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Using Drop Decks To Improve Mm Queue Times.


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#21 Tesunie

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Posted 15 August 2025 - 10:33 AM

View PostGreyNovember, on 15 August 2025 - 08:57 AM, said:


I am providing some form of counter to the idea that Drop Decks are a good idea to improve wait time. You seem to be conflating "y'all" as one singular entity that actively self contradicts, like some kind of two headed liar.


I want to roll this back a little (as this sorta is my thread as I made it, and I feel it's my responsibility to keep things civil).

Your personal experiences and opinions are not invalid, but they aren't exactly end all be all either. I get the feeling you didn't exactly give it much of a try, and if it was implemented into the game and things adjusted to match the new system, you might change your mind. You might not either. (And don't claim you never change you mind, we humans change our minds all the time on things, and that is okay.)

What I think everyone is looking for is less "I didn't like it" and more factual reasons on why it could or couldn't work, and how to maybe make it work better than what we've had before.

So, you didn't like the Drop Decks from the past. Just to be concise in my response:

View PostGreyNovember, on 11 August 2025 - 06:40 PM, said:

Focusing just on these two.

When a game is a foregone conclusion, it's typically done so pretty brutally. The ones where it's down to the wire, 1v1 with the last mechs remaining, is rare.

Introducing respawns in standard modes, the most likely result will be:
  • Slow trickling of each mech as they respawn, instead of coming out all at once
  • People using mechs they don't know how to use due to unfamiliarity, creating a more rapid slide into being disadvantaged
Which leads to the inevitable loss of the initial 12-3 fight being dragged out over a much longer period.


Which would lead to people disconnecting and preemptively "surrendering", due to lack of a surrender option and failing morale. ( People already lambast their OWN team on all chat, as if to let everyone in the match know it was not THEIR FAULT, but the TEAM'S FAULT. Imagine this happening for longer.)


These are great points. The question might be how to address it. I already responded above, but if we can expand upon this concern of yours, I'm all for the discussion.

Sounds like you would want a surrender feature. I would remind though, less actions in a game means less rewards for that match. You are better off staying and playing, even if the match is doomed for your team. Not to mention better performances means better chance of PSR increase. So I don't feel a surrender option would work well. I've seen it in other games, and I can't say how many times my team was attempting to surrender in a match that we ended up winning, or very narrowly losing. (Pokemon Unite.)

You will always find people grumbling about their "potato team" in all chat. I think it's a tradition at this point to do so.

View PostGreyNovember, on 14 August 2025 - 08:20 AM, said:

Considering what I've experienced of FP where drop decks were made when it was the fresh and new thing, compounded with the usual results of what happens in quick play?

I'd say you're being overly dismissive over what has many precedents to judge the idea.

There is a reason I played the drop deck events once, and then not again afterward. Presumably there is also a reason people do not flock to the event drops as much as QP.


This part is all opinion. Your opinion isn't invalid, but it is something that applies to just you. Now, if you want to go with why you didn't like it, that would be far more productive for the conversation/debate. We can address something factual. We can't address feelings, besides to just make notation you didn't like it.

I suspect many people don't go to EP as much as QP due to it's changing nature and lack of always being available, vs playing what you know. I know I've not yet playing in any EP matches. But to be honest, I haven't played the game in a while, and I'm finding it very hard to get back into the game even though I want to. PvP is always intimidating for me.

#22 Xypherious

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Posted 15 August 2025 - 02:56 PM

Implementing drop decks without respawns would be huge. Just let me pick my 'mech AFTER I see the map. No more qeueing with a brawler or Pirates' Bane and ending up on Alpine Peaks......

#23 Tesunie

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Posted 15 August 2025 - 03:17 PM

View PostXypherious, on 15 August 2025 - 02:56 PM, said:

Implementing drop decks without respawns would be huge. Just let me pick my 'mech AFTER I see the map. No more qeueing with a brawler or Pirates' Bane and ending up on Alpine Peaks......


The intention here was for respawn... I mean, I can see that too I guess...?

#24 Pixel Hunter

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Posted 18 August 2025 - 06:33 AM

View PostTesunie, on 15 August 2025 - 03:17 PM, said:

The intention here was for respawn... I mean, I can see that too I guess...?


That's the easiest way to implement it, and in my opinion the better option. We always should have had weight class drop decks.

#25 Tesunie

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Posted 18 August 2025 - 07:38 AM

View PostPixel Hunter, on 18 August 2025 - 06:33 AM, said:


That's the easiest way to implement it, and in my opinion the better option. We always should have had weight class drop decks.


