8 Vs 8 Quickplay Queue Adjustment - Updated
#21
Posted 02 August 2025 - 08:47 PM
#22
Posted 03 August 2025 - 03:36 AM
Oriffel, on 02 August 2025 - 03:07 PM, said:
a 5 year old with an Uzi, on 02 August 2025 - 07:08 PM, said:
If you two haven't done so already, please go back up and read my post @ "https://mwomercs.com/forums/topic/288639-8-vs-8-quickplay-queue-adjustment/page__view__findpost__p__6559474" as to why waiting regarding Loot Bag Events can be a major error... That is, unless you're some Top-Tier Elite which my words are not meant for...
Akuumer, on 02 August 2025 - 07:21 PM, said:
Swing and a miss per usual
Why insult those TryHards which you're speaking of? They actually feel LRMs should get removed from MWO entirely, even though such weapons are part of BattleTech Lore and require being present anyway. You'll find those TryHards are usually running various Ballistic and/or Energy design mentalities, provided they're not running batches of SRMs for smashing opponents with at any given time.
~D. V. "probably being too kind upon TryHards prior to this August 2025 8v8 QP Change happening against everyone" Devnull
#23
Posted 03 August 2025 - 05:25 AM
D V Devnull, on 03 August 2025 - 03:36 AM, said:
Why insult those TryHards which you're speaking of? They actually feel LRMs should get removed from MWO entirely, even though such weapons are part of BattleTech Lore and require being present anyway. You'll find those TryHards are usually running various Ballistic and/or Energy design mentalities, provided they're not running batches of SRMs for smashing opponents with at any given time.
~D. V. "probably being too kind upon TryHards prior to this August 2025 8v8 QP Change happening against everyone" Devnull
Grind mechanics notwithstanding (and I would personally have preferred to take my chances with martian's approach in retrospect), my queue times on a Saturday night during prime wobbling back and forth over that T2/T3 ledge were gross and matches just felt... bad. A drag, much more consistently so than usual and inexplicably so for a SATURDAY NIGHT DURING A MAJOR EVENT. People seem to be doing a TON of breaking and running from good positions for any reason (oh god the squirrel chasing).
Seriously the queue times were so weirdly bad at times. Not only that the MS to lootbag conversion rate basically drags out the first phase enough that shortcutting it a bit looks really attractive.
And now this... will probably upset so many people that the smaller match size will be counteracted. Maybe I will be wrong. Don't know. Will see.
Edited by a 5 year old with an Uzi, 03 August 2025 - 05:50 AM.
#24
Posted 03 August 2025 - 05:59 AM
Just to spitball, what about removing a tier? This would likely have same effect as opening gates, but maybe a softer landing.
saw these numbers on reddit, I'm not super great with stats but
Tier 1 - 11.75%
Tier 2 - 7.84%
Tier 3 - 18.76%
Tier 4 - 19.84% <- Middle of total population, move tier 4 players above median line into tier 3- Tier 5 - 41.83% <- move all to tier 4
edit: formatting blah
Edited by lastchanceforaslowdance, 03 August 2025 - 06:00 AM.
#25
Posted 03 August 2025 - 07:43 AM
lastchanceforaslowdance, on 03 August 2025 - 05:59 AM, said:
Just to spitball, what about removing a tier? This would likely have same effect as opening gates, but maybe a softer landing.
saw these numbers on reddit, I'm not super great with stats but
Tier 1 - 11.75%
Tier 2 - 7.84%
Tier 3 - 18.76%
Tier 4 - 19.84% <- Middle of total population, move tier 4 players above median line into tier 3- Tier 5 - 41.83% <- move all to tier 4
edit: formatting blah
Wouldn't this just result in T3s getting clobbered down to T4 more often than not, rising back to T3, lather rinse repeat as they grind down the players who struggle even HARDER the whole time
A lot of potential tier adjustment proposals sound like robbing Peter to pay Paul really
Edited by a 5 year old with an Uzi, 03 August 2025 - 07:55 AM.
#26
Posted 03 August 2025 - 08:09 AM
If you're thinking I'm trying to imply that this will "fix" anything, please do not. I'm simply suggesting a way to mitigate the impact on match quality and wait times that a shrinking population has
#27
Posted 03 August 2025 - 08:13 AM
lastchanceforaslowdance, on 03 August 2025 - 08:09 AM, said:
If you're thinking I'm trying to imply that this will "fix" anything, please do not. I'm simply suggesting a way to mitigate the impact on match quality and wait times that a shrinking population has
So less of that weird dip and more of a exponential curve in distribution
or ??? it just becomes "lower play" and "higher play" buckets?
I struggle with visualizing but I am guessing this produces quicker sorting in one of those two fashions
Edited by a 5 year old with an Uzi, 03 August 2025 - 08:24 AM.
#28
Posted 03 August 2025 - 10:25 AM
D V Devnull, on 03 August 2025 - 03:36 AM, said:
(snip)
Top-tier elite shouldn't wait either. Well unless it's a top tier elite spotter that avoids doing damage. Even doing just decent damage will probably finish the damage part faster than the match score part. 250dmg on a win will probably be more than the match score, on a loss it might be about double the match score. Somebody doing 1000dmg in a match isn't that uncommon, but how often do you see 1000 match score?
#29
Posted 03 August 2025 - 10:46 AM
#31
Posted 03 August 2025 - 01:40 PM
That and I recently got back into playing World of Tanks after taking a three-year break from that. I feel like I'm having more fun with that game than ever now.
#32
Posted 03 August 2025 - 06:42 PM
Akuumer, on 02 August 2025 - 07:21 PM, said:
Swing and a miss per usual
This thread reads like some sort of sub-Reddit: r/MWOcirclejerk; I can't tell if ~half the comments (like this one) are supposed to be serious are heavily sarcastic.
