Combining Group And Solo Queues - 4 Week Test
#201
Posted 28 April 2020 - 08:31 AM
#202
Posted 28 April 2020 - 08:40 AM
J a y, on 28 April 2020 - 08:27 AM, said:
Scenario 2: four pugs end up on a team fighting against two lances of competitive players. The pugs make 9,000 cbills each and gain no experience. They die.
Unless there’s a great reworking of the PSR system, this doesn’t work out in favor of the solo players.
- When the Match Maker builds a 12-player team, it will ensure that there is no more than one 4 player group or as close as possible (2 player + 2 player for example) per team and all remaining slots will be filled with solo players.
Reading helps....
#203
Posted 28 April 2020 - 08:47 AM
But as a new (< 3 weeks) player who is firmly in Tier 5 PUG land and has no aspirations to greatness I am really looking forward to being able to play with my son on a team. He and I enjoy playing and try to sync drop to get into matches together but we both enjoy it more when we're on the same team.
Right now with FP and Solaris being either low volume or being described as places for 'more experienced players' there doesn't seem to be a good way for the two of us to team up and play together.
Right now there are clearly far more competent players with better mechs in most of our drops - I'm not sure if more teams in the mix changes the fact we're clearly outmatched much of the time. Plenty of 12-2 stomps in both directions.
As a newbie - I think it would increase my enjoyment of the game to consistently play with my friends. It also might encourage more new players to try and get their friends into the game. From that perspective my being new to the game might be reflective of the perspective PGI wants to attract.
Edited by GARION26, 28 April 2020 - 08:50 AM.
#204
Posted 28 April 2020 - 08:48 AM
Dee Eight, on 28 April 2020 - 08:31 AM, said:
About 11 minutes left as I'm pressing the Post button for this...
Anyway, I hope we'll get a proper Patch Download Link for this. Being able to pre-prepare the Patch Files has saved many from the ensuing headache of bugs during internet-based downloads. (I can literally thank my ISP for never blind-firing directly with the MWO Portal itself.)
Also, since Paul Inouye is inviting suggestions about Group Tonnage, I'll say...
- 2-Man Groups --- 200 Tons
- 3-Man Groups --- 260 Tons
- 4-Man Groups --- 300 Tons
~D. V. "I don't type too fast, but I do try to keep my thoughts clean." Devnull
#205
Posted 28 April 2020 - 08:55 AM
I can FINALLY play with my friends now. I'm not worried about having a few matches where I get put up against teams and I lose. I will GLADLY take that trade for the fact that I can play with my friends now and the fact that this will bring THOUSANDS of new players to this dead game.
#206
Posted 28 April 2020 - 08:56 AM
Valley Pirate, on 28 April 2020 - 08:26 AM, said:
Second, maybe give a few hours over the next month or so to participate and work WITH devs to support the game you're getting FOR FREE. Stop expecting that your views should be prioritized over anything else. I can't imagine how it would feel to be a dev and have literally every move criminalized so badly. Damned if you do, damned if you don't. Kudos to them for doing something anyway.
That said, I expect PGI to be open with the data they're gathering with anyone who asks. If it's really going to be a community experience/decision, that much is minimum. I also whole-heartedly agree that ranking needs fixed - DESPERATELY. I've been in tier 2 for a while, and for a long time felt like I didn't belong there because my skill was too low. Fortunately now I do fairly well even in lost games, but this still needs adjusted.
1. Doing something ≠ doing the right thing.
2. Have been doing that for, like, seven years, and this is the result.
3. Their grip on the data they gather is tighter than the grip of Stepford wives on their skirts on a windy day. They only tell what they want to say.
#207
Posted 28 April 2020 - 08:56 AM
Nesutizale, on 28 April 2020 - 05:50 AM, said:
Sadly my people from back then won't join again to test 2-3 people group Q.
Friend me, your welcome to drop with my unit.. DAEDALOS513
#208
Posted 28 April 2020 - 09:01 AM
See You guys on the field
And If You are so pro-player that it hurts You - then You are part of the problem this game has - not a solution
#209
Posted 28 April 2020 - 09:17 AM
Edited by XpycT KabuH, 28 April 2020 - 09:24 AM.
#210
Posted 28 April 2020 - 09:27 AM
GARION26, on 28 April 2020 - 08:47 AM, said:
But as a new (< 3 weeks) player who is firmly in Tier 5 PUG land and has no aspirations to greatness I am really looking forward to being able to play with my son on a team. He and I enjoy playing and try to sync drop to get into matches together but we both enjoy it more when we're on the same team.
Right now with FP and Solaris being either low volume or being described as places for 'more experienced players' there doesn't seem to be a good way for the two of us to team up and play together.
Right now there are clearly far more competent players with better mechs in most of our drops - I'm not sure if more teams in the mix changes the fact we're clearly outmatched much of the time. Plenty of 12-2 stomps in both directions.
As a newbie - I think it would increase my enjoyment of the game to consistently play with my friends. It also might encourage more new players to try and get their friends into the game. From that perspective my being new to the game might be reflective of the perspective PGI wants to attract.
Yes. I've been playing since open beta and seen the ups and downs. At this point I just want to play some quick games with one or two friends and not have to sync drop to make it happen.