What would stop one side possibly dropping all 12 assault mechs, and the other team having... a lot less. I don't think balance could be obtained if respawn was not included with the drop deck and it was just "select a mech to play this match with". With respawn, not only does it keep players engaged for the entirety (or nearly so) of the match, but it also removes mech class types from the MM, as well as a force that drops all assaults first will later in the match have to play much lighter mechs.

I can't see it remaining balanced if drop decks was just an "after the match is formed, select your mech from these four". People already complain right now when one team has 2-4 extra assaults over the other side. I get worried when I see assault mechs dropping in my medium lance (which can drop as a medium among the lights, or a medium among heavies if 3/3/3/3 rule is being followed). As I just started getting back into the game, I've been very concerned when I not have just one, but two assaults in my lance dropping with me, which means my team has not 3 assaults, but 5-6 minimum assault mechs instead.

With Respawn, it would be a lot less concerning, as we may have all assaults drop first wave if everyone had one in their deck, and then subsequent waves as you respawn would be getting lighter. It just... looses that balance if you do drop decks without respawn...


Maybe I should phrase it this way. If it was tested in the game as a mech selected after a match is formed, I would test it. I do not believe it would be good, but I would be willing to at least give it a try.

#26 LordNothing

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Posted 18 August 2025 - 05:58 PM

View PostPixel Hunter, on 18 August 2025 - 06:33 AM, said:


That's the easiest way to implement it, and in my opinion the better option. We always should have had weight class drop decks.


i like the idea that everyone gets 100 tons, if you put it all into an assault mech or bring two 50 tonners, four 25 tonners. any tonnage not used becomes an undertonnage bonus. you then dont have to worry about tonnage matching in your mm and can focus on better skill leveling.

#27 Pixel Hunter

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Posted 19 August 2025 - 02:46 AM

View PostTesunie, on 18 August 2025 - 07:38 AM, said:

What would stop one side possibly dropping all 12 assault mechs, and the other team having... a lot less.


View PostLordNothing, on 18 August 2025 - 05:58 PM, said:

i like the idea that everyone gets 100 tons, if you put it all into an assault mech or bring two 50 tonners, four 25 tonners. any tonnage not used becomes an undertonnage bonus. you then dont have to worry about tonnage matching in your mm and can focus on better skill leveling.


I actually intended for having drop decks in every weight class, and a player simply selects the weight class they want to play

#28 Tesunie

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Posted 19 August 2025 - 05:52 AM

View PostLordNothing, on 18 August 2025 - 05:58 PM, said:

i like the idea that everyone gets 100 tons, if you put it all into an assault mech or bring two 50 tonners, four 25 tonners. any tonnage not used becomes an undertonnage bonus. you then dont have to worry about tonnage matching in your mm and can focus on better skill leveling.


I think I would need far more information on this, but at the moment it seems you are thinking respawning drop deck, with unused tonnage being some kind of bonus? What would that bonus be? Are you also saying that assault mechs under 100 tons would either be penalized (no extra mech) or be at a boon (under ton)? What difference would a 95 ton mech have compared to a 100 ton mech as far as whatever this bonus would be? 80 ton mech?

I think more information and a little more depth would need to be here before I could really give any feedback or initial thoughts on this.

View PostPixel Hunter, on 19 August 2025 - 02:46 AM, said:

I actually intended for having drop decks in every weight class, and a player simply selects the weight class they want to play


Are you saying a drop deck of, for example, four assault mechs and you are just queuing into the match as an assault deck, and in match you choose one of those four mechs to use for that match with no respawn? If I got this correct, how would that help the MM at all to create matches faster and better?

My idea was to alleviate the stress on the MM currently, which is causing delays for some people when trying to find a match, while still producing a fun system people can enjoy. Most people like to be active in a match, and leave as soon as they are dead. Respawn keeps people active in matches longer (the while match in theory), and searching for the next match less often (because they are playing more within a match). The drop decks (with or without respawn, but I think it would need to have respawn to work) remove mech class from the MM consideration, and then it can focus strictly on PSR, which is more skilled match making.

Match times can be shortened if people on average do not want 15 min matches, and that will just mean you aren't likely to drop with all your mechs in your drop deck, which is not a requirement for drop decks to work. I feel a 10 min match would be the shortest time allocation possible for a match, or we keep it at 15 as it.

A drop deck, as proposed in this thread with respawn, would have the least amount of impact from the map size and mech perks/quirks currently in the game. Likely, none of that stuff would even need to change.

