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Its Time To Increase Clan Drop Weight Again


26 replies to this topic

Poll: Change Clan Deck Weight (63 member(s) have cast votes)

So what do you want ?

  1. More Clan Deck weight (28 votes [44.44%])

    Percentage of vote: 44.44%

  2. Less Clan Deck weight (5 votes [7.94%])

    Percentage of vote: 7.94%

  3. Same Clan Deck weight (30 votes [47.62%])

    Percentage of vote: 47.62%

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#1 Warning incoming Humble Dexterer

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Posted 12 December 2018 - 09:09 PM

Joking : When was the last time you killed a 100T Clan mech in Faction play, or saw one manage to kill your 100T IS mech in a top ranked Solaris duel ? :)

PGI knew what they were doing when they raised Clan Decks back from 240T to 255T : They were trying to make Clan Decks more attractive to inexperienced new MWO players, because they're not.

But no matter how totally clueless a new player is when joining MWO : Odds are he can still read what the top page of any Solaris Leaderboard Division looks like, and even a 400T Clan Deck made of four underperforming 100T Clan mechs isn't going to change that :P

You can drop Clan Decks straight down to 230T... But that would be even more clueless new IS mechs for Clan players to shoot at, and even more Ghost Drops for the excess amount of IS players to queue for.

#2 justcallme A S H

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Posted 12 December 2018 - 09:32 PM

[Redacted]

Edited by draiocht, 13 December 2018 - 05:26 PM.
unconstructive


#3 Jun Watarase

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Posted 13 December 2018 - 07:31 AM

PGI should go back to the old balancing style : increase/reduce drop deck limits till both factions achieve a roughly 50% win rate.

#4 Warning incoming Humble Dexterer

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Posted 13 December 2018 - 05:34 PM

PGI should give an incentive for players to go out of their way to go fight strong organized groups, instead of going out of their way to go farm weak random ones.

#5 justcallme A S H

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Posted 13 December 2018 - 06:12 PM

View PostJun Watarase, on 13 December 2018 - 07:31 AM, said:

PGI should go back to the old balancing style : increase/reduce drop deck limits till both factions achieve a roughly 50% win rate.


Given you can swap as a Merc in 30 seconds now. What you are saying is simply impossible to achieve.

In fact it's never been 50/50 the 3 years I've played. One side is usually dominant in a certain time one because it's simple - someone gotta win.

#6 Nightbird

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Posted 13 December 2018 - 06:51 PM

View PostHumble Dexter, on 13 December 2018 - 05:34 PM, said:

PGI should give an incentive for players to go out of their way to go fight strong organized groups, instead of going out of their way to go farm weak random ones.


Got a shocking revelation for you... no one can choose who they face.

#7 LordNothing

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Posted 13 December 2018 - 07:21 PM

problem aint tonnage its dogpiles.

#8 Tarl Cabot

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Posted 14 December 2018 - 04:07 AM

View PostLordNothing, on 13 December 2018 - 07:21 PM, said:

problem aint tonnage its dogpiles.


There is no Clan love!!

Posted Image

#9 Rick T Dangerous

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Posted 14 December 2018 - 09:49 AM

Instead of more tons for clans, a reduction of IS tons to 255T would be the better move. Equal tons. Maybe even 240T for both. Assaults should be a rare sight, not the standard opening, main attraction and closing act.

#10 S t P a u l y

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Posted 14 December 2018 - 03:16 PM

View PostTarl Cabot, on 14 December 2018 - 04:07 AM, said:


There is no Clan love!!

Posted Image


This is the saddest screenshot

#11 Warning incoming Humble Dexterer

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Posted 14 December 2018 - 03:47 PM

View PostNightbird, on 13 December 2018 - 06:51 PM, said:


Got a shocking revelation for you... no one can choose who they face.

If you get a significant bonus for facing a strong team over a random one... you can bet organized groups will work their *** off to find a loophole to manage to drop against each other, even if that means communicating with each other to synchronize their drops when no other team is queued up.

#12 justcallme A S H

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Posted 14 December 2018 - 04:11 PM

View PostS t P a u l y, on 14 December 2018 - 03:16 PM, said:


This is the saddest screenshot


Yeah cause it shows how broke the counter is still.

It is still not working correctly.

#13 Tarl Cabot

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Posted 14 December 2018 - 04:15 PM

View PostS t P a u l y, on 14 December 2018 - 03:16 PM, said:


This is the saddest screenshot


https://mwomercs.com...-after-hot-fix/

Per a post Humble made in the patch feedback, there may have been an issue of the UI displaying full unit as 144 players then the next time to be added jumped that up to 288. No screen shots but if it was true after the patch, that the numbers that had been displayed in in the screen shot would have been incorrect.

Though it was funny and sad at the same time, a display bug would make more sense.

Just confirmed that there is something happening. Had it jump up for IS side from 13 to 159 for a few seconds then back down to 26 for the IS side. Clans had just won a match that was recorded on the warlog 3 minutes earlier. But it is not happening every time a game ends.

Edited by Tarl Cabot, 14 December 2018 - 04:32 PM.


