Jump to content

Queue Combo Is Killing This Game.


142 replies to this topic

#81 Lykaon

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,815 posts

Posted 06 September 2020 - 06:40 PM

View PostWillard Phule, on 02 September 2020 - 05:02 AM, said:

"when you stop to consider that the 10% group players are the only people that consistently dump real money into PGI's bank accounts. The solo players tend to understand that there's no point in spending real money to get harvested like a baby seal. It's all about the cash".


Specific numbers aside Willard isn't far off the mark.

Ever wonder why most MMOs include a "guild" system? Ever wonder why many of the most successful MMOs focus their end game content on cooperative game play?

I will clue you in.

Player Associations provide two important things to a player community.

ONE: Stability in the form of a support structure for the players. Guild members will assist other guild members,new players have a support network for personal growth provided by a player association (guild).

TWO: Continuity of in game community culture. Anyone who as ever played a high population MMO can tell you player associations have reputations and distinct "cultures" that add to the depth of the overall community culture. A deeper cultural meta retains players.

MWO never invested much of anything into the creation of robust player associations and in the end that was a major failing on their part.When it comes to building a community with continuity and a reason for players to want to log in each week Player associations should have been a priority.

Players who join player associations have a tendency to develop ties to those associations and in turn play the game for longer (both individual sessions and overall time invested)

New players are more likely to be retained if they join a player association due to the support structures offered by other players (and conveniently free of the need of Dev attention of monetary cost)

So by fostering an in game culture that opposed grouping and cooperation they closed the door on strong player associations that retain player populations. With more player there is obviously more revenue.

I know I have an unpopular belief.

I honestly believe that if someone wants positive results they should expect to do the things that grant those results.

So if cooperation provides wins then a player should expect to cooperate.

If grouping enhances cooperation then expect to group up.

Since player association increase access to grouping players who want positive results should expect to join a unit.


But instead, We get players complaining that the players who are doing what it takes to be successful should not be allowed to do the things that provide success. And instead everyone should have to play to the lower effort standards of a "casual solo" player.

essentially equality of outcome VS equality of opportunity.

#82 OneTeamPlayer

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 399 posts

Posted 07 September 2020 - 06:04 AM

Read the thread and note how many people in groups are under the firm impression that there can be no teamwork in solo queue and how many obviously hate pickup games so much it seeps out of the core of their every post on the matter.

These people used to be separated into group queue, now they are in solo queue where they can take up 1/3 of the team while living up to their self-fulfilling prophecy by not interacting with the team in any way.

Thankfully being on a team makes hitting tier one ludicrously simple so most teams that play with any regularity have long since been tier one, making a natural separation between players who don't like pickup gameplay and actively dislike pickup players and the rest of the community who enjoy playing video games with other players in the queue designed for playing pickup game with other players.

Edited by OneTeamPlayer, 07 September 2020 - 06:05 AM.


#83 Michelle Branch

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 717 posts

Posted 07 September 2020 - 09:21 AM

View PostLykaon, on 06 September 2020 - 06:40 PM, said:


Specific numbers aside Willard isn't far off the mark.

Ever wonder why most MMOs include a "guild" system? Ever wonder why many of the most successful MMOs focus their end game content on cooperative game play?

I will clue you in.

Player Associations provide two important things to a player community.

ONE: Stability in the form of a support structure for the players. Guild members will assist other guild members,new players have a support network for personal growth provided by a player association (guild).

TWO: Continuity of in game community culture. Anyone who as ever played a high population MMO can tell you player associations have reputations and distinct "cultures" that add to the depth of the overall community culture. A deeper cultural meta retains players.

MWO never invested much of anything into the creation of robust player associations and in the end that was a major failing on their part.When it comes to building a community with continuity and a reason for players to want to log in each week Player associations should have been a priority.

