Kindof a problem right now is that in group drops there are often groups of excellent players that form a 9, 10, 12 man group and then just curb stomp the competition again and again and again. This does not make for an enjoyable evening of gaming when once every other drop or so, or two to three drops in a row, you run into an elite group and know you are going to get whacked.
I'm not sure what they think they are proving. I know curb stomping people is fun, I enjoy the occasional curb stomp, but even after 2 or 3 in a row I get bored and would enjoy you know, an actual game that goes 8-12, 9-12, or even one of those awesome nail biters that goes 11-12.
I think the solution is relatively simple. These players could self-police and play comp instead of crushing unorganized pug groups. Or, occasionally there are a couple of these groups on at once. if matchmaker notices multiple groups curb stomping, perhaps it could hold a 12 man until another group that has been curb stomping can face it. Or even give a wait time penalty for multiple curb stomps, to encourage people to play comp or break their group up into smaller pieces.
I see quickplay group drops as a more casual (but competitive) area where players can be skilled and competitive, but I don't really see it as the place where the top 1% of skilled players should be forming a large group and rock house game after game after game. It is like watching NFL athletes form a stacked team of all-stars and then come down and play against a team of players from four different high schools. Congratulations, you just accomplished nothing other than racked up some c-bills you probably don't even need.
So I implore my fellow mechwarriors, be sportsmanlike. Take your comp skills into comp, or instead of forming a 12-man beatdown squad, try forming 3 or 4 man groups and being ambassadors of the game rather than overlords. Theoretically, if you form smaller groups, you will be able to fight your skilled teammates occasionally on the other team, and thus probably get more competitive games.
The player base seems to be waning currently for the game, and I think quality of online games has as much to do with it as any 'balance tweaking' issues.
Quickplay Group Drop Matchmaking
Started by ShooterMcGavin80, Aug 17 2018 01:51 PM
3 replies to this topic
#1
Posted 17 August 2018 - 01:51 PM
#2
Posted 18 August 2018 - 04:44 AM
How its it the players fault that PGI hasnt figured how to pool people according to skill?
Playas wanna play
Press Launch
Playas wanna play
Press Launch
#3
Posted 18 August 2018 - 04:47 AM
The time of fixing this is long past when they didn't prioritize Match making whilst the population was decent.
Instead buy a mech pak and make stuff a loud minority says we needed but noe one now plays. Solaris
Same ol
The payoff for work on a good match maker coulda been amazing
Plus moar accurate weapons balancing due to skill matching
Instead buy a mech pak and make stuff a loud minority says we needed but noe one now plays. Solaris
Same ol
The payoff for work on a good match maker coulda been amazing
Plus moar accurate weapons balancing due to skill matching
Edited by OZHomerOZ, 18 August 2018 - 04:51 AM.
#4
Posted 18 August 2018 - 10:55 AM
They aren't going to penalize people for winning by too big a margin and I don't think it's reasonable hold a team up just cause there isn't another team of comparable level. They don't even have a system to judge with any accuracy how good a player is.
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