The respawn mechanic would likely need to be changed though from how it is handled in FP.
  • Create more drop points than the initial 3 per team.
  • Have players drop in groups based upon time of death, not which lance they started the game at.
  • Create a rule or something (this might be the hardest part to do) that will make people spawn either only in spots that there is no enemy within X meters of the spawn, or at the spawn option that has the most distance from an enemy mech. If you have around 5 spawns to choose from, one of those will likely be unoccupied by the enemy.
  • Last part would likely be invulnerability to those dropping while on the drop ship, while uncontrollable and dropping, and maybe even for up to 5 seconds after hitting the ground to orient one self and get moving. This would mean, even if surrounded by enemies when dropping, you likely will be able to take some hits without damage but also be able to get a few shots off before invulnerability wares off. (Not ideal for immersion, but good for match balance. I don't see a way it can be abused, especially if point 3 is also observed.)



So, just to restate, I'd want to know more about what you are (both) proposing, and how you feel it would improve the MM in providing faster match making times, while attempting to keep matches fair and fun for everyone involved. Recall, PSR was added into the game to help create more fair and fun matches based upon skill level of the pilots. And now we are out of phase with that due to limited player count and the massive amounts of assault pilots the game is finding in it's queue.

#29 Moadebe

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Posted 19 August 2025 - 07:17 AM

Im going to say this about drop decks in Quick play. It would be the same as in Faction Play. That's it.

And you REALLY dont want that behavior in quick play.

#30 Tesunie

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Posted 19 August 2025 - 07:42 AM

View PostMoadebe, on 19 August 2025 - 07:17 AM, said:

Im going to say this about drop decks in Quick play. It would be the same as in Faction Play. That's it.

And you REALLY dont want that behavior in quick play.


Unless things have changed since I last played FP (which is entirely likely), FP has different maps (which are much larger), different objectives, and often completely different strategies compared to what is used in QP maps/modes.

In QP, I think rather than waiting for the whole team to respawn to go back in as a wave to take on the objective, you are more likely to see people probably get back into the fight as soon as they touch the ground. The matches also wont be 30 min timers, but much shorter. It will force more towards the mission objective rather than always TDM.

I am a bit out of the loop for FP, to be honest. When I last played it, we had the generators and defense cannon, and sometimes we'd have to destroy a base instead? I recall scouting mode, which I don't feel was very good as a game mode... And occasionally you would have spawn camping in FP at that time, but I've addressed a way to remove/reduce the chances of spawn camping with a few simple mechanics. Am I missing something, or some behavior?

Also, do recall that FP has no real MM mechanics. It doesn't look to match PSR or premade teams. It just looks to create a match and toss everyone in, be it 12 premade vs 12 PUGs or any combo in between, be it a team of all T1 players vs a team of all T5 or any combo in between... The MM balancing premades and PSR tiers might already be an improvement from FP matches...

Edit: Some minor typo (not DTM, but TDM) and clarity on topic in some sections.

Edited by Tesunie, 19 August 2025 - 04:14 PM.


#31 pbiggz

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Posted 19 August 2025 - 04:01 PM

View PostMoadebe, on 19 August 2025 - 07:17 AM, said:

Im going to say this about drop decks in Quick play. It would be the same as in Faction Play. That's it.

And you REALLY dont want that behavior in quick play.


There's degenerate behaviour in all parts of the game. This is not an argument. Problems can be solved.

#32 LordNothing

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Posted 19 August 2025 - 04:52 PM

View PostMoadebe, on 19 August 2025 - 07:17 AM, said:

Im going to say this about drop decks in Quick play. It would be the same as in Faction Play. That's it.

And you REALLY dont want that behavior in quick play.


the only thing about fp i dont want in qp is the wait times. i expect that to get worse with how quickly they ripped out 8v8.

i dont think you will see the same elitism and gate keeping though. that made the mode tough for new players. but since group prioritization is not there, and big groups are restricted, and you have a match maker that works sometimes, i dont think that will happen in qp decks or not. decks aren't the thing that made fp bad for most players.

#33 LordNothing

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Posted 19 August 2025 - 05:33 PM

View PostTesunie, on 19 August 2025 - 05:52 AM, said:


I think I would need far more information on this, but at the moment it seems you are thinking respawning drop deck, with unused tonnage being some kind of bonus? What would that bonus be? Are you also saying that assault mechs under 100 tons would either be penalized (no extra mech) or be at a boon (under ton)? What difference would a 95 ton mech have compared to a 100 ton mech as far as whatever this bonus would be? 80 ton mech?

