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Monday Mechwarrior Update With Daeron #02

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#341 OZHomerOZ


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Posted 16 November 2020 - 02:26 PM

View PostDAEDALOS513, on 16 November 2020 - 09:52 AM, said:

Been said many times before.. but it can never be said enough.. c'mon pgi, this would be a big QOL improvement!

You keep saying that but it's not a good enough solution homerz.. PGI needs to fix this..

Yeah mangz PGI should just upload it to our brains directly
or PGI could save money for working on important stuff like MATCHMAKER!

I say that
And will repeat

PGI have a limited pool of resources to work on the game
Should not be used frivolously, like mini map changes no one wanted or asked for or Solaris 7

Edit: BTW I keep saying MATCH MAKER NEEDS WORK, this was the first time I mentioned the store I believe so a bit of an exaggeration on your part.
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Edited by OZHomerOZ, 16 November 2020 - 02:36 PM.

#342 OZHomerOZ


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Posted 16 November 2020 - 02:54 PM

View PostAlreech, on 16 November 2020 - 01:14 PM, said:

MWO players without friends don't like competition too (or fair ELO base matchmaking), otherwise they would play 1 vs 1 Solaris.

Well their casuals, expected them to be competative? Ha ha

Yet the queue they populated had a semi functional matchmaker that had semi fair PSR based matchmaking.
Untill merge queue that is!

And I already mentioned that players don't really want completion and players without friends are players.
So your point is?

People with friends have choices.
They have several queues made specifically for them. Group, FW, Scouting previously
Yet they come to the queue with solo's. All those FRIENDS QUEUES DIED, Go figure.
Haven't they got any FRIEND's, opps, we talking about people with friends arn't we?

View PostAlreech, on 16 November 2020 - 01:14 PM, said:

The big benefit of 12 vs 12 Quickplay are the other 11 players you can use as meatshield and from whom you can steal the kills.

Steal kills, what winner ever says that! Its secure kills mate!
Whatever it takes For The Win!

Meatshields get compensated by winning often getting a free win via carriage, increasing their W/L which looks guid on ones resume.

Plus they get an extra 150K and any assists which they wouldn't have got if it was 12-0.

My Win/Loss is positive, any player on my team has a greater chance of winning than losing.
I'd say that's a positive for them!

View PostAlreech, on 16 November 2020 - 01:14 PM, said:

Most groups are bigger than 2 players, so solaris 2 vs 2 isn't an option if you want to play with friends.

Most groups are even bigger than 4 players, and that was the problem of group play: the huge difference in group size that can't be balanced by tonnage alone.

IMHO the optimum maximum group size for MWO would be 4 players, even if player groups tend to be bigger:

It fits to the 4 player Squad that is used ingame

It allows 4 vs 4, 8 vs 8 and 12 vs 12 match sizes

Group sizes bigger than 4 may be wished by bigger player groups, but create more problems than they solve, especially if PGI allows hard to match group sizes.

Just from matchmaking it doesnt make sense to allow hard to match groups size that work only in one combination and cause long waiting times:

9+3, 10+2 in 12 vs 12

5+3, 6+2 in 8 vs 8

So if you don't want to exclude 8 vs 8 as option groups bigger than 4 players make no sense.

It also doesn't make sense to use always 12 vs 12 match sizes. During times with low population the matchmaker should also be able to create 8 vs 8 or even 4 vs 4 matches with balanced teams (using smaller maps or reduced combat areas on big maps).

The match size (1 vs 1, 2 vs 2, 4 vs 4, 8 vs 8, 12 vs 12) should not be a question of competition or not but a question of the playstile a player enjoys and how much players are aviable.

Solaris playstile is quick & brutal close quarters combat, and the 1 vs 1 or 2 vs 2 match size and the small maps are better for that than the big maps and big teams of 12 vs 12 Quickplay.

The problem with Solaris is that you can have quick & brutal close quarters combat too in quickplay - at least if you play NASCAR on Canyon Network, Solaris City, or HPG, or... - and you have 11 "teammates" to hide behind if things go wrong.

All that sounds like an opinion Dude, do you have data points.
Dead or diminishing FRIENDS QUEUES is moi PROOF!
I posted earlier my thoughts on the game regarding completion

View PostOZHomerOZ, on 16 November 2020 - 01:16 AM, said:

People don't want real competition

Otherwise Group, FW queues wouldn't struggle as they do.

As for lance on lance action, well yet again , sorry

People don't want real competition, they want ez kills with just enough risk to be a hero but not a serious threat type deal.

As with everything their are exceptions

I point to Solaris 2v2 a real ghost town, which is surprising as all.

Since you would think all these people with FRIENDS would love it.

But no, that competition me no likely thing. thats why people with friends are in merge queue not FW, Group or Solaris.

I don't think I need mention what happened to FW Scouting which was lance on lance .

Edit: SCOUTING WAS Excellent!, Couldn't hide in your group and get carried. Every team member was vital and losing just one was a huge blow.

Its was real completion so no wonder it died due to not being popular. No surprise, I sense a pattern!

IMO Good matching would reduce the competition making those queues for FRIENDS more popular.

Then we solo's can have our queue back.

I will let the reader deliberate.

I rest moi case.

Edited by OZHomerOZ, 16 November 2020 - 03:03 PM.

#343 Crashburn


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Posted 16 November 2020 - 03:16 PM

I have one suggestion for the map selection screen. How about toning down the frequency of the cold maps that pop up in selection choices! Basically every time I drop 1 of the 4 maps includes an iteration of a cold map. I don't mind that if that's as bad as it would get. Unfortunately, 60% of the time the random 4 maps that pop up are usually 2 or more of the cold maps. Usually it's frozen city/polar the majority of the time.

I just played 10 straight drops and got a cold map on almost every drop and sometimes the selections to choose from were 4 cold maps. I think in all 10 drop selection screens I didn't see Mining Collective, Viridian Bog, Canyon Network, Grim Plexus, HPG, a single time! It should never be that skewed!

Yet several times the selection screen was 4 choices of a cold map. Also as a side note 2 separate times it was Forest Colony Classic (both classic in one selection) and Frozen City Classic (both selections in one 4 map choice) Those are the same maps just different visibilities. They should never be in the same 4 map selection. At that point you're basically choosing from 3 maps...and then it skews the remaining options. Should be some way to code the selection screen that if one of the Forest Colony Classic or Frozen Classic maps get randomly selected the other version of that same Classic map is not randomly selected in the choice of 4.

I don't think those would be hard fixes. I know during certain events Terra Therma frequency was increased so it would come up more often. So it sounds like it's easily done.

Edited by Crashburn, 16 November 2020 - 03:18 PM.

#344 Daeron Katz

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Posted 16 November 2020 - 03:19 PM

Locking this thread, let's move the discussion to the proper individual threads as linked from my original post HERE.

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