Group Queue Update 2020
#141
Posted 22 April 2020 - 08:28 PM
#142
Posted 22 April 2020 - 09:51 PM
I hope you don't do this.
#143
Posted 22 April 2020 - 10:18 PM
I dont care if the matches become stomps...cause i can get stomped together and the times when we win will feel that much better. Maybe you all should get a bit tough and handle loss like normal people.
#144
Posted 22 April 2020 - 11:05 PM
As much as I would *love* to see a fix to the PSR system, this game is gasping for life with fewer resources every day. Please, PLEASE, give the last few hundred of us who still play regularly a chance to play with our friends, instead of being doomed to match after miserable match of deaf, mute solipsists, before the lights in the server room go off forever.
Edited by Andrzej Lechrenski, 22 April 2020 - 11:14 PM.
#146
Posted 23 April 2020 - 12:37 AM
I know, mix solo and groups in QP! There's tons of threads addressing that situation in FP so people must love the idea!
Now code it in and never check the forums again. EVER.
Jobs a good 'un.
#147
Posted 23 April 2020 - 02:26 AM
Plz fix
#148
Posted 23 April 2020 - 03:11 AM
Hoaggie, on 23 April 2020 - 02:26 AM, said:
Plz fix
Ummm... create a new account also, then attempt to sync drop together. That's what I would do to try and play with friends with new accounts rather than depend on group queue fixes.
#149
Posted 23 April 2020 - 04:13 AM
w4ldO, on 22 April 2020 - 04:25 AM, said:
a checkbox for opt-in would put you into group queue
So opt in-group as Solo Player would move you from the Solo Quickplay Queue to the Group Quickplay Queue.
PGI don't have to code a check box for that, they have just to reduce the minimum group size in group matchmaking from 2 players to 1 players.
And set the matchmaker rules to prevent a Team of 12 "one player groups".
#150
Posted 23 April 2020 - 04:18 AM
Edited by Aidan Crenshaw, 23 April 2020 - 04:19 AM.
#151
Posted 23 April 2020 - 04:25 AM
Alreech, on 23 April 2020 - 04:13 AM, said:
PGI don't have to code a check box for that, they have just to reduce the minimum group size in group matchmaking from 2 players to 1 players.
And set the matchmaker rules to prevent a Team of 12 "one player groups".
This is a really good idea.
The only thing I think I could see as a downside is it may split the solo queue members (those that check the box, and those that don't) If we have enough players on at one time this would be a viable solution.
#152
Posted 23 April 2020 - 04:43 AM
#153
Posted 23 April 2020 - 04:44 AM
Larsh, on 22 April 2020 - 06:34 PM, said:
Not in Solo Quickplay.
You meet your "Team" in the pre-match score board,
you don't have the time to coordinate before the match starts (like choosing lance leaders)
you don't even know the loadout and speed of you teammates
you don't have a 2nd spawn - so if you get killed for you team it's Game Over
and you won't have to play again with your team after the match
To be honest: it's total sensible to use your 11 "teammates" as meatshield in Solo Quickplay.
It's sensible to avoid risks and a game over.
If you get killed early you get some assists and nothing else, if you stay long enough alive you get some kills even you lose the match.
I don't like it, but i play that way in Solo Quickplay.
The same applies mot or less to Group Quickplay:
You meet most your "Team" in the pre-match score board,
you can only coordinate with your group before the match starts (choosing mechs & lance leaders)
you only know the loadout and speed of you group mates
you don't have a 2nd spawn - so if you get killed for you team it's Game Over
and you won't have to play again with most of your team after the match
#154
Posted 23 April 2020 - 04:48 AM
Andrzej Lechrenski, on 22 April 2020 - 11:05 PM, said:
It won't though, we've been here before and it did the opposite, but whatever, the games dead anyways.
#155
Posted 23 April 2020 - 04:54 AM
#156
Posted 23 April 2020 - 05:11 AM
Horseman, on 22 April 2020 - 08:44 AM, said:
Groups in MWO coordinate before they even enter matchmaking:
They decide what Mechs they want to play.
In most cases those Mechs have compatible speed and loadouts.
They have a drop leader tho leads via external Voice com, and all players in that Channel speak the same language.
Even good internal VOIP allows a team to coordinate only during the match, all the pre-match making coordination groups do can't be done via VOIP in the 5 minutes in the pre-match Score Board.
An MWOs VOIP isn't good.
With 11 potential speakers in the team channel it's to big.
Most of the spoken information is adressed to a lance member, so it justs affects 3 other players & the speaker.
It also works only during the match, not during match making or before in the group screen.
So you can't realy test & adjust it outside a match.
A fine example for a good VOIP is the old Battlefield 2 from 2005:
One Channel for the players of a Squad of 6 players = 5 potential Speaker
Squad Leaders can talk to the Commander & Commander talk to the Squad leaders without confusing other teammates.
IMHO MWO could use a similar system:
Create Group Channel with group = VOIP can be used before matchmaking
Group Leader = Admin of the Channel, can mute group members of this subchannel
Create Team Channel during matchmaking. Move Group Channels to Team Channel during matchmaking
Group Leaders kann use a "Push to Talk" Key to speak to Group Leaders in the same team channel
Disolve Team Channel after match, keep the group channel.
This should work in Teamspeak, and MWO uses Teamspeak as VOIP solution.
#157
Posted 23 April 2020 - 06:08 AM
Alreech, on 23 April 2020 - 04:44 AM, said:
You meet your "Team" in the pre-match score board,
you don't have the time to coordinate before the match starts (like choosing lance leaders)
you don't even know the loadout and speed of you teammates
you don't have a 2nd spawn - so if you get killed for you team it's Game Over
and you won't have to play again with your team after the match
To be honest: it's total sensible to use your 11 "teammates" as meatshield in Solo Quickplay.
