Tommy Atkins, on 14 May 2020 - 04:53 PM, said:
Oh my god. The ******* weight imbalance in the quick play queue.
It's appalling.
Listen: It is not fun to drop in a match where one team has two assaults and the other has five. It doesn't matter which team you're on. A 12-0 stomp because of matchmaker sucks.
This is broken, PGI. And why the hell should I bother to keep playing a broken game?
Blackhorse11Cav, on 14 May 2020 - 04:45 PM, said:
Why? how has the addition of group play hampered YOUR play? play any other MMO and you will find solo and group play combined. how is the implementation here any different? I've been playing since day ONE and see no issues. Why do you experience something less than ideal, and what makes it less than ideal?
Well, for one, see above....
And for two, it's hampered MY play by depriving me of an enjoyable experience. Dropping into matches now is a roll of the dice as to whether you're going to be on a team with a bunch of low-skill players, or if you're going to be faced off against a pre-made of the highest skilled players in the game. At least prior to this, I had a reasonable expectation that each team would be at least approximately balanced in both tonnage and skill. Now that expectation is completely out the window, with teams having severe tonnage and skill disparities, made all the worse by the fact that high-skill groups can now ensure they are on the same team. Again, prior to the test, you might have seen the same high skill players, but it was just as likely that group would have been split across both teams, or even different matches, thereby smoothing out the impact they have on the match.
As for the other games you're referring to, I'm assuming you're talking about games like WoT, WoWS, and War Thunder, and, having played all of them, my personal experience is much the same as this current test setup. Matches were more often than not completely unbalanced with seasoned vets using the newer players for target practice, and groups working together to influence the match. And you know what? I had the same complaint about those games as I do about the current state of this one... Match quality was abysmal and as a result, I stopped playing all of them within a few weeks.
I'll also point out that those games are also balanced across tech levels, so at least you had the option to step down to the "easier" tech tiers where the proportion of vets is lower, though I'd still say that seal-clubbing is rampant. MWO has always been balanced around the player's skill level and/or experience... Even before the current PSR system we had a hidden ELO system that served to segregate people by approximate skill. Throwing that balance out the window completely is only going to prompt the people who enjoyed the more balanced gameplay to get frustrated and leave. I'm not saying that type of system couldn't have worked in MWO, but the time to introduce it was in 2013 before the game released, not 2020 when you've got a player base that's just holding on...
EDIT: Two more points I'll highlight when comparing MWO to other games like WoWS etc. First, those games are far less niche than our big stompy robots, and so they can afford to be less gentle with their player bases. If 5k (or even 50k) of their
millions of players decide to leave because they don't like how something works, it might hurt them a little, but really doesn't amount to much. On the other hand, if 5k of MWO's 15k players leave, then that is a major hit to its population. Second, MWO is a much faster paced game than the others, being a shooter more than a simulation. As such, skill imbalances compound quickly and matches can end in a couple of minutes. In the time that I played those other games, it was very rare for matches to be decided within the first 10 minutes, let alone the first 2 minutes as can be seen right now in some MWO matches.
Edited by Excessive Paranoia, 14 May 2020 - 06:14 PM.