Dashen, on 16 July 2020 - 02:13 PM, said:
It would be more beneficial to PGI if players reported the reason of the stomp rather than just "Oh...skill gap...fix plox".
Many times you can just observe how the enemy team is completely late on the nascar and collapse, their frontliners do not realize it's too late and that they should turn around and form a firing line so they keep going, and then the snoballing occurs, resulting in a "stomp".
And let me tell you that this is the MAJOR reason a stomp happens, and i'm not sure how PGI will ever be able to fix it.
The other reason is of course the skill gap between players, but then again you have people who are simply trying builds in the field, or playing a certain mech for the first time(somehow).
Player stats can help PGI direct players against each other and so is tonnage, but anything outside of that is just left to chance because of the many variables involved into a stomp, or rather a snowball effect.
the thing is, we have none of the tools to do this. all the metrics are on their end.
i have dutifully tracked as much as I can while playing. stomp rates, WL rates, PSR impact, presence of premades in each game. but there is nowhere to put that stuff. and of course any feedback i might give is only my perspective, i cannot see the whole battlefield. and given the HUGE mix of skills in games since the reset, most of the horrible games come from people just having very different ideas of what it takes to win. nobody is trying to lose. some just dont have the knowledge, some just dont have the skills, some just dont have the experience, and so many veterans dropping in groups post reset screwed everything up all that much worse.
unless you drop in a group or a team with great comms, you never really know for certain what your team needs from you. you're always guessing based on who is where on the map and what they are doing. you see assaults moving in a certain direction, you may guess its a push and go to support it, only to find they were just moving behind cover and now you're exposed alone. its these assumptions that lead to so much saltiness. not much feels worse than dying and feeling like your team hung you out to dry.
also, mwo is not a game with a single meta. depending what level you are and the level of the guys you're used to playing with, you probably have very different ideas of what wins matches than the guy who is used to playing at the next tier above or below you. so we all do the things we think win matches, and they end up not meshing and things become a giant cluster. imo that's why those who are most skilled have had the easiest time farming PSR post reset, they are skilled enough to survive in the bad matches, and skilled enough to farm the most damage in the good matches. the rest of us die early or don't farm well bc of inexperience or lack of skill, poor loadouts, poor gameplay etc. but they still thrive.
this is not what solo qp is supposed to be. its supposed to be fun. not super serious try harding. not PSR farming. the other game modes were for the people who wanted to do the try hard stuff. i dont understand why we gave them solo qp too. they had literally the entire rest of the game.
Edited by morosis, 16 July 2020 - 04:05 PM.