:

That's a good advice for people who want to play in a large group but this is not "casually enjoy game with a friend", words like networking and play casually don't mix.
7 assaults problem is there and I hope it will get fixed with smaller groups which will allow MM to balance tonnage.


There is nothing you'll do to this game that will make the 'casually enjoy the game with a friend' crowd not consistently lose to everyone else - even pugs. Because this is a team v team, PvP environment. The idea that there's this special set of nerfs that will surgically target just those specific players to let them win more often without having to put in more effort or play better and not impact anyone elses gameplay is fundamentally false.

Those guys need coop vs AI. That's it. The moment they have to play vs other players you either need to A: skew the matchmaker so that they play against people even worse than they are which is unfair to everyone else or B: understand they're going to lose to everyone else because everyone else IS using teamwork and can turn being into a 2man into a big advantage.

#29 Lykaon

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Posted 26 June 2018 - 12:48 PM

View PostStinger554, on 26 June 2018 - 07:53 AM, said:

Well it wasn't really a solo queue...it was a unit queue and a no unit queue which is significantly different.


Not really. The purpose was to make it easier for less organized players to compete by reducing the potential for organization in the opfor.

Pretty much exactally like booting groups out of the queue so solos wouldn't have to be concerned about pesky things like team work and organization getting the way of them derping around.

#30 Nightbird

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Posted 26 June 2018 - 12:56 PM

View PostLykaon, on 26 June 2018 - 12:48 PM, said:


Not really. The purpose was to make it easier for less organized players to compete by reducing the potential for organization in the opfor.

Pretty much exactally like booting groups out of the queue so solos wouldn't have to be concerned about pesky things like team work and organization getting the way of them derping around.


Also it prevented 12 people from the same unit sync dropping to stonp pugs in solo queue. Unlike QP, you're guaranteed to be on the same side.

People keep coming up with these ideas that are about as sound as gambling to get out of debt. Just don't.

#31 Lykaon

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Posted 26 June 2018 - 01:11 PM

View PostMischiefSC, on 26 June 2018 - 08:21 AM, said:


So fun for the people in units isn't as important as fun for the casual players?




Back when PGI opted to create a seperation in the community between groups and solos was when they slit the wrists of the player units.

Now seperated from casual interaction with the very players they need to recruit to exist the units slowly bled to death.

it was this first step and the further doubling down on the policy of capitulating to the "solo casuals" that stiffled the growth of a robust community of loyalists to drive community warfare.

Fast forward to today and the group play experience is the least supported portion of this game with no match maker to speak of and half measures to balance the crapfeast they left the groups with.

Faction warfare is a husk of what many of us imagined it's potential to be mainly because the community needed to drive the factions was figuratively slowly bled to death by being isolated from their recruitment pool (solo new players).

How many YEARS was it before we had intergrated VOIP? or LFG tools we still don't have a dedicated tool for advertising and recruiting for units or even factions. How old was the game before Elo and PSR?

Yet somehow the first steps taken by PGI were ones that led to the slow death of player units rather than incorperating tools to get the "poor victimized puggies" on an equal footing (like VOIP and battle value matching per mech/pilot)

Even in recent memory PGI opts to bleed the units to favor "casuals" like when the recruiting fees were added into the game for the express purpose of preventing large units from form at all.

So I would say yes,units and groups are not as important as casual solos seeing how this is PGI's track record to date.

#32 Stinger554

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Posted 26 June 2018 - 02:10 PM

View PostLykaon, on 26 June 2018 - 12:48 PM, said:


Not really. The purpose was to make it easier for less organized players to compete by reducing the potential for organization in the opfor.

Pretty much exactally like booting groups out of the queue so solos wouldn't have to be concerned about pesky things like team work and organization getting the way of them derping around.

Yes the purpose is similar(if not the same) but the actual actions are different.

Separating units from non-units means that if a player is in a unit and he solo queues he has a chance drop against a 10-12 man; with his team being made up of other solo queue players who are also in a unit. Though I will admit the likelihood is lessened.

Separating solos queue players from players in a group means that player who solo queue will only play against other player who solo queued; removing the ability to drop against players in a group period.

#33 Vesper11

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Posted 26 June 2018 - 02:19 PM

View PostMischiefSC, on 26 June 2018 - 12:44 PM, said:

We did try to limit GQ to 4 people before, everyone left.