#14 Feral Clown

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Posted 14 December 2018 - 06:04 PM

View PostHumble Dexter, on 14 December 2018 - 03:47 PM, said:

If you get a significant bonus for facing a strong team over a random one... you can bet organized groups will work their *** off to find a loophole to manage to drop against each other, even if that means communicating with each other to synchronize their drops when no other team is queued up.


Won't matter. During NA prime time there is a group that most other groups actively avoid. Friends lists and streamers make it easy. That group that is at the top everyone fears, beats anyone they face, so they don't avoid fights. They enjoy smashing units down much more than pugs, but when they are avoided.....

This does a couple of things. It is putting the best in the queue up against pugs, and the units avoiding them then get to feel good about themselves by....smashing pugs.

So if you want this to stop, plead to PGI to prioritize taking steps and making the changes necessary to match units against units, and pugs only to fill in smaller groups. There should never be an all pug team to go up against a premade, ever.

#15 B L O O D W I T C H

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Posted 15 December 2018 - 04:51 AM

View PostFeral Clown, on 14 December 2018 - 06:04 PM, said:


Won't matter. During NA prime time there is a group that most other groups actively avoid. Friends lists and streamers make it easy. That group that is at the top everyone fears, beats anyone they face, so they don't avoid fights. They enjoy smashing units down much more than pugs, but when they are avoided.....

This does a couple of things. It is putting the best in the queue up against pugs, and the units avoiding them then get to feel good about themselves by....smashing pugs.

So if you want this to stop, plead to PGI to prioritize taking steps and making the changes necessary to match units against units, and pugs only to fill in smaller groups. There should never be an all pug team to go up against a premade, ever.


Already had that.Pugs vs Pugs, Groups vs Groups.
Groups couldn't stomp farm pugs anymore and went very, very vocal about how broken and empty pug que was.
PGI being PGI listened to whoever barked the loudest and removed pug que from FP.

(I've played pug que, reasonable waiting times, very balanced matches)

#16 Warning incoming Humble Dexterer

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Posted 15 December 2018 - 12:00 PM

View PostFeral Clown, on 14 December 2018 - 06:04 PM, said:

So if you want this to stop, plead to PGI to prioritize taking steps and making the changes necessary to match units against units, and pugs only to fill in smaller groups. There should never be an all pug team to go up against a premade, ever.

If I'm not wrong, that's exactly what PGI announced it was going to do.

But the way they're doing it (prioritizing the biggest groups first, even when the other side has no groups left at all), I think it's going to backfire for the side with the less groups queued.

There's a video on YouTube from PGI detailing this.

#17 Nightbird

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Posted 15 December 2018 - 12:54 PM

View PostHumble Dexter, on 14 December 2018 - 03:47 PM, said:

If you get a significant bonus for facing a strong team over a random one... you can bet organized groups will work their *** off to find a loophole to manage to drop against each other, even if that means communicating with each other to synchronize their drops when no other team is queued up.


Organizing synced drops takes time. If the bonus is less than the extra time spent, then there's no point.

The new MM will make teams face each other if they're on both sides. We'll see if it works or not.

#18 Ssamout

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Posted 16 December 2018 - 10:01 AM

View PostToha Heavy Industries, on 15 December 2018 - 04:51 AM, said:


Already had that.Pugs vs Pugs, Groups vs Groups.
Groups couldn't stomp farm pugs anymore and went very, very vocal about how broken and empty pug que was.
PGI being PGI listened to whoever barked the loudest and removed pug que from FP.

(I've played pug que, reasonable waiting times, very balanced matches)

FAKE NEWS.
There has never been pugs vs pugs and groups vs groups split. All that was tried was a "unit queue" and a "not in a unit queue". So solo unit players were dropped in that group vs group queue of yours. And at that same patch they released scouting mode that took a lot of "not in a unit queue" players away from that "pugs only" queue.

So players without a unit were making one man units so that they could drop in unit queue, where majority of players were dropping. The ones I talked to reported it really hard to get matches in that pug-queue. Dunno how long one had to wait in queue as I was in a unit and thus could not try that queue.

#19 Grus

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Posted 16 December 2018 - 10:33 AM

Kdk3 is still a good 100 tonner with its high mounts. The UV isnt bad either for the dakka down choke points.

But that 300+ IS vs 7 clan... that was funny!

#20 Feral Clown

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Posted 17 December 2018 - 07:30 PM

View PostToha Heavy Industries, on 15 December 2018 - 04:51 AM, said:


Already had that.Pugs vs Pugs, Groups vs Groups.
Groups couldn't stomp farm pugs anymore and went very, very vocal about how broken and empty pug que was.
PGI being PGI listened to whoever barked the loudest and removed pug que from FP.

(I've played pug que, reasonable waiting times, very balanced matches)


Wrong. I was joining a unit during that time and had to create a one man unit to play with people in units and then if I wanted to go solo...drop that unit.

The queue also did not work because matchmaker failed trying to make groups with smaller groups without having singeltons to through in there.

That reverse was one of the absolute quickest PGI has done in the years I have been around. There was good reason for this, their implementation was broken. Would have been a lot different if they had simply made a group/solo queue and allowed any player to choose which queue to be in....but the yoloists did not like that idea because they thought they needed synch drop protection.





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