Quicksilver Kalasa, on 28 December 2020 - 04:43 PM, said:
Again, this is mostly because of the low population. That said they could probably force full groups into separate queues but idk. I don't know that this is as big of an issue in other games, but that is probably because of how big of match sizes this game has.
MWO is the first Mechwarrior game with 12 vs 12 matches, and thats due the lore of 12 Mech lances.
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12v12 has been dumb from the beginning, 8v8 always had a much better pace, but I'd also take 6v6.
IMHO it depends on the style of game PGI & the player wants:
Close combat on small maps without respawn and fast matches ?
Solaris
1 vs 1
2 vs 2
Small/middle/large maps without respawn and fast matches ?
Domination , Assault (1 base, 1 team attacking, 1 team defending), Escort (Convoy of Trucks instead of VIP mech, more matchscore if capturing the trucks instead of killing them)
4 vs 4
8 vs 8
longer matches with dropdecks & respawns?
Incursion (1, base 1 team attacking, 1 team defending), Conquest, Domination, Siege
12 vs 12
16 vs 16
PGI started with 8 vs 8 Quickplay:
- without respawns (the famous "Dropship mode")
- without working multiplayer lobby to group up
- without faction pure teams
It was basically 8 vs 8 team deathmatch only, and now it's 12 vs 12 team deathmatch only.
And that's the problem.
Then Faction play came around many of the players who wanted stuff like respawns & faction pure teams have left the game already.
Most of the players stayed with Solo & Group Quickplay and ithe team deathmatch gameplay.
The thing is that PGIs quickplay is a horrible design for team deathmatch.
- Disolving the teams after each match prevents team building. No on care about their "team mates" if they only play one match with them.
- No respawns promotes a "no risk" gameplay. Don't risk your Mech, use your team a shield if needed, let slower Mechs behind. Last Mech standing makes the kills.
- Leaving ASAP after death to spawn in a new match with a new Mech makes it even worse, because loosing your only Mech isn't much of a thing, yeah, it may hurt your team, but those 11 random players don't matter after your are left the game, so why care about them?
The group function design of PGI was also terrible.
At the start 8 player premades have been put against mixed teams of smaller premades and solo players, and those mixed teams have been stomped.
Instead of limiting the group size to 4 (same as a Lance) PGI split the player base between Solo & Group.
In Group Queue 8 and later 12 player premades have been put against mixed teams of smaller premades.
Balancing by tonnage didn't work in group play, instead it forced bigger group with lower tonnage to use wolfpack tactics to overrun the enemy team.
The unlimited group size also lead to things like incompatible groups (11 players) or hard to match groups (10+2, 9+3). Group sizes from 2 - 12 players also prevented any kind of matchmaking by group tier.
Group players used the Solo Queue too: it was the place to grind XP & farm events. That was fastern than in group, because you could left the match ASAP after death to grind / farm in the next match with a new mech.
And that was the most stupid design idea: