Blockwart, on 18 October 2018 - 01:14 AM, said:
Do you think, PGI will read your summary?
Probably not.
I don't care.
Blockwart, on 18 October 2018 - 01:14 AM, said:
Do you really think, PGI will care about it?
Probably not. They have their own agenda and we are just along for the ride.
I don't care.
EDIT: I'm just puzzled by it.
Note that the agenda being pushed (Edit: from the community btw) is to have combat between two single factions of PGI's chosing on some sort of semi irregular basis setup and controlled by someone at PGI.
ie. without further information it looks like it's all a manual process requiring actual staff hours to setup.
It's detrimental to the idea of being in a unit and belonging to a faction and suggests that to play on either side we should just be randomly assigned to A or B for the 'event' and effectively just make everyone freelancers in a solo queue only system. Take that groups.
That would save having to do any development work on the loyalty system and pretty much anything else.
On top of that, it is just an adaption of the Tug of War and going back to when it had specific missions in a specific stage of the tug of war.
All under the pretense of adding a few paragraphs of lead in story to create the impression that it is now 'lore' related by letting someone update a webpage.
Seems legit.
Are the people who wanted this the same ones that wanted Solaris?
EDIT: Ok, ok, maybe i do care enough to have wondered what might have been and feel a bit miffed over the direction of it all....
Bishop Six, on 18 October 2018 - 02:47 AM, said:
Counter question:
Should PGI care about every random dude who opened a Thread with his personal wishes?
Why should his opinion be representative for all?
And you.
I just read "Oh a random dude opened a Thread and i will comment randomly something about bad bad PGI"
Or did i overread your constructive proposal?
I just read in this Thread that a random dude wants to restrict unit play without asking other people, like...unit players.
So you just want to restrict me and my teammates to play together. How about...NO?!
Sorry dude, was that directed at me or at some other dude?
EDIT: Ok. So after re-reading your message there it seems like the bit about restricting
you and your unit in the
unit based mode from playing with each other was aimed at what I've tried to get at in this thread and the videos.
Perhaps I haven't worded it well enough or perhaps something there has been something that hasn't quite clicked in understanding what I thought might be possible and how it all works.
I'll have another go but if you think it's necessary, I'll redo the vids.
The primary idea here is:
Why can't we have multiple factions fighting against each other in a single queue?
There are some secondary bits like the supply line idea but ignore that for the moment as it was aimed at add another layer of depth, immersion and challenge.
I do acknowledge the following issue:
Any division in the player base needs a way to cater for player numbers and therefore make sure we can still get matches. ie. What about the wait times.
I am a little unsure how much of an impact dividing the player base into multiple sides would actually have as the limitation for matches (outside of events) is to have 12 IS and 12 Clan players. There is
no allowance for having a match if there are 24 IS players on and only a handful of Clan. No one gets a game.
Should the system suddenly allow IS v IS and Clan v Clan in addition to IS v Clan by forcing teams to only consist of players from a single faction..... maybe it would simply work.
However, I do not wish to take that chance and to cater for a divided population and fluctuating player numbers it would be logical to allow some flexibility in the system with varying team sizes so am therefore querying why we haven't tried:
Limit groups to 4 players to allow modular team building for matches
This is purely to take into consideration that at any given moment in Faction Play, if we have 13 factions fighting each other, that there may not be enough players in two factions to form a 12 v 12 match.
It therefore makes sense to allow smaller matches to occur, but to make sure that players who can get enough players together
in their faction are not left out simply because there are not enough opponents in another faction to create a match.
The simplest way to do this is to limit the maximum group size.
Which then brings me to the point that seems to have been lost.
Units cannot belong to more than one faction at a time.
This therefore means that should you have 12 of your unit on to get into some faction play drops with that you are highly likely to still play on the same team even if restricted to groups of 4
if there are enough players to create a 12 v 12 match in an opposing faction.
The modular groups idea is to cater for when there isn't and therefore still allow your unit to drop into battle because they can be matched up against any other group in any other faction.
Would you prefer to still get in some smaller battles on multiple fronts against a variety of opponents (3 matches of 4v4) while waiting for more groups to assemble in an enemy faction and allow the conflict to escalate in the next match?
Or sit there waiting because you are the only group of 12 on in a single faction?
The ideas in this thread are not there to restrict you. They are aimed at enabling you to play and enabling inter faction conflict.
It's particularly relevant for loyalists.
You want to fight for your faction? The get out there and represent. Fight
everyone!
Edited by 50 50, 20 November 2018 - 09:41 PM.