Players who join player associations have a tendency to develop ties to those associations and in turn play the game for longer (both individual sessions and overall time invested)

New players are more likely to be retained if they join a player association due to the support structures offered by other players (and conveniently free of the need of Dev attention of monetary cost)

So by fostering an in game culture that opposed grouping and cooperation they closed the door on strong player associations that retain player populations. With more player there is obviously more revenue.

I know I have an unpopular belief.

I honestly believe that if someone wants positive results they should expect to do the things that grant those results.

So if cooperation provides wins then a player should expect to cooperate.

If grouping enhances cooperation then expect to group up.

Since player association increase access to grouping players who want positive results should expect to join a unit.


But instead, We get players complaining that the players who are doing what it takes to be successful should not be allowed to do the things that provide success. And instead everyone should have to play to the lower effort standards of a "casual solo" player.

essentially equality of outcome VS equality of opportunity.


You're missing the big giant text of people putting money into this game = skill. That isn't true. At all. And it never will be. No amount of money is going to make your aim suddenly better, nor is there a mech or build that's going to be ridiculously overpowered that you'll win like 90% of the time. People really need to stop assuming that money=skill. This isn't a P2W game. It's purely based on a number of factors such as position, aim, map awareness, and whether or not your build just sucks.

So the numbers are off, because the numbers don't exist to begin with. Some people group up, some people don't. Anyways...Dissecting the rest of your post...I'll just summarize it quickly and say what I said earlier. It's a MMO PVP. There is no end game content. There isn't an end game. You can join faction and play for a half hour, you can que up in QP for a five minute match, or you can do comp to where it typically lasts an hour on game day. (All of which will be either strangers, your unit, or a group of people you like playing with). There you go, that's quite literally everything in a nutshell, that's your "end game content." Sheesh.

Last but not least...This solo que/group que dilemma. I've already said my piece and I still stand by it. Know why sync dropping works? Because it doesn't woefully unbalance a game every, single, time. Luck of the draw, either your buds are with ya, or not. No one, as far as I know, has ever abused the system to where they actively sabotaged the other team. But incoming MechDad complainers complaining about sync dropping because whats one more excuse for them when they play badly? So here comes PGI's amazing solution that no one wanted, and they merged what was once solo que with group que. I find it absolutely hilarious that they shot these whiny dorks down, but the change itself is just so bad, no one's going to end up queing anymore when you have a 4 man of JGx, EmP or other God Squad just rolling face. The same exact flipping reason group que died off.

GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH Y'ALL ARE...BONKERS! BUNCH OF CRAZIES! IT'S LIKE TALKING TO A BRICK WALL!

#84 Nightbird

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 7,518 posts

Posted 07 September 2020 - 09:56 AM

Throw in the ****** PSR Formula and Match Maker that actually benefits skilled groups by giving them easier matches and penalizes solo QP players, and you get the current experience.

#85 Lykaon

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,815 posts

Posted 07 September 2020 - 11:57 AM

View PostKrasyespesky, on 07 September 2020 - 09:21 AM, said:


You're missing the big giant text of people putting money into this game = skill. That isn't true. At all. And it never will be. No amount of money is going to make your aim suddenly better, nor is there a mech or build that's going to be ridiculously overpowered that you'll win like 90% of the time. People really need to stop assuming that money=skill. This isn't a P2W game. It's purely based on a number of factors such as position, aim, map awareness, and whether or not your build just sucks.

So the numbers are off, because the numbers don't exist to begin with. Some people group up, some people don't. Anyways...Dissecting the rest of your post...I'll just summarize it quickly and say what I said earlier. It's a MMO PVP. There is no end game content. There isn't an end game. You can join faction and play for a half hour, you can que up in QP for a five minute match, or you can do comp to where it typically lasts an hour on game day. (All of which will be either strangers, your unit, or a group of people you like playing with). There you go, that's quite literally everything in a nutshell, that's your "end game content." Sheesh.