In all seriousness, for good or bad, whether this test is timed horribly relative to the current loot bag event or whatever, 8v8 is inevitable given the equally inevitable slow decline of the player base. It's a very old ftp game originally funded off of nostalgia, which is no longer being actively developed and barely maintained...what do folks expect other than a gradual loss of players and paying customers? I'm just happy the powers that be (PGI, Cauldron, etc.) are willing to do ANYTHING.
#33
Posted 03 August 2025 - 07:08 PM
Akuumer, on 02 August 2025 - 07:21 PM, said:
Swing and a miss per usual
The L/M/H/A ratio was the first thing to go, long time ago when they started dropping single mech packs when it was the Solo Queue. At first they had to go in manually to release the pressure. After a few months that trigger was the first thing to go. And the Group Queue, which is now the Quickplay queue, afaik, never had it. That box showing the class percentages of mechs that are queued up is a legacy component.
#34
Posted 03 August 2025 - 08:31 PM
TELEFORCE, on 03 August 2025 - 01:40 PM, said:
That and I recently got back into playing World of Tanks after taking a three-year break from that. I feel like I'm having more fun with that game than ever now.
The Bane has been and are all currently 50% off. Says 11 days 17 hours 28 minutes left on sale.
#35
Posted 03 August 2025 - 09:21 PM
Really is a shame for them that they chose to go the route of splitting 5 and clans apart and then not carry through with consistently released dlcs, they had a great opportunity to build up a nice little MW gaming ecosystem there that could have had returns as long or longer than just this game has shown to carry on.
#36
Posted 04 August 2025 - 05:23 AM
1. Some of the maps make this mode hard to play due to size.
2. The way mechs have been tweaked will make this difficult for some.
3. During the loot bag event? [groan]. The grind and now this?
4. Teams could destroy this event.
Several issues affecting the ques. Yes, I have seen a bigger group of assaults lately now that hard point inflation is real. Yes, some of the 'fixes' are insane lately. And yes, the loss of PGI folks has impacted the game. But we will play on and enjoy until the lights go out and the servers go dark.
#37
Posted 04 August 2025 - 07:08 AM
8v8 is categorically, inarguably, objectively a better game than 12v12, whichever way you split it. There's a reason comps have always played 8v8. Fewer guns means higher time to kill (a thing everybody claims to want) and way more room to make interesting plays or survive and learn from unforced errors. Individual efforts and ability matters far more, Murderballing is noticeably less effective (this is an undeniable positive), and each player contributes more completely to the outcome of the match. And if any of that bothers you then consider trying a little harder, rather than drinking three PBRs and smoking a joint prior to every drop of MWO. This is 'The Thinking Man's Shooter' after all, not the "Get liquored out the wazoo and see if I can tell which of the three blurred Atlases on my screen is real" shooter.
Quit demanding you get carried and start holding yourself to task when you get knocked out at sub-200 damage. Frankly the game should never have made the jump to 12v12, I honestly believe that mistake is a significant silent contributor to MWO's overall decline over the years.
Edited by 1453 R, 04 August 2025 - 07:09 AM.
#38
Posted 04 August 2025 - 07:33 AM
What does PGI then do about those "Ace Of Spades" & "Death Star" Achievements because they'll essentially become off-limits in Quick Play for the rest of MWO's lifetime? (Never think because there are still 8 Mechs on the field for each Team that any reasonable chance exists of killing them all in one Match being played!) Should they be made available in Faction Play somehow, so that we avoid losing more Achievements into the trash bucket? Or does this effectively become an attempt to hurt everyone by taking those off the table of things which can be earned?
I certainly do not wish upon others that they would never get Achievements like those in their lifetimes! I could only score my "Ace Of Spades" once by pure luck, and only because we had a 12v12 environment to play within! The only reason I'm not wearing that "Ace Of Spades" Achievement is because I feel like hitting "8 Kills In One Match" should be done at least twice before it's right to wear it!
~D. V. "wonders if Pro-8v8 folks understand knock-on effects to Achievements by making this permanent" Devnull
[Edit by the post's author for some missed important wording...]
Edited by D V Devnull, 04 August 2025 - 07:38 AM.
#39
Posted 04 August 2025 - 08:11 AM
1453 R, on 04 August 2025 - 07:08 AM, said:
8v8 is categorically, inarguably, objectively a better game than 12v12, whichever way you split it. There's a reason comps have always played 8v8. Fewer guns means higher time to kill (a thing everybody claims to want) and way more room to make interesting plays or survive and learn from unforced errors. Individual efforts and ability matters far more, Murderballing is noticeably less effective (this is an undeniable positive), and each player contributes more completely to the outcome of the match. And if any of that bothers you then consider trying a little harder, rather than drinking three PBRs and smoking a joint prior to every drop of MWO. This is 'The Thinking Man's Shooter' after all, not the "Get liquored out the wazoo and see if I can tell which of the three blurred Atlases on my screen is real" shooter.
Quit demanding you get carried and start holding yourself to task when you get knocked out at sub-200 damage. Frankly the game should never have made the jump to 12v12, I honestly believe that mistake is a significant silent contributor to MWO's overall decline over the years.
There are arguments that this will exacerbate the impact of poor play on other players, groups on solos, mech balance and map/mode play. Whether the arguments have merit or not I don't know but the apple cart is being tipped and I am worried that further investment will be a bad bet, that play could get really frustrating for a while before adjustments are made (if they are made) if the arguments have merit and the change is made permanent... so I am not quick to discount any of this.
#40
Posted 04 August 2025 - 08:34 AM
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