It's sensible to avoid risks and a game over.
If you get killed early you get some assists and nothing else, if you stay long enough alive you get some kills even you lose the match.
I don't like it, but i play that way in Solo Quickplay.
The same applies mot or less to Group Quickplay:
You meet most your "Team" in the pre-match score board,
you can only coordinate with your group before the match starts (choosing mechs & lance leaders)
you only know the loadout and speed of you group mates
you don't have a 2nd spawn - so if you get killed for you team it's Game Over
and you won't have to play again with most of your team after the match
Ok, I can see your point, and I'm not going to derail this forum discussion on player nuances and play styles. But, where in this post is a reasoning on how to fix the current issue of not being able to find other groups in GQ?
#158
Posted 23 April 2020 - 06:24 AM
KR Ted
#159
Posted 23 April 2020 - 07:37 AM
Larsh, on 23 April 2020 - 06:08 AM, said:
Issue of not finding other groups in GQ:
Not enough smal groups in GQ.
Reason:
for small groups GQ & Solo are the same: no teams, just meatshield.
But in Solo you don't get stomped by bigger groups, so Solo is better.
Players who don't like that style of play have left MWO, reducing the number of players in the last years.
And that problem isn't unexcepted, and it has many causes:
PGI game design that is build around of player groups of 4 player acting as team (lances) and the decission to not enforce this 4 player limit on group level.
And PGI first front end design for MWO without a lobby to find groups = play with your friends or play Solo
The delay of the respawn mechanic (Dropship Mode/ Dropdecks) = leads to a selfish playstile without risks = no teamwork
All that was critisised from the beginnig of MWO.
Even after PGI finally introduced Faction Warfare with Dropdecks most MWO players stayed in Solo & Group Quickplay, others have left the game.
Fixing Group Play isn't a thing that can be done while retaining stuff like:
uneven group sizes that make matchmaking more complicated
lack of teamwork due group sizes that are incompatible with the ingame lances
lack of teamwork due lack of pre-game coordination
gamedesign what benefits egoistic gameplay (using teammates as meatshield because of "last man standing get the kills" & no respawn).
And finally splitting the remaining player base by retaining overlapping game modes:
Solo Solaris & Solo Quickplay & Solo Faction for Solo Players
Faction Warfare Scouting, Duo Solaris & Group Quickplay for small groups (4 player group = synchrodrop in Solars to play 2 vs 2 )
Group Quickplay and Faction Warfare for Groups
Fix that may work, but nobody want:
Solo
1 vs 1 = Solaris
2 vs 2 = Solaris
4 vs 4 with small dropdeck for respawns & mech selection. Matchmaker group players of the same faction together by Putting them in a group and then starts a match instead of putting them in a match directly.
Group:
Fixed size of 4 min / 4 max. Not enough players? Invite from LFG, from friend list or from the matchmaker.
Drop deck for respawns and mech selection
4 vs 4
8 vs 8
12 vs 12
Create 4 main factions for Matches with Clan vs Clan (Crusader vs Warden), IS vs IS (FedCom&Ras vs Concordate) & Clan vs IS
Make every group play part of faction ranking, reserve the Invasion stuff to 12 vs 12 game modes.
----------------------------------------------------------------------------------------------------------------
TLDR:
Fiddling with Solo Quickplayers in Group Quickplay won't save MWO, it was fracked up a long time ago but now it shows due falling player numbers.
Fixing it will need some hard cuts that may enrage the rest of the competetive players who like the playstile in Quick & Factionplay as it is now.
Edited by Alreech, 23 April 2020 - 07:38 AM.
#160
Posted 23 April 2020 - 08:27 AM
Alreech, on 23 April 2020 - 07:37 AM, said:
Fix that may work, but nobody want:
Solo
1 vs 1 = Solaris
2 vs 2 = Solaris
4 vs 4 with small dropdeck for respawns & mech selection. Matchmaker group players of the same faction together by Putting them in a group and then starts a match instead of putting them in a match directly.
Group:
Fixed size of 4 min / 4 max. Not enough players? Invite from LFG, from friend list or from the matchmaker.
Drop deck for respawns and mech selection
4 vs 4
8 vs 8
12 vs 12
Create 4 main factions for Matches with Clan vs Clan (Crusader vs Warden), IS vs IS (FedCom&Ras vs Concordate) & Clan vs IS
Make every group play part of faction ranking, reserve the Invasion stuff to 12 vs 12 game modes.
----------------------------------------------------------------------------------------------------------------
TLDR:
Fiddling with Solo Quickplayers in Group Quickplay won't save MWO, it was fracked up a long time ago but now it shows due falling player numbers.
Fixing it will need some hard cuts that may enrage the rest of the competetive players who like the playstile in Quick & Factionplay as it is now.
Now these are solutions, as a casual player, I could get behind.
If PGI could implement the idea of bringing drop decks into Group and Solo play I think that would:
1. Breath new life into this game.
2. Allow some players to create some sort of strategy with what mechs they select for their first to last drop. I might add that drop decks be 3 mechs instead of 4 that we see in FP.
3. Would lessen the feel of a stomp if that does happen due to experienced players vs inexperienced. If if your first selection was a bad match up, then you can study what went wrong on your first drop, and go from there.
As much as it pains me, I think Solaris queues as they are should be removed. I'm one of the few that enjoys this game mode, and I realize the amount of time PGI spent on it. They were going in a good direction by adding flavor with voice overs from Duncan Fisher, and attempting to create various tiers with the mechs. But, this mode splits up the player base too much, and I really don't know many who still play it.
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