Last but not least...This solo que/group que dilemma. I've already said my piece and I still stand by it. Know why sync dropping works? Because it doesn't woefully unbalance a game every, single, time. Luck of the draw, either your buds are with ya, or not. No one, as far as I know, has ever abused the system to where they actively sabotaged the other team. But incoming MechDad complainers complaining about sync dropping because whats one more excuse for them when they play badly? So here comes PGI's amazing solution that no one wanted, and they merged what was once solo que with group que. I find it absolutely hilarious that they shot these whiny dorks down, but the change itself is just so bad, no one's going to end up queing anymore when you have a 4 man of JGx, EmP or other God Squad just rolling face. The same exact flipping reason group que died off.

GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH Y'ALL ARE...BONKERS! BUNCH OF CRAZIES! IT'S LIKE TALKING TO A BRICK WALL!


Umm...interesting post but how does this actually pertain to my post? You have obviously made some connections I havn't since my post does not include...

Money equates to skill.Never said it never elluded to it never thought about it while writing my post.So irrelevant counter point to make.

I never said anything about MWo end game content.I did mention that we have seen several successful MMo that have used group oriented end game content. I did allude to PGI failing to do so with Faction warfare. Since I was pointing out a lack of a thing it's odd that you focused on the thing that was lacking as a counter point. I guess we agree that the end game content is lacking?

Sync dropping? that was a umm...also unrelated to my posting.


I guess I need to simplify my post.

Point one: MMOs require populations of a minimum value to maintain a healthy development cycle and proper attention from developers. The population of an MMo equates to money earned. More players means more money.More money means a higher level of development to ensure retention of that money.

Effectively more players=more money = better game development

Point two: Many of the more successful MMOs have a robust system to support player associations or guilds (units in the case of MWo) A well supported player association mechanic retains more players AND retains new players at a higher rate than an unsupported community structure.

Point three: PGI didn't do this. They did not place a priority on player associations or developing end game content that engaged the community.The opposite was done. The focus was placed on making the non joiners happy. The thing about "non joiners" is they don't commit or join much of anything in particular an MMO community. The "non joiners" come and go with the ebb and flow of what is new and have not chosen to form ties to a particular game's community by commiting to a group.

Point Four: I find it ironic that the loudest voices I hear are in essence demanding that the game be played to their standards and others should not be allowed to play in accordance with what will result in a higher frequency of success.

In MWo cooperation improves success.

Premade Groups cooperate more effectively than pick up groups.

Player association (units) provide access to premade grouping.

Therefore the more effective way to play is in a group as a member of a unit.

Now I didn't make this game. I just played it for years.It has always been this way. The most effective means of winning is in groups as a member of a unit. These factors simply increase access to the means of winning and that is cooperation.

tough pill to swallow but if you are going it solo all the time and never use the comms or cooperate in detail with your team you have not been playing the game to it's full potential.

A player who doesn't attempt to use all the resources available should not expect equality of outcome.

It's that simple. We have a game and it is as it is and the ways to win it are what they are.

Failing to do what it takes to increase your chances of winning and complaining about losing to those who do is to me idiotic.

#86 VonBruinwald

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Undisputed
  • The Undisputed
  • 3,460 posts
  • LocationRandis IV

Posted 07 September 2020 - 01:13 PM

View PostLykaon, on 07 September 2020 - 11:57 AM, said:

Now I didn't make this game. I just played it for years.It has always been this way. The most effective means of winning is in groups as a member of a unit. These factors simply increase access to the means of winning and that is cooperation.

tough pill to swallow but if you are going it solo all the time and never use the comms or cooperate in detail with your team you have not been playing the game to it's full potential.

A player who doesn't attempt to use all the resources available should not expect equality of outcome.

It's that simple. We have a game and it is as it is and the ways to win it are what they are.

Failing to do what it takes to increase your chances of winning and complaining about losing to those who do is to me idiotic.


You may be technically right but you're glancing over the biggest part of the issue:

There were two distinct queues, one for groups, one for solos. The majority of the player base were solo pugs. Merging the queues was done to please a minority and it has come at the expense of the enjoyment of the majority.