I think more information and a little more depth would need to be here before I could really give any feedback or initial thoughts on this.


just spitballing ideas. the idea was you have 100 tons and a deck, you do not have to fill up your deck, in fact you could dump all your tonnage on a bane or direwolf if you want, you also have the option of splitting tonnage and bringing multiple mechs.

figure in qp you do not have time to run a full 4-mech deck. especially if the clock gets reduced to 10 minutes. but you do usually have time for a second drop.

it will also make assaults a much rarer asset, as people are giving up respawn to run them. though i could see a 120 ton limit instead so you have a backup locust. though i worry people will just pad their deck out with lights in that case. it kind of solves walking problem since the slowest mechs have fewer respawns and people with 4 have fast mechs. it will turn it into a squirrelfest though. im not sure what the value prospect of having a second mech vs having a bigger mech.

i dont think its a great idea but it does solve a couple problems. i dont think it helps monetization at all because pgi usually pushes the fat mechs.

#34 VeeOt Dragon

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Posted 21 August 2025 - 10:42 AM

honestly drop decks would make this game even less accessible to new players. the biggest problem with MM right now is not so much the system itself (neither 8v8 or drop decks will do much if anything to help wait times overmuch.) it is the low player counts. as has already been stated dropdecks would adversely effect new players the most. not only do new plays not have the mechs to fill out a drop deck but even with cross tech slots it just gives them even more crap o have to worry about. not only that but with the inevitable spawn camps (or across map sniping) its more likely that less skilled or unlucky players will very likely lose all their mechs and now not only are they locked in a match they can't participate in anymore but now they have 4 mechs locked up instead of just one. hell i have over 100 mechs in my stables and some days i am just in the mood to play a certain mech. if i die early i have to deal with the frustration of having to wait for the match to end before i can play that mech again (even worse when you have the inevitable light that runs off hides and shuts downs to pad their k/d numbers). you would also have to give each player at lest 2 QP drop decks at minimum though PGI would likely just charge real money for a second one the way things have been going lately. now multiply that by 4. i am not going to say that dropdecks are the reason FP is dead because its not but QP is bad enough with groups.

you also have the fact that a bad match is even worse because you are now stuck in it longer. so instead of losing 12-1 and cowardly hiding mechs aside its over quickly enough. now you have to burn through your entire dropdeck before you can reroll the match rng. thats one of the things i like about QP if you get a **** team, **** match-up or even an oopsy (like forgetting to equip ammo on a new build before starting, come on we all have done it before) its over quick and you can try again instead of having to slog through it just being a damage farm for the enemy team.

now on the flip side something i wouldn't mind having for QP is a sort of two slot dropdeck but no respawns. instead at the start of the match after the map is selected you get to pick which of the two mechs you want to run. (maybe put in a restriction that the two have to be of the same weight class and give each player one deck for each class just in case that ever returns to the MM calculations (i am pretty sure they removed that when they merged QP with Group, i know it doesn't calculate the tonnage of any mechs within a group. (its always frustrating when you pull out a Tbolt or LRM mech and end up on Merick or Solaris, or you choose a brawler and get one of the more sniper infested maps. that way you could at least have a better chance of having a mech more suited to the map.))

the way i look at it any future major changes should have new player retention being foremost. thats what keeps MWO and games like it going. not the old salts and die hards but the new players. new players are also more likely to spend money on things than those of us who are sitting on fortunes in C-Bills and even enough MC to easily buy a couple hero mechs or any mech bays we might need..

Edited by VeeOt Dragon, 21 August 2025 - 10:45 AM.


#35 Moadebe

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Posted 21 August 2025 - 10:51 AM

View PostLordNothing, on 19 August 2025 - 04:52 PM, said:

decks aren't the thing that made fp bad for most players.


Drop decks are bad cause with the snowball effect of this game the team who pulls ahead on kills will tend to push into spawn and just camp there. Waiting for the next group of mechs to drop in the enemies drop deck. Which just gives a fish in a barrel effect that only feels good for the victors. This coupled with the attitude just made FP a nightmare for anyone new to it or solo dropping (since solo dropping tends to be more disorganized overall.)

Nah...drop decks can stay outta qp IMO

#36 Tesunie

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Posted 22 August 2025 - 06:20 AM

I'm gonna start with these two, and work on the third one later, as that post is a bit of a read...

View PostLordNothing, on 19 August 2025 - 05:33 PM, said:

just spitballing ideas. the idea was you have 100 tons and a deck, you do not have to fill up your deck, in fact you could dump all your tonnage on a bane or direwolf if you want, you also have the option of splitting tonnage and bringing multiple mechs.

figure in qp you do not have time to run a full 4-mech deck. especially if the clock gets reduced to 10 minutes. but you do usually have time for a second drop.

it will also make assaults a much rarer asset, as people are giving up respawn to run them. though i could see a 120 ton limit instead so you have a backup locust. though i worry people will just pad their deck out with lights in that case. it kind of solves walking problem since the slowest mechs have fewer respawns and people with 4 have fast mechs. it will turn it into a squirrelfest though. im not sure what the value prospect of having a second mech vs having a bigger mech.

i dont think its a great idea but it does solve a couple problems. i dont think it helps monetization at all because pgi usually pushes the fat mechs.


Personally, I don't feel it's necicary to be able to drop with all mechs in a drop deck. Just having the option of up to four respawns would be an improvement. If you only drop in one mech, that is fine. If you burn through all four, whatever. I feel it opens the matches to be more play per match, making each match dropped into just more. The lack of a weight class to the MM should improve MM times, meaning it should lead to a double win of faster MM times, and more action in a match. Triple win if you consider it should be easier for MM to stick within the respective PSR tiers better.

Could there be issues with respawns? Maybe. Those could be addressed as they become observed. I know I've already predicted the spawn camp issue, and made suggestions to help counter that. Otherwise, I don't feel much else could really be bad with it...

View PostMoadebe, on 21 August 2025 - 10:51 AM, said:

Drop decks are bad cause with the snowball effect of this game the team who pulls ahead on kills will tend to push into spawn and just camp there. Waiting for the next group of mechs to drop in the enemies drop deck. Which just gives a fish in a barrel effect that only feels good for the victors. This coupled with the attitude just made FP a nightmare for anyone new to it or solo dropping (since solo dropping tends to be more disorganized overall.)

Nah...drop decks can stay outta qp IMO


Okay. You mention Spawn Camping as the bad thing with respawn. I've already mentioned several ways that it can be addressed to make it impossible, to unwise.

FP had no MM at all, so it didn't even attempt to balance by PSR skill levels, was suppose to be a place for units and premade teams to fight it out, and was suppose to be end game content. Wasn't intended to house the solo players, and solo players got punished for it. But, I do feel that there were good things from FP that could be taken into consideration. Drop Decks was one major feature that I feel was good from FP, and once you add in a few minor changes to how drop decks and respawn works (to address issues shown via FP), combined with a MM seeking out similar PSR skilled pilots to pit against each other, matches should be a lot more fair and even than they ever were in FP. (Recall, FP had no MM at all besides "find people, toss them in, get match going".)

I'm going to add, you are entitled to your opinion. I appreciate it actually. However, it seems a lot of it stems from how Drop Decks operated in FP, without consideration on how FP functioned and that it's different from how QP functions. QP has a MM system, and a drop deck would add relief to that stressed system. Right now, MM is being pushed for several reasons, one of the biggest ones is the 60%+ assault mech queued up to drop. Drop Decks remove that consideration from the equation, meaning that MM can focus more on PSR ratings, and less on what mech someone is dropping into.

If you haven't yet, read the concepts on how to counter the Spawn Camping issues that I've posted before. If you don't want to look for it in this (short) thread, let me know. I'll hunt it down and quote them into one section for you.

(Edit: Grammar...)

Edited by Tesunie, 22 August 2025 - 08:08 AM.


#37 LordNothing

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Posted 22 August 2025 - 06:43 AM

then comes the question of how much tonnage. i dont think player should be able to bring multiple 100 tonners as that leads to static play. 160 is the minimum for a full deck allowing a single 100 ton mech, while anything over 240 would allow for two 100 ton mechs. 200 seems fine as you can bring two 80-tonners. if you want to limit people to one assault mech 195 is where you want it.

#38 Tesunie

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Posted 22 August 2025 - 07:52 AM

Okay. Your post is so long, I'm going to break it down into more respond-able bite sized pieces. I mean no disrespect by doing this, just want to make sure responses are clear.

