Please Do A Mixed Group / Solo Match-Maker
#1
Posted 09 June 2019 - 12:54 AM
So, what do you think? Shoud PGI switch their MM to mix group and solo queue? In purpose that group drop now will viable again.
Yes, i know about MM balance, it is important, but only if ANY match happened.
And yes, it will be harsh for new player. But this game is stagnant anyway, most of us are loyal playerbase anyway.
Or, do mix group/solo drop only on weekend or on event.
PS: the last time my unit drop with 8 man player is on holiday event (27th dec last year).
#2
Posted 09 June 2019 - 01:11 AM
Edited by RJF Volkodav, 09 June 2019 - 01:11 AM.
#3
Posted 09 June 2019 - 01:36 AM
Krucilatoz, on 09 June 2019 - 12:54 AM, said:
So, what do you think? Shoud PGI switch their MM to mix group and solo queue? In purpose that group drop now will viable again.
Yes, i know about MM balance, it is important, but only if ANY match happened.
And yes, it will be harsh for new player. But this game is stagnant anyway, most of us are loyal playerbase anyway.
Or, do mix group/solo drop only on weekend or on event.
PS: the last time my unit drop with 8 man player is on holiday event (27th dec last year).
Letting groups stomp pugs helps in a stagnant game?
Please explain why shooing even more players away would be good?
#4
Posted 09 June 2019 - 03:33 AM
#5
Posted 09 June 2019 - 04:28 AM
TL;DR
No. It was set up that way once, dumpster fires ensued, turns out the seals don't LIKE to be clubbed after all, it was changed for these reasons.
#7
Posted 09 June 2019 - 05:10 AM
I heard that other Players had the same idea. I don't know why pgi is not trying simple Solutions.....
Edited by Snowhawk, 09 June 2019 - 05:15 AM.
#8
Posted 09 June 2019 - 05:30 AM
wanna group up because of ""tactics"" (I use this term losely in mwo)?
go to gp/fw. it is there - use it.
just sync man. it's fun shooting the persons you're in teamspeak with
#9
Posted 09 June 2019 - 06:57 AM
#10
Posted 09 June 2019 - 08:08 AM
One thing I would like PGI to consider is allowing groups of 2 in QP. This is routinely done in competing games, and it's popular and thus a great way to pool player base into a single queue. Might help MWO as the player base gradually declines.
In competing games, the small groups lead to some, but not massive, balance issues, and I believe the benefits would outweigh the drawbacks.
Edited by jss78, 09 June 2019 - 08:10 AM.
#11
Posted 09 June 2019 - 08:40 AM
Unnatural Growth, on 09 June 2019 - 04:28 AM, said:
TL;DR
No. It was set up that way once, dumpster fires ensued, turns out the seals don't LIKE to be clubbed after all, it was changed for these reasons.
to be fair many pugs, self included, conceded long ago that a match maker if implemented would never work due to low player numbers. the problem with pgi listening is that there seems to be a 2-3 year lag time. if we had the numbers we had around phase 2, then this match maker would have been a good thing to have. now its just a big obstacle in your way of finding a match. i dont think you will ever sell fp to the permanent denizens of qp, they are still highly traumatized by the long tom and endless seal clubbings.
phase 3 is really where most of the seals got turned off permanently to fp. they were promised a solo queue, and despite it working perfectly at my end, it was rolled back. so pugs ended up getting seal clubbed and nuked by the long tom. only the stalwart hard mode pugs like myself remained. with bucketpocalypse fp was transformed into the best mode in the game and stayed that way until the patch of doom.
pgi has always been way too optimistic with regards to fp population numbers and that has lead to poor design choices. too many battle lines, too many buckets, too many players in a match, too many factions, tying to satisfy too many demographics, trying to put in a match maker when you have low active population numbers. the if you build it they will come strategy would have worked if you didn't beat everyone who showed up with a louisville slugger first.
Edited by LordNothing, 09 June 2019 - 08:49 AM.
#12
Posted 09 June 2019 - 08:50 AM
For 4+ people groups nothing changes, though, sorry. I don't think there's anything to be done with group que, that wouldn't screw solo players in QP. You can't let large pre mades stomp uncoordinated team, because it will be unplayable for the majority of people.
#13
Posted 09 June 2019 - 09:00 AM
i think we should get rid of all modes and match makers and replace it with a lobby browser and more robust custom games. let players sort themselves out and set up their own scenarios. it would also bring more variety, things like tonnage limits, specific class battles, stock mode would actually get some use. allow options for decks and respawns. might allow skill filters too (though replacing psr with an actual measure of skill). needless to say players would need to strike their own balance between how specific they want their scenario and how many people actually want to play it.
you would still be using pgi's servers and are subject to waiting for one to be available. you might be able to sell server access priority. i can see it where units would just rent their own private servers to conduct their own fp amongst themselves. individuals could rent servers to say do '24/7 stock urbies in city maps'. income potential there.
Edited by LordNothing, 09 June 2019 - 09:19 AM.
#14
Posted 09 June 2019 - 09:27 AM
First I would try for a better ranking system, then I'd set group limit to 5 and have the MM balance the groups on each team. So if one team has a 4man of high rank then the other team would have a 3-5man depending on what their rank is. If there isn't a group that fits that then the team with the weaker group would get a higher ranked solo players.
And I say 5man limit because 4man groups had the downside of if a fifth showed up and you split then 2 would have to be a couple and nobody wants to do that. With 5man limit, if a sixth shows up you can split into 3s which is still a group and you will be equal if you fight each other.
Edited by dario03, 09 June 2019 - 09:27 AM.
#15
Posted 09 June 2019 - 02:04 PM
LordNothing, on 09 June 2019 - 08:40 AM, said:
to be fair many pugs, self included, conceded long ago that a match maker if implemented would never work due to low player numbers. the problem with pgi listening is that there seems to be a 2-3 year lag time. if we had the numbers we had around phase 2, then this match maker would have been a good thing to have. now its just a big obstacle in your way of finding a match. i dont think you will ever sell fp to the permanent denizens of qp, they are still highly traumatized by the long tom and endless seal clubbings.
phase 3 is really where most of the seals got turned off permanently to fp. they were promised a solo queue, and despite it working perfectly at my end, it was rolled back. so pugs ended up getting seal clubbed and nuked by the long tom. only the stalwart hard mode pugs like myself remained. with bucketpocalypse fp was transformed into the best mode in the game and stayed that way until the patch of doom.
pgi has always been way too optimistic with regards to fp population numbers and that has lead to poor design choices. too many battle lines, too many buckets, too many players in a match, too many factions, tying to satisfy too many demographics, trying to put in a match maker when you have low active population numbers. the if you build it they will come strategy would have worked if you didn't beat everyone who showed up with a louisville slugger first.
Instead of nuking solo queue all they had to do was allow solo players to enter both queues and not have a unit tag requirement. It was a terrible implementation of a good idea and it's complete scuttle in lieu of adjusting it was just another thing in a long list of utterly baffling decisions.
#16
Posted 09 June 2019 - 02:12 PM
Wanna play with a buddy? Synch drop. Sometimes you'll be on the same side, sometimes you'll be trying to kill each other. In both situations you can guide or give tips...although from what I see there are a lot of folks who want to give tips and help that have zero business doing so, but that is seventy-seven more threads.
#17
Posted 09 June 2019 - 02:23 PM
#18
Posted 09 June 2019 - 04:13 PM
Feral Clown, on 09 June 2019 - 02:04 PM, said:
Instead of nuking solo queue all they had to do was allow solo players to enter both queues and not have a unit tag requirement. It was a terrible implementation of a good idea and it's complete scuttle in lieu of adjusting it was just another thing in a long list of utterly baffling decisions.
i think i ended up opting for a one man unit so i could do merc. merc and freelancer should have just been merc. freelancer wasn't even fleshed out. chasing calls to arms just sucks and no ranking rewards.
Edited by LordNothing, 09 June 2019 - 04:25 PM.
#19
Posted 09 June 2019 - 05:34 PM
#20
Posted 09 June 2019 - 06:26 PM
Vorpal Puppy, on 09 June 2019 - 02:23 PM, said:
Why? I mean why have a solo player require a certain minimum number of games? or a average match score value? Have you ever played in the current group queue?
prime time Saturday night group match tends to go down like this.
Blue team... 2 player group,3 player group,3 player group,4 player group
Red team...3 player group,2 player group,5 player group,2 player group
Victory goes to the team that sucked less than the other.
You play like 6 or 7 of these matches were no two groups bother to talk to their team members or think of a coordinated effort and winning is pretty much a reward for being slightly less stupid than the losers.
Then you may drop and one team or the other has a large group maybe 6-8 and rarely 10 never ever 11 because you can't and once in a blue moon you meet a 12 player team and IF that large group is putting in effort they stomp you and if they don't put in effort they could loose because of tonnage limits.
What match in the 20 or so matches played do the crybabies remember? The one with a heaping helping of conformation bias.
You don't need skill or even basic competence to play in group queue you just need some semblance of social ability to get a few other players to group with you.
Group queue is a crapfest mess on poorly coordinated mini mobs that rarely get matched against a larger poorly coordinated mini mob and rarer still may once in a rare instance face off against a slightly coordinated mini mob that the small groups still out ton.
I play group queue every Saturday night...this is what really happens with/to most of the group players.
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