#87 Nightbird

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 7,518 posts

Posted 07 September 2020 - 05:44 PM

View PostVonBruinwald, on 07 September 2020 - 01:13 PM, said:


You may be technically right but you're glancing over the biggest part of the issue:

There were two distinct queues, one for groups, one for solos. The majority of the player base were solo pugs. Merging the queues was done to please a minority and it has come at the expense of the enjoyment of the majority.


On a technical basis, it was possible to merge the queues with PSR and MM adjustments that minimize the impacts of groups on the fun of the solo pugs. Instead we picked a PSR and MM that maximized the advantage of groups at the expense of solo players.

#88 Lykaon

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,815 posts

Posted 07 September 2020 - 08:55 PM

View PostVonBruinwald, on 07 September 2020 - 01:13 PM, said:


You may be technically right but you're glancing over the biggest part of the issue:

There were two distinct queues, one for groups, one for solos. The majority of the player base were solo pugs. Merging the queues was done to please a minority and it has come at the expense of the enjoyment of the majority.


I am 100% actually correct in my statement that to get the best results from the game that actually exists players need to cooperate. This has always been this way. MWo is a team based game where the team that played more cohesively wins.

Since this is how the game is best played why were most of the players solos? Why was there never a sense of cohesive community in MWo and why wasn't any effort made to either...

Change the game design so the focus wasn't cooperative play. This would better suit solo casuals.Instead the game was always designed to favor cooperative play.

or

Encourage players to play in a manner that would bring them success.Spend some effort on creating tools to assist players in grouping,communication and finding player units to suit their needs. How long was it before we even saw comms built into this game? By the time PGI supplied the means to efficently communicate the cooperative player base had already adopted a culture of exclusion and private chat software like Team Speak and Discord were the prefered means of group communication even after PGI added public comms.

And technically there was one queue that was split into two later. When I first started MWo there was only one queue.Player units were very active and it looked like player run units would serve as the back bone of an online community.

But, The abilities for player units to become that much needed infrastructure to the players never materialized. What we got was a game built to be played by well coordinated teams that never encouraged players to form well coordinated teams.

The early choices PGI made forged a divide. PGI produced a game that was best played in organized groups but generally spend dev time pandering to solo players by failing to ever materialize a means to convert new solo players into faction and unit members.

PGI allowed a culture of Solos = good Groups = bad to persist without ever changing the rules to validate the solos game play choices.
It is to this very day more effective to play in a group than solo yet even to this day the very players who fail to realize the choice they make to be solo is a handicap. A handicap that to them should be mandatory to all players they will ever play with or against.

Sure in a perfect world a game would support every nitch of players but the reality is even if we had enough players to have a solo only queue and a groups only queue one of those queues would be playing a lesser version of the game while the other queue was actually playing the game in an effective manner.

Honestly the death of this game was PGI's failure to build an effective player community. Chasing the casual players at the expense of retaining members of player associations is a mistake.

Conversely never providing the means and desire for solos to join the community rather than visit it was a failure as well.

PGI's early Dev choice fostered and US vs THEM that polarized Solos vs Groups instead of factions vs factions. And that is why ultimately the game never became what we were sold seven years ago.

#89 Lykaon

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,815 posts

Posted 07 September 2020 - 09:24 PM

View PostOneTeamPlayer, on 07 September 2020 - 06:04 AM, said:

Read the thread and note how many people in groups are under the firm impression that there can be no teamwork in solo queue and how many obviously hate pickup games so much it seeps out of the core of their every post on the matter.

These people used to be separated into group queue, now they are in solo queue where they can take up 1/3 of the team while living up to their self-fulfilling prophecy by not interacting with the team in any way.

Thankfully being on a team makes hitting tier one ludicrously simple so most teams that play with any regularity have long since been tier one, making a natural separation between players who don't like pickup gameplay and actively dislike pickup players and the rest of the community who enjoy playing video games with other players in the queue designed for playing pickup game with other players.