View PostVeeOt Dragon, on 21 August 2025 - 10:42 AM, said:

honestly drop decks would make this game even less accessible to new players. the biggest problem with MM right now is not so much the system itself (neither 8v8 or drop decks will do much if anything to help wait times overmuch.) it is the low player counts. as has already been stated dropdecks would adversely effect new players the most. not only do new plays not have the mechs to fill out a drop deck but even with cross tech slots it just gives them even more crap o have to worry about. not only that but with the inevitable spawn camps (or across map sniping) its more likely that less skilled or unlucky players will very likely lose all their mechs and now not only are they locked in a match they can't participate in anymore but now they have 4 mechs locked up instead of just one. hell i have over 100 mechs in my stables and some days i am just in the mood to play a certain mech. if i die early i have to deal with the frustration of having to wait for the match to end before i can play that mech again (even worse when you have the inevitable light that runs off hides and shuts downs to pad their k/d numbers). you would also have to give each player at lest 2 QP drop decks at minimum though PGI would likely just charge real money for a second one the way things have been going lately. now multiply that by 4. i am not going to say that dropdecks are the reason FP is dead because its not but QP is bad enough with groups.


Gonna start from the top (seems like a wise place to start at).
Drop decks and new players.
I can see this being more of a hindrance for players without 4 owned mechs that could fit into a drop deck together. On the note of that, there are the free champion mech trials people can use to fill in these decks. Sure, it will take longer for new players to get a full drop deck functional as they want, but I don't think this would be off putting to new players as a whole. Gives people something to do, a goal to aim for, a reason to play. New Player rewards can also be adjusted, as they get extra C-bills for their first 25 matches (I believe). This amount could be boosted to be able to get a full deck made within those 25 matches, rather than just one or two mechs.

Another point in favor of Drop Decks for new players is that they are engaged longer per match. They die by making a mistake? Rather than having to learn and wait for the next match, they can select a new mech in their drop deck and get right back into the action. This gives a player more changes to learn and do stuff per match. New players likely will enjoy this feature more, as they aren't watching people play, but actually playing.

On notation of the Match Maker, how it works, and how the Drop Decks could improve it (to the extent of my knowledge).
You mention low player counts as the main problem with MM. If the player counts are low, then 8v8 should reduce wait times, as fewer players needed would mean less time waiting for said players to sign up for matches. However, I saw a rather large negative feedback from this on the forums (could be the vocal minority, but seen as it was cancel early...) with people boycotting the game "until this is fixed". So, I think the players have given a resounding "no" to 8v8.

So, with 8v8 reducing the number of players needed to trigger a match seemingly out of the question, we need alternatives to ease MM's burden. If we can't do fewer people per match, then what else? Remove PSR? Then we will hear even more complaints about high skilled players "seal clubbing" the newer players. No. I do not think that will work. The last part of the MM that can be adjusted are mech class restrictions.

For mech class restrictions, you need to understand how the MM works in detail, and this is all "to the last of my knowledge". When a match is being formed, MM looks at specific things to form a match.
- It grabs a random "seed" player. This is the player it will concentrate matching around.
- It looks at said player's PSR and attempts to match around that, while sticking to a 3/3/3/3 mech class restriction (3 of each mech class).
- If it can't find enough players within 3/3/3/3 and PSR, it will first open the PSR gates by +/-1 rank.
- If it still can't find enough players quickly enough with the rules of 3/3/3/3 and PSR +/-1 of the player, it will open up to +/-2 of the player.
- If it still can't find a match after a long time, it will drop the 3/3/3/3 rule all together, just matching on PSR +/-2 alone.
- It will continue in that last stage until enough players are match.

This current system, with consideration of a 60%+ assault mech queue, means that players are having to wait for the last opening gate before the system just starts tossing in all those extra assault mechs in queue into a match haphazardly. This, on top of a lower population count, on top of needing 24 players to start a match (rather than 16) it what is causing the long wait times for finding a match. This is also how we end up with matches with 2 assaults on one side, and 6 on the other... and other strange match finding abilities.

As we have people complain about one side having too much tonnage over their own team, and that it's resulting in a stomp, we obviously can't remove the 3/3/3/3 rule either at current MMing systems.

This issue is also exasperated by having up to three different buckets for players to drop into. These buckets are N. American server, EU server, and Pacific server. You can currently opt out of up to two of these forcing the MM to only work with only one server. It may also be needed to consider only letting a player be able to opt out of one of these, so there ends up being fewer buckets to separate players from matches.

Drop Decks, and how they relieve the problem.
With drop decks in the QP format, it will remove an entire section of the MM completely. No longer would MM have to wait till last to open the mech class gate, because there would no longer be a mech class gate at all. Everyone has so much tonnage to bring, and they can drop in one of up to 4 mechs at a given time, up to all 4 if they die a lot in the match. This one removal means we should see better built matches based on PSR, as well as faster match finding times as the system no longer needs to wait so long before removing the final gate(s) from the MM system.

