Group Size
#1
Posted 12 December 2021 - 09:29 AM
#3
Posted 13 December 2021 - 03:14 AM
The problem is, the larger the group, the larger the influence on the game and coordination will be. A good team of 4 working together can already have a big impact on the game, but usually outside of comp level groups they aren’t insurmountable for normal quickplay teams to overcome. A team of 8-12 however though can absolutely dominate if it’s anything other than an ultra casual group, as anyone coordinating load outs and movements can just dominate a normal Quick Play Pick-up group, and it’s not a fun experience for anyone. My experience from the old group queue was that the larger the group, the more coordinated and hardcore the group was, so whenever a bunch of small groups ran into a 12 man, it was always a stomp, because those were almost always the comp-level teams.
It’s much better for that one group to be broken up to 2 or 3 smaller groups, in different matches or opposing sides. On the few occasions we’ve had all 6 players in our group around, we simply break into 2 groups of 3, and just roll separately while chatting. It’s a perfectly fine way to play with a bigger group within the current rules.
Edited by Maddermax, 13 December 2021 - 03:17 AM.
#4
Posted 13 December 2021 - 05:21 AM
#5
Posted 13 December 2021 - 05:40 AM
#6
Posted 13 December 2021 - 05:48 AM
MechaGnome, on 13 December 2021 - 05:21 AM, said:
[redacted]
Edited by Ekson Valdez, 14 December 2021 - 12:05 AM.
#7
Posted 13 December 2021 - 09:16 AM
#8
Posted 13 December 2021 - 09:40 AM
Meatroid, on 12 December 2021 - 09:29 AM, said:
Yes.
Idiotic suggestion when looking at the current imbalance caused by even 4 man groups in QP. Drop down to pairs and invest in CW/FP to make it attractive again.
#9
Posted 13 December 2021 - 10:26 AM
PeppaPig, on 13 December 2021 - 09:40 AM, said:
Yes.
Idiotic suggestion when looking at the current imbalance caused by even 4 man groups in QP. Drop down to pairs and invest in CW/FP to make it attractive again.
The "current imbalance" you're alleging exists, doesn't exist.
However we are in agreement on the need to make FP a viable place for larger groups. The fact that an entire queue, a major one, one that had been waited for, literally for years, is now essentially abandoned except for when a few 12 mans agree to queue in it, is a colossal failure.
#10
Posted 13 December 2021 - 11:52 AM
#11
Posted 13 December 2021 - 11:58 AM
Black Caiman, on 13 December 2021 - 11:52 AM, said:
Edge cases are not a justification for you telling people how they can and can't play.
#13
Posted 13 December 2021 - 12:40 PM
Brauer, on 13 December 2021 - 12:16 PM, said:
Which is why I did not advocate for it. It should be left the way it is, effort should be made to make FP a more viable and popular queue.
#14
Posted 13 December 2021 - 01:22 PM
another idea
during one of the NGNG pod casts when asked the old lead programmer said they give new players a boost
so it appears PGI has the capability to electronically boost players (for lack of a better term)
why not nerf groups so when they enter solo que they have a handicap
that way it would not be a problem to have bigger groups
sort of a hand tied behind there back (also called self balancing, a term used by some players)
of course we would have to insist on no more sync drops sine that hinder any efforts to make the system work
#15
Posted 13 December 2021 - 01:31 PM
Davegt27, on 13 December 2021 - 01:22 PM, said:
another idea
during one of the NGNG pod casts when asked the old lead programmer said they give new players a boost
so it appears PGI has the capability to electronically boost players (for lack of a better term)
why not nerf groups so when they enter solo que they have a handicap
that way it would not be a problem to have bigger groups
sort of a hand tied behind there back (also called self balancing, a term used by some players)
of course we would have to insist on no more sync drops sine that hinder any efforts to make the system work
There was no statistical change in win loss rates before and after season 46. The group limit in quickplay should not be touched. Handicaps should not be applied, they are not necessary. Larger groups belong in faction play. That queue needs to be recovered and repaired. That should be the priority, not punishing group players or solo players.
Edited by pbiggz, 13 December 2021 - 01:31 PM.
#16
Posted 13 December 2021 - 01:57 PM
#17
Posted 13 December 2021 - 03:05 PM
Little Nemo, on 13 December 2021 - 01:57 PM, said:
Yes and no.
8 mans were far more fun than 12 mans. You're right about that. But I am old enough to remember the TEMPLARS and their 8 atlas drops. That wasn't fun to play against.
#18
Posted 13 December 2021 - 03:20 PM
pbiggz, on 13 December 2021 - 03:05 PM, said:
Yes and no.
8 mans were far more fun than 12 mans. You're right about that. But I am old enough to remember the TEMPLARS and their 8 atlas drops. That wasn't fun to play against.
When I played for SJR, we would do wacky things like this at then end of our practices. Killing a team with all trial Jenners isn't hard with coordination.
#19
Posted 13 December 2021 - 03:35 PM
Little Nemo, on 13 December 2021 - 03:20 PM, said:
When I played for SJR, we would do wacky things like this at then end of our practices. Killing a team with all trial Jenners isn't hard with coordination.
To be fair, you *cant* drop 8-12 atlases anymore.
That said, one of my fondest memories of faction play, was running with DERP in the old days, and parking 12 atlases just behind the gates on boreal vault defense. I had never seen an enemy team *turn around, and run away from us with their backs facing us* before.
That kind of game is wacky fun. I hope everyone gets a chance to experience it. It only happened really in faction play. Want to play with big groups again? You know what PGI needs to fix.
#20
Posted 14 December 2021 - 10:03 PM
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