Just read the threads on this forum and count how many "solos" out right state they won't follow orders or won't use comms or lack trust in their teammates. Would you ever say over comms "follow me and push now" and actually expect your solo team to back that plan?

In my experience solo only queue wins were more a result of a random matchmaker than any group effort from a solo "team".

As for groups not communicating with their solo team mates,there are two primary factors.

One: the general precieved hostility solos have for groups makes many groups not want to bother interacting with "solos"

Two: PGI dropped the ball on adding public comms into the game. By the time it was a feature the groups had already adopted third party software like teamspeak. This created an exclusive culture to communication. Rather than drop the third party software for the public comms the groups kept using their private chat servers. The game should have sorted out efficent team comms before launch not literal years later.

As for your last point. Most hostility flow one way Solos to groups. It has long been this way the forum has no shortage of sour solos demonizing groups.It's a wonder that group oriented players havn't entirely jumped ship by now. I spent most of my time in game solo and have never fully understood the salty solo point of view.

The truth is this game was never designed to facilitate solo players casually playing to achieve wins. it has always favored teams playing cohesively and grouping.

So a solo only queue was added to facilitate mandatory handicapping of cohesive team play. That way no single player needs to do much thinking beyond what they want and what they will do. No need to think about team tactics or big picture strategy. it was the lazy version of the "thinking man's shooter" .

#90 Nightbird

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The God of Death
  • The God of Death
  • 7,518 posts

Posted 07 September 2020 - 09:56 PM

View PostLykaon, on 07 September 2020 - 09:24 PM, said:

Just read the threads on this forum and count how many "solos" out right state they won't follow orders or won't use comms or lack trust in their teammates. Would you ever say over comms "follow me and push now" and actually expect your solo team to back that plan?


Most people that say push in public games proceed to not push and instead use their teammates as fodder to get more damage and kills in. It's always good practice to look for the one that calls push and see what they are doing, you'd be surprised.

#91 General Solo

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • 3,625 posts

Posted 07 September 2020 - 10:11 PM

View PostLykaon, on 07 September 2020 - 08:55 PM, said:


PGI's early Dev choice fostered and US vs THEM that polarized Solos vs Groups



Pretty sure that was groups seal clubbing and as you said groups exclude, that fostered a US vs THEM
In fact
Im certain, FW was the only place groups and solo's mingled apart from the very early days of one queue for all.

#92 VonBruinwald

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Undisputed
  • The Undisputed
  • 3,460 posts
  • LocationRandis IV

Posted 07 September 2020 - 11:38 PM

View PostLykaon, on 07 September 2020 - 08:55 PM, said:

PGI allowed a culture of Solos = good Groups = bad to persist without ever changing the rules to validate the solos game play choices.
It is to this very day more effective to play in a group than solo yet even to this day the very players who fail to realize the choice they make to be solo is a handicap. A handicap that to them should be mandatory to all players they will ever play with or against.


You blame PGI for the us vs. them mentality but your word-play boils down to "shut-up, git-gud, group-up". That's not PGI talking, that's you.

A better way to spin this whole situation though:

Some of us like Solaris. If we were to petition for PGI to abandon soup queue completely so the only two modes are FW and Solaris and they followed through how would you feel. All those casual groups who don't want to fight 12-mans would be crushed and your response is "shut-up and 12-man, it's the best way to play".

Nevermind, this game is marketed as MWO:Solaris-7. Let's abandon FW while we're at it.

#93 Kroete

    Member

  • PipPipPipPipPipPipPip
  • 931 posts

Posted 08 September 2020 - 02:22 AM

View PostLykaon, on 07 September 2020 - 08:55 PM, said:

Sure in a perfect world a game would support every nitch of players but the reality is even if we had enough players to have a solo only queue and a groups only queue one of those queues would be playing a lesser version of the game while the other queue was actually playing the game in an effective manner.