As for number of Drop Decks, I didn't consider that. Either people would just have to change an existing Drop Deck, removing invalid mechs that are locked in a match, or most likely PGI could have 2 free decks, and be able to purchase up to an additional 2 more with MC... I will admit, this was a factor I had not considered. But, 4 mechs to use within 15 min matches, unless you are either suicide bombing the enemy, or just being overly reckless, I don't believe many people will lose all 4 mechs in a single QP match. So, players are more likely to be in a match and active, rather than quitting a match because they are perma-dead. I feel it will likely be a rare occurrence to have mechs still locked in a match with drop decks implemented, but it is a very valid point I had no considered.

I noticed you mentioned the frustrating issue of a lone surviving mech shutting down in a corner in an attempt to not die. With Drop Decks, this should become a habit of the past. I think it would be extremely unlikely that, in a 15 min mission window, you are going to have one lone survivor on a team to hide. You likely will have the match end with mechs still alive on both sides.

You mentioned group play as well. I can't say much about that, as there are few things besides separation that can solve that issue. The best I can come up with is the hope that Drop Decks relieve enough on the MM to permit groups to drop in their own queue again (and I'd have it so that solos can opt in to dropping with groups, because I still would with no issue). Otherwise, I don't think much can be done with groups, unless you want to ban groups completely, but that would mean you can't play with your friends unless you do private matches... which I feel would be very bad for this game.

Spawn Camping, and ways to change Respawn to help.
I have already mentioned several ways to reduce, or even remove, spawn camping from the game. How effectively it could be implemented is more so the question. We could introduce invincibility upon spawn for a few seconds. We could have more than 3 drop zones, with some form of code to drop mechs in a zone clear of enemies within whatever amount of meters, etc. Invincibility can make spawn camping an unwise choice, as a mech you can't damage might be able to wreck your face for a few seconds...

View PostVeeOt Dragon, on 21 August 2025 - 10:42 AM, said:

you also have the fact that a bad match is even worse because you are now stuck in it longer. so instead of losing 12-1 and cowardly hiding mechs aside its over quickly enough. now you have to burn through your entire dropdeck before you can reroll the match rng. thats one of the things i like about QP if you get a **** team, **** match-up or even an oopsy (like forgetting to equip ammo on a new build before starting, come on we all have done it before) its over quick and you can try again instead of having to slog through it just being a damage farm for the enemy team.

now on the flip side something i wouldn't mind having for QP is a sort of two slot dropdeck but no respawns. instead at the start of the match after the map is selected you get to pick which of the two mechs you want to run. (maybe put in a restriction that the two have to be of the same weight class and give each player one deck for each class just in case that ever returns to the MM calculations (i am pretty sure they removed that when they merged QP with Group, i know it doesn't calculate the tonnage of any mechs within a group. (its always frustrating when you pull out a Tbolt or LRM mech and end up on Merick or Solaris, or you choose a brawler and get one of the more sniper infested maps. that way you could at least have a better chance of having a mech more suited to the map.))

the way i look at it any future major changes should have new player retention being foremost. thats what keeps MWO and games like it going. not the old salts and die hards but the new players. new players are also more likely to spend money on things than those of us who are sitting on fortunes in C-Bills and even enough MC to easily buy a couple hero mechs or any mech bays we might need..


A Drop Deck means that you wont lose 12-1, but likely will have damaged them enough to likely be able to trade more on the second wave... Even then, you could have matches with a stomp happening, and still win via objectives. Right now, every match turns into TDM, sometimes with a slight spin to get just enough of the objective to keep yourself from losing, like getting minimum 2 points in Conquest, or getting a single mech to stand in the circle on Domination. With a Drop Deck, you will find that more matches will have to play to the mission mode, or they will lose by focusing too much on the killing.

Drop decks also should, in theory, lead to better match ups. So fewer matches should become so one sided.

As for an Oopsie, we've all I'm sure done something like... forgetting ammo or not changing to the right ammo. With a Drop Deck, you could eject out of a bad mech like that and just select your next one. I find it unlikely all four mechs in a deck would be build with an Oopsie.... Now the whole match isn't a dud, only one of your mechs was and you can just keep going.


As for new players, I feel Drop Decks would actually help them greatly. Not only do they get into matches faster, but they play in a match longer. They have more goals to aim for (getting 4 mechs owned, skilled and customized), but also means they are more likely to be doing stuff, rather than waiting on the next match or (if they don't realize they can exit a match once dead) watching a match after death.