2mans are most common but that's because people in larger groups will drop in a 2man if that's all that's on. This idea that everyone in a 2man is a couple of terribad casuals is wrong on the face of it. 2mans playing and winning matches in GQ are the majority.

2mans have Solaris 2man queue to play in. See how that works? Not the same thing, is it? Also comp queue is only 8mans, a few hours a day, 3 days a week for a few months a year.

These arguments get so incredibly dishonest. GQ used to have more players the QP for a while after we went to 12 v 12 and a dedicated GQ. Then people said it was unfair so tonnage limits came in and got tightened repeatedly - which resulted in larger groups quitting MWO entirely or leaving GQ. It didn't equate to a rise in FW population. It also didn't result in a bunch more casuals and small groups in GQ; other than the people left in the groups that used to drop 6-12mans now only dropped 4-6... because half or more of their teammates quit MWO.


There is nothing you'll do to this game that will make the 'casually enjoy the game with a friend' crowd not consistently lose to everyone else - even pugs. Because this is a team v team, PvP environment. The idea that there's this special set of nerfs that will surgically target just those specific players to let them win more often without having to put in more effort or play better and not impact anyone elses gameplay is fundamentally false.

Those guys need coop vs AI. That's it. The moment they have to play vs other players you either need to A: skew the matchmaker so that they play against people even worse than they are which is unfair to everyone else or B: understand they're going to lose to everyone else because everyone else IS using teamwork and can turn being into a 2man into a big advantage.

Was it the same (conditions) with GQ back then? Were there no alternatives for 12man groups that they left, was it GQ 4man that caused it or was it one of numerous bad decisions by PGI, as indicated by this and other posts, that caused it?

Proper MM/PSR could do everything with the game and actually make both the 'casually enjoy the game with a friend' crowd and large group players IF PGI suddenly decides to implement it.
You can still do teamplay and play casually (and I'm pretty sure there are people who enjoy participating in team tactics but not be the ones leading), results will wary though.

#34 Prototelis

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Posted 26 June 2018 - 02:31 PM

They're coming out with a game curated for casuals, its called MW5.

#35 Vxheous

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Posted 26 June 2018 - 03:13 PM

View PostKhobai, on 26 June 2018 - 08:26 AM, said:


nope

because solo players and 2 mans make up 90% of the player population

larger groups are only 10%. so of course they arnt as important.

and larger groups already get competitive mode and faction warfare. they shouldnt be allowed to ruin group queue too.

I think it would be a great idea to limit group queue to group sizes of 4 or less. Thats probably better than allowing 2 mans in solo queue.

it would make group queue a little friendlier for new players who just wanna play with a friend


If Solo's and 2 mans are 90% of the population, wouldn't group queue be made up of many many 2 man groups? This is actually is the case, you rarely see groups larger than 4-5 in group queue. So what's the problem>

#36 Vesper11

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Posted 28 June 2018 - 05:02 AM

View PostVesper11, on 26 June 2018 - 02:19 PM, said:

Was it the same (conditions) with GQ back then? Were there no alternatives for 12man groups that they left, was it GQ 4man that caused it or was it one of numerous bad decisions by PGI, as indicated by this and other posts, that caused it?

Still no answer

#37 Asym

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Posted 28 June 2018 - 05:51 AM

Alas, this is a circular logic argument: this is the enteral "us" and "them" discussion...

MW started as a single player game, evolved into MWO and teams.... The teams started getting better at the game and took advantage of their numbers and skill. That advantage became farming and seal clubbing over the years and the game got to the point where PGI "saw the writing on the wall", based on cost and population loss and started the dismantling of team centrist play towards safe and cost effective territory: Solaris and single player games....

We've gone full circle. By the way, many in the VG industry have written that four (4) is the largest number of players that can be used as a "team" before toxicity becomes an issue...... Food for thought.

Balance is a by-product of evolution in mature games... As games mature, players want stability and logical progressions of change. Anything too rapid is met with disdain and frustration... Look at the forum topics and you can trace that logic.

Population is the key metric. A lack of players causes the entire system to fail....we are there. All mature games get to this point and MWO is no exception and MW5 is their vision for the future: a return to what was vis-a'-vis what could be.

Edited by Asym, 28 June 2018 - 05:52 AM.


