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The 8V8 Quick Play Queue Match Stinks


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#1 Tpaktop2_1

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Posted 09 August 2025 - 05:30 AM

Quote



We're planning a 10-day 8v8 Quick Play Queue Match Making change.

To help reduce search times, we considered two options: reducing match team sizes or widening the Tier gates. We’re going with a temporary reduction to 8v8, which maintains the current Tier gates while scaling things down.


I could say worse, but I will be polite. The search times for the queue has always been high since May for the MWO NA server, why do this change now? I know its summer, but MMO games are always like this for summer. The only thing I could think is for some unique statistics outside of quick play.

Problems
===
  • The maps are too large for an 8 mech team. My suggestion is to reduce the map size to half at least.
  • The map spawn is to far apart. The team needs to support each other. My suggestion is to put us in one spot only for the spawn.
  • Conquest battle mode needs to be eliminated during this special time. It is too much for a 8 mech team at it's current state. Or if not eliminated, a suggestion is to cut the cap points down from five to three at least.
  • The new 8v8 queue is messing with the Legendary Summer Beach Party 2025 requirements. The 150 match score is very hard now especially since the team does not want to be in a murder ball or work as a team. Everyone one is to far spread out. The team is dying too quickly. Tactics is one thing, but trying to play MWO now is like having an arm tied behind your back for a match.
I appreciate MWO, however this decision does not seem the right direction to go for the game even if its temporary.

#2 VeeOt Dragon

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Posted 17 August 2025 - 03:34 PM

yeah it always sucks. then again PGI always goes for the least effort they can think of. instead of trying to draw more players to the game they just try stupid idea after stupid idea wasting time and money trying to hold on to people that will always eventually leave. hell other than maybe two other games (both single player btw) mwo is the longest i have played any one game including the odd short return and even then i tend to only come back during events with rewards i like (mostly free IS mechs or warhorns i like). hell its the only PvP game that i even play these days. i had to many other things to do to play lately even with the event so haven't played. i don't have to every time they have tried to bring back 8v8 its the same. i would say make it its own que but we don't have the player numbers for that hence why group que got mixed in with normal qp because there weren't enough people grouping up to make it worth it. hell Faction play has been in that state for a long time and is pretty much dead. they removed solaris (a badly implemented bad idea from the start). at this point in the game's life everthing is balanced for 12v12 and you would have to do a full game rebuild to return it to where 8v8 is enjoyable (and then i might just leave all together because i am one of those "more is better" people. like hell i would love to see 24v24 battles but i will never ask for that since not only can the engine not handle it but we don't have the player numbers to make it viable.

#3 Elric-

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Posted 19 August 2025 - 08:41 AM

why are the matches so one sided so often.

#4 Void Angel

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Posted 19 August 2025 - 09:56 AM

First, don't listen to the emotional reasoning of the Professionally Angry. MWO's development history has certainly included bad choices and errors - but none of it has been because the people who devoted more than a decade to this game, or worked for years to get it off the ground, are lazy. The announcement for this event was quite clear about the reasons - and they're good ones. I just think it failed (they even ended it early) because literally everything is tuned for a 12v12 team size, and people were primed to notice the differences.

View PostElric-, on 19 August 2025 - 08:41 AM, said:

why are the matches so one sided so often.

This is a more complex question than it might appear; bear with me.

Are you familiar with Lanchester's Laws? Mechwarrior games (not just this one) could almost have been made to showcase Lanchester's principles. It's not just 8v8; 12v12 has the same dynamics, but people tend to play more conservatively since there's more firepower out there, and there's more opportunities for good positioning or enemy errors to reverse the momentum of a match. But once a 'mech goes down - or becomes crippled - the available firepower to the team is reduced, which makes your team take damage (and thus casualties) faster, which in turn reduces your firepower, and so on. In 12v12, a dead 'mech is 8.3% of your team roster (however much firepower it had;) in 8v8, it's 12.5%.

That's not the whole story, of course: in fact, it's only a bare-bones generalization. Things like fire superiority, team composition, and - notably - the presence of high-level players, all make a huge difference on how a match plays out. For example, in 8v8 I saw a LOT of high-level premades, compared to my normal experience. That could be because more people were playing, or because the 8v8 format lowered the player counts, but anecdotally I'm quite sure there were more (it wasn't just a little change.) For example if players see a known streamer on the other team and all try to hide from him, they create the stomp that they're afraid of, because they're not fighting back effectively - then some of them come and complain about how the matchmaker is "broken," but that's another thread.

Additionally - and this is important - not every one-sided match actually is one-sided. If you analyze your end-of-match screens, you'll find plenty of matches where one team didn't get many kills, but did fairly comparable damage to the enemy, and had roughly the same number of the various weight classes. This often happens because players whose 'mechs are damaged tend to hang back and try to avoid being crippled or destroyed. So it's very possible that a 12-4 "stomp" was actually a fairly close match, with all of the surviving 'mechs heavily damaged. Or, it could be a garden-variety steamroll - but you don't know that just by looking at the kill score.

The dynamics of the game's matches are complex, but I think I've hit the broad strokes, and I hope this helps give you context for what you're seeing in the game.





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