As a new player, I like having goals to achieve in a game, as well as want more time to play said game. There are reasons games with "energy" or "Stamina" that recharges slowly over time gives gobs of it to new players for everything they do. It gets players excited to keep being able to play the game, until the rewards for level up stop coming, and the resource to keep playing dries up, but by then those games either already have you, or they never will keep you anyway. So, keeping players active, even on a per match basis, is a good thing. I don't see Drop Decks hurting this at all.

As for monetary ends for MWO (something we need to also consider) for new players, you have only 4 mech bays to start. PGI gives enough bays away for free, and MC, to keep a new free to play player alive and functional over time. However, players who want new stuff "now" might toss a few bucks to PGI for additional mech bays for more options to change up a drop deck. Might purchase a mech pack to have more bays and mechs. Etc.

However, PGI kind of wrote themselves into a wall when this has become more of a collect them all mech game, rather than other options. Needing a set of 3 mechs to master a chassis wasn't bad, but I also am happy they removed that from the game. (I recall cycling through mechs on a single mech bay, planning on the last mech I purchase being the final piece to master the chassis because I only had the one bay free. So long ago.) They could have given some rewards for each mastered mech, meaning players might be more likely to purchase and sell mechs to get those rewards...

So, drop decks could improve not only new player experience, but also revenue options for PGI. I'm still not seeing much of a down side to adding drop decks into QP, besides the fact some people have already said "no" to it without even listening to the proposal, or "FP was bad" when that had little to nothing to do with drop decks.


As you've probably noticed, I'm open to the discussion, and even pointing out flaws with it. I want to remind everyone that I'm appreciative of constrictive feedback and well written opinions on the subject. I'd rather be doing something in an attempt to improve the game, be it Drop Decks or some other idea.

#39 Tesunie

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Posted 22 August 2025 - 08:03 AM

View PostLordNothing, on 22 August 2025 - 06:43 AM, said:

then comes the question of how much tonnage. i dont think player should be able to bring multiple 100 tonners as that leads to static play. 160 is the minimum for a full deck allowing a single 100 ton mech, while anything over 240 would allow for two 100 ton mechs. 200 seems fine as you can bring two 80-tonners. if you want to limit people to one assault mech 195 is where you want it.


My opinion is, this is a point of true discussion about drop decks. This is the part that, I don't know.
With 60%+ of the queue being assault mechs when I'm looking (which I believe is the main problem with increased match making time, as I'm a medium mech pilot I drop right into matches fairly quickly), assault mechs are popular. I don't want to take that away from people.

With that in mind, I feel 240 would permit two 100 ton machines coupled with two 20 ton versions. This will let people play those assaults they want, or up to four 60 ton mechs. We would also need a minimum tonnage, and I think 160 being a minimum tonnage (one 100 ton with three 20 tons, or four 40 ton mechs minimum) might be a reasonable range... I know I would appreciate 200 tons myself, so I can take four 50 ton mechs (Crabs, Huntsman, etc) as is my preference. But I also know assaults and heavies are the more often used mechs in the game (and I'm just a weirdo playing one of the lowest used mech classes, as I always see Medium mechs under the Light mech percentage in the queue when I'm looking).

If Drop Decks where added in, I would comment that PGI can then adjust the deck tonnage to their desires. Be it on the light or heavy side, either could work.


I think I need to keep in mind that players are unlikely to drop with all four mechs in a 10-15 min match, so lighter deck tonnage likely would be wiser. I think 160-200 tons might be a better top end range than 240... But I will also comment that if everyone wants to drop in assaults for two mechs in the match, it's something everyone can do at least in the deck if it is set to 240 tons... A lot to consider here.

#40 pbiggz

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Posted 22 August 2025 - 08:33 AM

View PostMoadebe, on 21 August 2025 - 10:51 AM, said:

Drop decks are bad cause with the snowball effect of this game the team who pulls ahead on kills will tend to push into spawn and just camp there. Waiting for the next group of mechs to drop in the enemies drop deck. Which just gives a fish in a barrel effect that only feels good for the victors. This coupled with the attitude just made FP a nightmare for anyone new to it or solo dropping (since solo dropping tends to be more disorganized overall.)

Nah...drop decks can stay outta qp IMO


you are making a ton of assumptions here based entirely on you being mad about getting spawn camped, which I have emphasized repeatedly, is a solvable problem. Again, just because you got spawn camped in FP, doesn't make dropdecks a nonstarter. You're acting like because something bad happened to you, it can never be fixed.

Edited by pbiggz, 22 August 2025 - 08:34 AM.






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