#38 MischiefSC

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Posted 28 June 2018 - 11:05 AM

View PostVxheous, on 26 June 2018 - 03:13 PM, said:


If Solo's and 2 mans are 90% of the population, wouldn't group queue be made up of many many 2 man groups? This is actually is the case, you rarely see groups larger than 4-5 in group queue. So what's the problem>


Your introduction of facts and reality into an argument based on feels and trying to get people to buy into justification for trying to skew the game in favor of a specific niche is greatly unappreciated I'm sure.

View PostVesper11, on 28 June 2018 - 05:02 AM, said:

Still no answer


They left because if you drop in any match in any mode you'll see almost everyone has a tag. That's because the actual majority of players are in MWO, which is a team based shooter, because they like (at least periodically) to drop with a bunch of friends in various levels of casual to competitive. Amazingly even the most competitive players like to play casual and even most casuals want to play competitive.

However when you tell everyone 'you'll only allowed to play with more than 4 friends in this 12 v 12 team based shooter when you're in private lobbies or FW, which plays completely different from everything else and has a much larger time commitment' then most of them leave.

GQ was empty because even most the 4mans are actually part of larger groups. I drop 2-3mans in GQ sometimes but I'm in a unit that (when we're active) drops 12mans in FW. We don't play in groups in GQ though because you get these steep limits on bigger groups so you're all in mediums - which means you have to play full carry mode in mediums and lights.

I can literally point to hundreds of people and by extension their units that quit thousands of people who've quit over a combo of making GQ crap to play in with more than 3 friends (and most of us actually have more than other humans who both play games and can stand our company) and making FW 1 Bukkit and trying to cater it toward the casual pug crowd (god what a failure that was).

GQ then had a better matchmaker than now. It was a better, more balanced environment for 2-4mans because higher total queue population meant the matchmaker worked reasonably well but the people who are losing now were losing then (and will continue to lose in the future) said it was big teams and they would all play GQ more if big teams were nerfed. So big teams were nerfed. You know what? The terribads still lost just as much - more, because as the population left they matchmaker could no longer try to match skill ranges, so the terribads played less than before. Total population down, now it's hard to find matches.

You guys keep trying to find a 'solution' to the 'problem' of people playing poorly and like a solo rambo in a game literally based on 2 teams of 12 losing a lot. That's not a 'problem' it's an inevitable outcome. Play private matches, wait for coop in MW5 so you can play vs bots with difficulty turned down and god mode/noheat/noammo turned on or whatever you've got to do to be able to derp and still win or actually do what every single other player in this game has done and learn to play better and coordinate.

Trying to change the game so people can play badly but still win is a selfish, ill-considered and ultimately doomed concept and attempts at it have undeniably heralded every big population decline in the games history.

MWO had its biggest population growth and player retention when the experience for bad players was way, way worse than it was now in terms of MM and queue options. The idea that not catering to bad players hurts the games population has absolutely no basis in fact and the opposite can be shown by every change for that purpose leading to total population decline.

#39 Lukoi Banacek

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Posted 28 June 2018 - 12:40 PM

OP your premise does not address the underlying problem we have, as you perceive it.

If you want casuals to have the chance to fight other casuals, it's got nothing to do with group size. It has everything to do with the matchmaker.

And our matchmaker is hamstrung by two things....small player pool and PSR system. The former cannot be fixed really....it will only grow if the game and mode becomes more attractive to casuals. Fixing or replacing the PSR with something that creates a better match make could do that.

Fix it so people are transparently held accountable and evaluated honestly for their performance and tier them as such, and you have the first steps toward a better MM. Continue to use the PSR model we have, that allows all but the least capable players to drift up in tier, and you will always have these discrepancies with the MM.

PGI wants people to experience a sense of accomplishment, but have tied that to the PSR, to the detriment of the MM. I know it's a potential hit to the ego to tell someone, you are just average but it's much less of a hit than the constant crushing losses some people and small groups face due to poor MMing.

What's odd to me is how many other games are more honest about skill tiering and dont suffer from people quitting in droves over bruised egos. PGI made a design choice. It's ok to admit it was a bad one and look for fixes. But continuing to put band aids on it or bad interim solutions like this post started with, will continue to death spiral of the game.

#40 Vesper11

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Posted 28 June 2018 - 09:04 PM

I wish Mischief could read as much as he could write~

Anyway, let's drop the 4player limit if you say that it's that important to current veteran playerbase, there's still the other proposition, which is to let the game start at 11/11 and possibly 11/12 that should help with syncdrops I hate so much as well as reduce queue times which is the 2nd thing I hate in GQ after ******** MM. Any objections?





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