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Playing Together


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#1 ChaosKitten

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Posted 07 November 2012 - 04:45 AM

Hi all.

I assume that because the word "Online" is in the title, this game is intended to be more than a simple shooter from the late 90s where you just launch over and over and over and see how your score is. I know that's in the works. The "meta game". But we do like this game, as a simulation, and want to have the ability to play the way we play it. Take a look around at what has organically formed from features you've neglected to implement:
  • Unofficial TeamSpeak server for organized PUGs with VOIP
  • Groups of people that found each other and formed groups that play together on a regular basis, whether scheduled or not... using third-party tools like Enjin or Raidcall.

Here are my suggestions for a social system that needs massive improvement:
  • 8-person - or larger - teams. I know it was addressed in the patch thread, but... Forget the 4-person / forced PUG thing. It was obviously meant to stop some kind of issue, but it's ruined my ability to play a game with the people I like playing with.... which is why I play "online" games.
  • Fix the UI. It's clunky, ugly, and awful. Kudos to developers for putting the functionality in, but get a UX designer to overhaul that, please!

  • Game lobby for PUGs to form groups (teams of 8) and chat and set up their voice communication (whether in-game or not)... and launch.

  • Groups should be able to launch against a random team or a chosen team! This is critical to the concept of playing together.

  • Be able to choose rated and unrated matches. Rated matches are serious and count toward your overall rating, and yield better rewards, but there needs to be a way to play that won't hurt your ratings or scores.... and can be more for fun.

  • Individuals not in groups should be distributed (as they are, I think) to groups that need people and to meet up with other individuals. But full groups should not play against random PUGs, if possible.... Though it is better to match a random PUG against a premade than it is to have people unable to play.

I hope you'll listen.

-- ChaosKitten
Legion of Steel / Wolverine Solutions(MW4)
We love Polka

#2 cmopatrick

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Posted 07 November 2012 - 05:22 AM

pretty much spot on. count this as a motion seconded...

#3 RedHairDave

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Posted 07 November 2012 - 06:28 AM

i really wanted the ability to upgrade the mech and fiddle with the load out before paying, i am not willing to test builds knowing that i may have to pay to convert back and forth with no knowlage of how it will actually work.

#4 FirstRock

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Posted 07 November 2012 - 06:46 AM

I agree too. I'm at the point of not playing until this is fixed again

#5 Alopex

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Posted 07 November 2012 - 07:24 AM

Too right mate.

I'm with the Australian Mech Corp, a MWO dedicated community that is currently 300 members strong, and the general consensus is that the matchmaking system is in serious need of an overhaul. Team gameplay is where it's at, we all enjoy the game and most of us are experienced fans of the franchise, so I think it's fair to say that getting matchmaking sorted should be fairly high on the developer's 'todo' list.

Edited by Alopex, 07 November 2012 - 07:27 AM.


#6 Smoke Dancer

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Posted 07 November 2012 - 07:49 AM

This makes a lot of sense, I hope your idea is implemented.

#7 Redshift2k5

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Posted 08 November 2012 - 04:45 AM

The 4-man limit is only a temprary measure

5-8 man teams are returning soon, this has been laid out in the matchmaking changes and has been known for weeks. There is no need to 'solve' the 4-man group problem because the 4-man limit is step 1 of a planned 3-step matchmaking overhaul.

Phase 2 will re-introduce 8 man teams, which will be versus random teams. There is no need to 'solve' the lack of selected opponents because that functionality is coming eventually as well. Note that teams of 5-8 will never be faced against mere PUGs, although it would seem smaller teams (2-4) will still be grouped with pugs.


In contrast, an actual lobby system is a wonderful suggestion and has not been formally announced for inclusion; TS3 served well as a lobby while we were in closed beta, but a true in-game lobby is sorely needed functionality.

The official matchmaking system update post is right here: http://mwomercs.com/...79-matchmaking/ there is no need to make sweeping suggestions for systems that are already being worked on.

Edited by Redshift2k5, 08 November 2012 - 04:47 AM.


#8 Tynian

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Posted 08 November 2012 - 05:34 AM

I think one thing I would like to see is a ping filter. Playing in games with ppl that have 600-900 ping ruins the gameplay. Watching mechs blink across the screen or rubberband. Is no fun. It slows the whole match down.

Edited by Tynian, 08 November 2012 - 05:35 AM.


#9 ChaosKitten

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Posted 09 November 2012 - 07:28 AM

The main point of my post is that we need to do more than fix matchmaking by having a way to play with our teams and against teams of our choosing... and there should be a way for even PUGs to form up before matches so that they are not just randomly placed. (This kind of thing happened organically with the Unofficial TeamSpeak server, for instance).

The other suggestions are in there for completion. Leaving them out might imply that I don't think it should change.

-- ChaosKitten





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