Players will play games the way the want,
if the cant do it, they will leave or find a way to still just do it their way,
even if the designers had another idea about their game.

We had 2 queues for groups only, 2 for solo/pugs and cw for mixed groups/solo.
What did the most players use?

Seems that the majority prefered the lesser version and let the minority play it effective in their empty queues.
Will the "lesser" players change their game with the merged queues and add up for groups or will they leave after enough farms?

View PostLykaon, on 07 September 2020 - 09:24 PM, said:

So a solo only queue was added to facilitate mandatory handicapping of cohesive team play.

Nah, it was added to let the effective players play the game effective and let the lesser players play their handicapped game. To bad that there where no enough people that wanted to play it effective it seems.

View PostLykaon, on 07 September 2020 - 09:24 PM, said:

Most hostility flow one way Solos to groups.

Maybe can it also be that the pugs dindt miss that the big groups split up to 4 mans after the introduction of the groupqueue? Or all that shittalk in cw from groups to pugs and some spawnfarming? Even after the merge, groups call pugs "meatshields", so what do you expect?

If we had a search function you could also read about the first queue split and all the suggestions that where made to let all players play together. The groups dont wanted any balancing factor, they insisted on their right to farm pugs and got the split. And even at that time, groups where a minority ...

The hostility is well earned over the years, startig from the first split of the queues.

Edited by Kroete, 08 September 2020 - 02:28 AM.


#94 General Solo

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • 3,625 posts

Posted 08 September 2020 - 03:07 AM

I'm not bias I meatshield groups and solo's equally due to an ineffective match maker
Otherwise
I would be standing side by side

#95 OneTeamPlayer

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 399 posts

Posted 08 September 2020 - 06:34 AM

View PostLykaon, on 07 September 2020 - 09:24 PM, said:

So a solo only queue was added to facilitate mandatory handicapping of cohesive team play. That way no single player needs to do much thinking beyond what they want and what they will do. No need to think about team tactics or big picture strategy. it was the lazy version of the "thinking man's shooter" .


Thank you for giving a direct example of how little idea group players have of the situation in solo queue and the attitude they bring into their matches with them.

I'll also note again that groups are so great at "teamwork" and "having fun matches" that literally every queue groups have touched in any way has shriveled up and died in the same span of time that solo queue was running strong and producing swift generally reasonably balanced matches. Booted from the first solo queue, group queue died hard, faction play ran into the dirt, and now after merge we're watching the population take a terminal spiral as people who wanted to avoid the style of play certain "group players" implement as standard simply up and leave now that their last place to play with other solo players has been neutered completely.

While we're making generalizations, anyone who believes solo players are terrible should be at the forefront of trying to get queues separated again so they can have challenging matches against challenging opponents. While there is a subset of group players who are actually following that line of thought (generally among the most skilled who stomp anyway) there are seas of these supposedly "exceptional" group players who have nothing to say on the topic other than that "everything is fine" and "groups are fun" which is ironic because if they were that set on group play before the merge the group queue would have never died in the first place.

The very fact that these people have more to say about keeping the merge as-is while simultaneously insulting solo players ability to accomplish fundamentals of the game is an unintentional admission and people can't seem to stop making it.

You're flat out screaming "we're not good enough to fight other groups so we want to fight solos, who we believe are less skilled and we have advantage over by sheer nature of group versus solo dynamic".

It's so odd seeing people so confidently and so proudly strutting about like a peacock while actively stating they win by putting their team in a division that, by their own words, is beneath their skill level.

"Thinking" man's shooter, indeed.

Edited by OneTeamPlayer, 08 September 2020 - 06:35 AM.


#96 Willard Phule

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,920 posts
  • LocationThe Omega Company compound on Outreach

Posted 08 September 2020 - 08:10 AM

View PostOneTeamPlayer, on 07 September 2020 - 06:04 AM, said:

Read the thread and note how many people in groups are under the firm impression that there can be no teamwork in solo queue and how many obviously hate pickup games so much it seeps out of the core of their every post on the matter.

