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Group Limit Reasoning


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#1 Lorchan

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Posted 11 November 2012 - 09:19 PM

If the ONLY reason that group limits have been initiated is to make the game easier for those not able or willing to join/find a group; What explanation do you give the people who joined MechWarrior Online so they could enjoy the game with friends?
I know of two groups that have a combined 42 members that joined for the express purpose of playing this game with as many of there friends as possible. Early discussions on multiple venues talked about 12 mech per side (3 Lance groups) fighting in different scenarios. Why are their desires not important? Most of them are Founders of various investment who put up the money at the thought of playing this game as a group.Will they be able to get their money back because that option is not longer possible because of an arbitrary limit on group numbers?
I have played about 40% of my battles in PUG's and I find that Pug's loose most often because they are not organized and in many cases refuse to fight as a group. The Pug's that win tend to stay together and have some plan from the onset. If the game chat is any indication, the very people that complain about PUG/Pre-made unfairness are the very players that will not support team action.
Most of those combined 42 members will not play if groups are limited because it defeats the very purpose we joined this game.

Edited by Lorchan, 11 November 2012 - 09:41 PM.


#2 p00k

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Posted 11 November 2012 - 09:20 PM

View PostLorchan, on 11 November 2012 - 09:19 PM, said:

Has there e

yes.

#3 Nauht

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Posted 11 November 2012 - 09:32 PM

View PostLorchan, on 11 November 2012 - 09:19 PM, said:

Has there e

it are f

#4 Zanathan

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Posted 11 November 2012 - 09:43 PM

Just chill. In another week the phase 2 patch will be in and teams of 8 will be re-instated.

#5 SuomiWarder

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Posted 11 November 2012 - 09:51 PM

Actually I suspect that PGI and Pirahna wanted to collected mech kills and other in game data that represented more of a random mix of players than they were getting with 8 person teams trashing unorganized PUB groups.

Which is why the 4 person thing is for a few weeks, when they could have presumably made solo vs solo and group vs group activate just as easily as a 4 person limit.

#6 Casper

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Posted 11 November 2012 - 09:53 PM

Well they are making the game for a mass audience. Core members are a needed but they wont be successful on them alone. If a new player decides to give MWO a try and the first few matches are pug stomps, it's frustrating. So they give up and they lose a potential dedicated customer. So the temporary limit is there to give them time to refine matchmaking so these newcomers aren't scared off.

#7 NapalmWeasel

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Posted 11 November 2012 - 10:02 PM

View PostLorchan, on 11 November 2012 - 09:19 PM, said:

I know of two groups that have a combined 42 members that joined for the express purpose of playing this game with as many of there friends as possible.


42? That's such a quaint number. I think we've got around 10x that ... 8-mans are being reinstated soon, and will only drop against other 8-mans. Community Warfare is on the dev's table, and that will be big. Just chill, it's still beta.

We shall spread the Word of Lowtax to all non-believers! SQUAWK!

#8 JP Josh

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Posted 11 November 2012 - 10:13 PM

just wait man soon we will be battleing on maps and then when clans invade i suspect we will get a huge battle once in a while conisiting of 40 players a drop.........oh the **** storm that will be

#9 Paul Inouye

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Posted 11 November 2012 - 10:16 PM

Again, 8-player vs 8-player premades ARE coming back.

Take a read here and relax a moment.

We are VERY aware that people want to play in 8v8 matches which is why we've said from day 1 that we are bringing this back.





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