Alreech, on 30 December 2020 - 04:55 AM, said:
I'm aware why, I just don't think it was ever a wise decision for QP at least.
Alreech, on 30 December 2020 - 04:55 AM, said:
Close combat on small maps without respawn and fast matches ?
Solaris
1 vs 1
2 vs 2
4 vs 4
FFA (8-32 players depending on the size of the map)
Small/middle/large maps without respawn and fast matches ?
Domination, Conquest, Escort (if it was reworked to have one person randomly chosen to be VIP), Incursion (reworked to be more like search and destroy or bomb game modes from CoD/CSGO)
6 vs 6
8 vs 8
longer matches with dropdecks & respawns and drop in and out esque gameplay?
new mode like Control Point/Tug of War game modes from other games, Siege (reworked to be an asymmetric of Control Point/Tug of War), maybe CTF?
12 vs 12
16 vs 16
FTFY
Alreech, on 30 December 2020 - 04:55 AM, said:
- 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?
You could add respawn, but that doesn't stop people from hurting their team since they can endlessly throw themselves to the enemy. You aren't going to fix bad play, you can just offer different strokes for different folks.
The group function design of PGI was also terrible. That said, keeping your team if you like it is a nice idea that some games have had.
Alreech, on 30 December 2020 - 04:55 AM, said:
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.
Most games support this sort of matchmaking so not sure that it was ever truly a problem here other than the fact that good players could make less impact when we switched to 12v12s so they even had trouble stopping 12 man group rushes. In 8v8 group sizes of any size should be acceptable. Honestly as far as I know most shooters typically merge group/solo queue and try to match based on group sizes and "skill". For 12v12 and 16v16 modes you brought up earlier, 4 man limits make sense.
Alreech, on 30 December 2020 - 04:55 AM, said:
Not sure what the problem here is because the best way to farm is actually make an impact on the team and stomp enemies which generally means lasting a good while.
Edited by Quicksilver Kalasa, 30 December 2020 - 02:36 PM.