These people used to be separated into group queue, now they are in solo queue where they can take up 1/3 of the team while living up to their self-fulfilling prophecy by not interacting with the team in any way.

Thankfully being on a team makes hitting tier one ludicrously simple so most teams that play with any regularity have long since been tier one, making a natural separation between players who don't like pickup gameplay and actively dislike pickup players and the rest of the community who enjoy playing video games with other players in the queue designed for playing pickup game with other players.


Except there is no longer a group queue, they're now allowed into QP. I say just go ahead and allow full 12 man premades into QP. It's the shape of things to come anyway. Might as well just get it over with and stop prolonging the agony.

#97 VonBruinwald

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Undisputed
  • The Undisputed
  • 3,460 posts
  • LocationRandis IV

Posted 08 September 2020 - 09:52 AM

View PostWillard Phule, on 08 September 2020 - 08:10 AM, said:


Except there is no longer a group queue, they're now allowed into QP. I say just go ahead and allow full 12 man premades into QP. It's the shape of things to come anyway. Might as well just get it over with and stop prolonging the agony.


I'm actually surprised they didn't go all in, it's almost like the knew group players would complain they were getting stomped by 12-mans.

Honestly, full groups would be better than what we have now, at the least there would be no pretense.

#98 Willard Phule

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 3,920 posts
  • LocationThe Omega Company compound on Outreach

Posted 08 September 2020 - 10:52 AM

View PostVonBruinwald, on 08 September 2020 - 09:52 AM, said:


I'm actually surprised they didn't go all in, it's almost like the knew group players would complain they were getting stomped by 12-mans.

Honestly, full groups would be better than what we have now, at the least there would be no pretense.


Right? Those of us who've been around long enough to remember when FP was fun have been through it before. Honestly, there's nothing wrong with being filler for a decent group. Hell, if you pay attention, you might learn something.

The primary factor to this whole dumpster fire was the decision to start everyone out in T3 and let the terribads sink to the bottom where they're out of fodder range for the T1 groups with the whole +/- 1 tier thing. If they'd done that, the solos in T1-T2 that the groups are running into wouldn't be quite the seal harvest it is right now.

#99 Michelle Branch

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 717 posts

Posted 08 September 2020 - 05:52 PM

There's so much fluff here, it's mind boggling.

Solo que was solo que and it should have remained that way. No one wants to face a 12 premade by themselves, and again, I shouldn't feel forced to grouping up with other people. Why the **** can't I just log in after a day of beating off or whatever, drink my beer, be left alone entirely and just play the ******* game without any hassle?

"Raah! You're driving away the casual players!"
The games ancient by gaming standards now and people lose interest. As much as I loathe PGI's changes over the course of this games lifetime, it's not their fault entirely. People just lose interest over time. I lose interest in this for months to years on end, come back for a bit, and leave again. I just like comp play and Solaris now a days.

Edit edit - To use a perfect example of people losing interest - WoW.

"BERT! SOLOS NEAD GAROUPS MEOW 2 4 TACITICS??"
Gather round, and prepare to elevate your IQ from ant colony to room temperature.

There's absolutely nothing tactical about group/solo que, or even FW in most cases. Pick a mech within group tonnage that doesn't suck. Press W and left click over big red box. Congrats, you have completed steps 1, 2 and 3 on being semi successful in this game. Steps 4, 5 and 6 require you to remain silent on comms unless you're talking to your group about RELEVANT BATTLE DATA LIKE AN OPEN CT, no complaining until the games done, and last, seeing your score. Step 6 is crucial because if you did like 88 damage, you really need to reconsider your playstyle.

"DOH! FERCTION WERFART IS TESTICAL!" No, no it isn't.

Is it Boreal? You're taking a ranged deck or a crap ton of LRM boats. Hellspore? Dakka or something push heavy. The map and game mode dictates your playstyle for the next half hour, and since everyone see's what they're going to be doing on the startup screen, they'll likely have a deck for each "mode".