#211
Posted 28 April 2020 - 09:36 AM
Also does this throw PSR out the window?
#212
Posted 28 April 2020 - 09:37 AM
Finally i can play with my mate again
Thanks !
#213
Posted 28 April 2020 - 09:39 AM
Hmm... It says "Online"... But there's no Patch Download Link for something that sounded like the MWO Game Client would have to be updated??? Weird...
~D. V. "Maybe I'm just overthinking it?" Devnull
#214
Posted 28 April 2020 - 09:43 AM
StuntChicken007, on 28 April 2020 - 04:50 AM, said:
Calling out shots? That is not skill, that is cheating with teamwork.
That's next?
Using the LFG to find player to play with?
Using the Squad leader Menue to give out orders?
Edited by Alreech, 28 April 2020 - 09:43 AM.
#215
Posted 28 April 2020 - 09:48 AM
Matches right now feel more like mini-skirmishes rather than actual battles. Matches are rushed and end too quickly.. once a team is up 3 kills the match is usually decided. Adding more armour will change the dynamic of matches by being more forgiving to mistakes: players will have a better chance of getting back to their team and not insta-dying due to being left behind or moving out of position... and assaults will FEEL LIKE ASSAULTS! (#makeassaultsgreatagain). The big change: there will hopefully be some actual trading at the start of the match rather than all out nascar right off the bat..
I didn't do any math or anything but maybe something like this:
Tier 3-5: all mechs get four 4 times the armour
Tier 2: all mechs get 3 times the armour
Tier 1: Assaults keep their 3x armour, Heavies get 2x armour, Mediums get 2x armour and Lights remain as is now.
As much as I love piloting a light mech, a single light influences the match way too much and this is wrong. It should take a pack of 3 to influence a match as much as one light does now.
Thoughts?
Edited by DAEDALOS513, 28 April 2020 - 01:42 PM.
#216
Posted 28 April 2020 - 09:48 AM
Brain Cancer, on 28 April 2020 - 07:51 AM, said:
MWOs VOIP is also a bad design.
Most verbal communication in the match is done between the 4 players of a Lance.
One speaks, the three players of the Lance need the info.
In MWO the other 8 players of the team get the info too - and get confused.
Battlefield 2 did it better in 2005 with own channels for each Squad/Lance.
Also the MWO VOIP works only during the match, no before and not after.
But MWO also offers the Squad Leader Menue to give out orders, even with VOIP this is the best way to communicate.
Edited by Alreech, 28 April 2020 - 09:53 AM.
#217
Posted 28 April 2020 - 09:48 AM
Makes for a hughly entertaining very short winning match.
Groups love that.
Groups have moar armour and make even better meat shields than solo's
Can't wait.
Edited by OZHomerOZ, 28 April 2020 - 09:49 AM.
#218
Posted 28 April 2020 - 09:50 AM
Slothasaurus, on 28 April 2020 - 05:51 AM, said:
#219
Posted 28 April 2020 - 09:56 AM
DAEDALOS513, on 28 April 2020 - 09:48 AM, said:
Thoughts?
Using drop decks with 3 Mechs would be easier:
1. makes the match longer too
2. don't need much work
3. allow to remove "tonnage" from the things the matchmaker has to consider
4. allow to choose a dropdeck fitting for the map
#220
Posted 28 April 2020 - 09:58 AM
DAEDALOS513, on 28 April 2020 - 09:48 AM, said:
Matches right now feel more like mini-skirmishes rather than actual battles. Matches are rushed and end too quickly.. once a team is up 3 kills the match is usually decided. Adding more armour will change the dynamic of matches by being more forgiving to mistakes: players will have a better chance of getting back to their team and not insta-dying due to being left behind or moving out of position... and assaults will FEEL LIKE ASSAULTS! (#makeassaultsgreatagain). The big change.. there will hopefully be some trading at the start of the match rather than all out nascar right off the bat..
I didn't do any math or anything but maybe something like this:
Tier 3-5: all mechs get four 4 times the armour
Tier 2: all mechs get 3 times the armour
Tier 1: Assaults get 4x armour, Heavies get 3x armour, Mediums get 2x armour and Lights remain as is now.
As much as I love piloting a light mech, a single light influences the match way too much and this is wrong. It should take a pack of 3 to influence a match as much as one light does now.
Thoughts?
I don't mind an armor increase in general, across the board. All the bitching about TTK is a little much IMO over the years, but if people really think its an issue, doubling armor (and doubling ammo counts as well) would be an easy start. That said, I don't support varying it by tier or mech class.
Here's why. Assuming you don't change damage numbers for weapons, doubling armor on _most_ lights (excluding urbie, WLF, etc.) doesn't do much to prevent you from getting ganked by a big pinpoint weapon. A typical 30-ton or less light might get 25-30 armor per side torso. With 50+ pt alpha's out there, even doubling that doesn't help you all that much. Yes you'll be able to shrug off an ATM barrage better, and laser splash will take longer to whittle you down. But when you compare that to the impact of doubling an annie's armor.....now we're talking about adding another 100 pts of armor to the side torso. That's an additional 2 more pinpoint alphas that it will take to open it up. You have to look at the relationship of damage values to absolute armor values. Assaults would already benefit more. No need to tilt it even further in their favor.
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