Edit - And before anyone says "BERT MAH COMMUNE WERFERE WAZ DIFARANT!"

It wasn't.

And it really does come down to the wire of match making. Did you roll into a 4 man of JGx and you're solo, and you definitely know that the 11 other people on your team has the brain capacity of a plastic bag? Well, it'll be either a really hard uphill battle or you just outright lose. Are you in a 12 man consisting of every other play with a 9000 IQ. You'll likely win. Every. Single. Game. Without much of a challenge at all. Sounds fun.

Go play comp if you want to experience anything actually related to tactics or strategy.

Edited by Krasyespesky, 08 September 2020 - 07:49 PM.


#100 Dashen

    Member

  • PipPipPipPipPip
  • The 1 Percent
  • 154 posts

Posted 08 September 2020 - 11:11 PM

View PostKrasyespesky, on 08 September 2020 - 05:52 PM, said:

There's so much fluff here, it's mind boggling.

Solo que was solo que and it should have remained that way. No one wants to face a 12 premade by themselves, and again, I shouldn't feel forced to grouping up with other people. Why the **** can't I just log in after a day of beating off or whatever, drink my beer, be left alone entirely and just play the ******* game without any hassle?

"Raah! You're driving away the casual players!"
The games ancient by gaming standards now and people lose interest. As much as I loathe PGI's changes over the course of this games lifetime, it's not their fault entirely. People just lose interest over time. I lose interest in this for months to years on end, come back for a bit, and leave again. I just like comp play and Solaris now a days.

Edit edit - To use a perfect example of people losing interest - WoW.

"BERT! SOLOS NEAD GAROUPS MEOW 2 4 TACITICS??"
Gather round, and prepare to elevate your IQ from ant colony to room temperature.

There's absolutely nothing tactical about group/solo que, or even FW in most cases. Pick a mech within group tonnage that doesn't suck. Press W and left click over big red box. Congrats, you have completed steps 1, 2 and 3 on being semi successful in this game. Steps 4, 5 and 6 require you to remain silent on comms unless you're talking to your group about RELEVANT BATTLE DATA LIKE AN OPEN CT, no complaining until the games done, and last, seeing your score. Step 6 is crucial because if you did like 88 damage, you really need to reconsider your playstyle.

"DOH! FERCTION WERFART IS TESTICAL!" No, no it isn't.

Is it Boreal? You're taking a ranged deck or a crap ton of LRM boats. Hellspore? Dakka or something push heavy. The map and game mode dictates your playstyle for the next half hour, and since everyone see's what they're going to be doing on the startup screen, they'll likely have a deck for each "mode".

Edit - And before anyone says "BERT MAH COMMUNE WERFERE WAZ DIFARANT!"

It wasn't.

And it really does come down to the wire of match making. Did you roll into a 4 man of JGx and you're solo, and you definitely know that the 11 other people on your team has the brain capacity of a plastic bag? Well, it'll be either a really hard uphill battle or you just outright lose. Are you in a 12 man consisting of every other play with a 9000 IQ. You'll likely win. Every. Single. Game. Without much of a challenge at all. Sounds fun.

Go play comp if you want to experience anything actually related to tactics or strategy.


Solo queue doesn't prevent people from using the minimap or voice comms, the delusional playerbase that thinks solo queue means running around the map without a care in the world is what is hurting the game the most.

I uploaded a video where i severely hurl bad words(not on voice comms) and i captured the pathetic nascar solo players enforce by "Wanna be left alone and do my thing") where i literally watch people run in circles while being shot in the back.

This pathetic argument or queue merging is stupid to begin with. This is not fp, and i've rarely if ever seen a 12 man group drop in quick play since the merge.

All the arguments i read on this forum are just sprung from whiny people who can't comprehend how a team game works and pretend that since they play alone they are not supposed to work togheter.

It's so pathetic that everyday i hope PGI takes down the game for good.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users