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Pug Vs Pre - Some Food For Thought


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#1 S3dition

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Posted 03 December 2012 - 08:20 AM

The following games have PUG vs Clan warfare WITHOUT restrictions:

Doom
Doom 2
Doom 3
Quake
Quake 2
Quake 3
Quake 4
Half-Life
Half-Life 2
Team Fortress
Team Fortress 2
Counter Strike
Counter Strike Source
Battlefield 1942
Battlefield 2
Battlefield 2142
Battlefield Vietnam
Battlefield 3
Call of Duty
Call of Duty 2
Call of Duty 3
Call of Duty: Modern Warfare
Call of Duty 5
Call of Duty: Modern Warfare 2
Call of Duty: Black Ops
Call of Duty: Black Ops 2
Command and Conquer
Command and Conquer 2: Tiberian Sun
Command and Conquer 3: Tiberium Wars
Command and Conquer 4: Tiberium Twilight
Command and Conquer: Generals
R.U.S.E
Wargame: European Escalation
Planetside
Planetside 2
World of Warcraft
EVE Online
Section 8
Section 8: Prejudice
Shattered Horizon
Shattered Horizon: Arconauts
Sins of a Solar Empire
Sins of a Solar Empire: Rebellion
Sins of a Solar Empire: Diplomacy
Sins of a Solar Empire: Trinity
Supreme Commander
Supreme Commander: Forged Alliance
Supreme Commander 2
Tom Clancy's Rainbow Six
Tom Clancy's Rainbow Six 2
Unreal
Unreal 2: The Awakening
Unreal Tournament
Unreal 3
Wings of Prey
Warhammer 40k: Dawn of War
...

you get the point

Games where PUGs and Clans are regulated for balance:
World of Tanks
Mechwarrior Online


Guess which game everyone here is bashing for PUG vs PRE and claiming will "fail if they don't immediately separate the two"?

It begs a huge question - if MWO is one of the first games to introduce a developer created balance mechanic between the two sides, why is everyone treating PGI like they made the first PUG vs PRE exclusive game? Maybe you're being way too hard and a bit too overboard with the accusations?

Rhetorical question, think on it for a week or two :)

Edited by S3dition, 03 December 2012 - 08:21 AM.


#2 Imagine Dragons

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Posted 03 December 2012 - 08:27 AM

Problem is, in mostly (if not all) you can avoid player-groups in those games...

Mainly due to lobbies, and in CoD's case, the "mercenary" *cough* playlists

Yesterday in PS2 I was getting depressed about an Outfit's squadron rolling over me (alone&randos) and was going to cry complain about it somehow... then I realized I could just fly to another part of the map... or a completely different continent...

In MWO, before phase 1, you were kinda screwed in that regard, unless you were perfectly okay with just exiting the battle...

#3 Redshift2k5

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Posted 03 December 2012 - 08:29 AM

Also a lot of those games have finessed skill-based matchmaking (or even team auto-balance) to maintain parity between opposing forces.

#4 Grraarrgghh

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Posted 03 December 2012 - 08:30 AM

And many don't. Most pointedly, Counter-Strike, one of the most successful (if not the most) MP PC franchises in history, has absolutely nothing similar to matchmaking.

Ditto for all TFs, and all Battlefield games.

Edited by Grraarrgghh, 03 December 2012 - 08:31 AM.


#5 Pugastrius

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Posted 03 December 2012 - 08:35 AM

Players having fun and long-term health of the game.

If you really think it's more "fun" to have a completely pitched battle then go ahead and petition to allow for PuGs vs. Premades. Sure, it might be fun for one side of the battle (and I'd argue that it is likely playing God mode which gets dull quickly)... but you honestly think the PuG community will continue to play if they never (and I do mean never) win?

Thus, it's not good for the long-term health of the game.
------------------------------------
Almost every one of the FPSs are terrible examples BTW.

If you see you are entirely outgunned you could simply change servers.

Edited by Pugastrius, 03 December 2012 - 08:37 AM.


#6 Grraarrgghh

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Posted 03 December 2012 - 08:36 AM

View PostPugastrius, on 03 December 2012 - 08:35 AM, said:

Players having fun and long-term health of the game.

If you really think it's more "fun" to have a completely pitched battle then go ahead and petition to allow for PuGs vs. Premades. Sure, it might be fun for one side of the battle (and I'd argue that it is likely playing God mode which gets dull quickly)... but you honestly think the PuG community will continue to play if they never (and I do mean never) win?

Thus, it's not good for the long-term health of the game.


Yep, because nobody still plays CS 1.6 13 years after it came out.

No one.

#7 KingCobra

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Posted 03 December 2012 - 08:38 AM

I think (Russ and Brian) might finally be listening to a few of us on Matchmaking. Trial mechs should really only be playing trial mechs unless there needed as fill in for the FFA matches we have now. The same should apply to Owned/founders Vs Owned/founders in Matchmaking only unless needed for fill in for FFA matches. Then we should have a team only premade match system with or without comms .This way all groups would be happy and then we have faction warfare on top of all this it would be great like the old BTU league which there using the same map system or the 3025 league for faction warfare. Plus we still need a huge open chat room system like the old MSN gamming zone was for social adaption into teams and faction and RP play.

#8 S3dition

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Posted 03 December 2012 - 08:39 AM

View PostXenomorphZZ, on 03 December 2012 - 08:27 AM, said:

Problem is, in mostly (if not all) you can avoid player-groups in those games...

Mainly due to lobbies, and in CoD's case, the "mercenary" *cough* playlists

Yesterday in PS2 I was getting depressed about an Outfit's squadron rolling over me (alone&randos) and was going to cry complain about it somehow... then I realized I could just fly to another part of the map... or a completely different continent...

In MWO, before phase 1, you were kinda screwed in that regard, unless you were perfectly okay with just exiting the battle...


Actually, in quite few. Prior to CoD:MW3, only the few dozen official servers were relatively guild free. Guess who owned nearly every other server? That's right, clans hosted the vast majority of MP servers and quite often used PUGS as roflstomp target practice.

View PostRedshift2k5, on 03 December 2012 - 08:29 AM, said:

Also a lot of those games have finessed skill-based matchmaking (or even team auto-balance) to maintain parity between opposing forces.


Which may or may not even work. Dawn of War 2 is renown for it's hideous match making, often pitting new players against a group of veterans.

Even World of Tanks has laughable matchmaking, as I'm almost always on the bottom in a match and my gun is incapable of penetrating 90% of the enemy tanks. You think MWO is bad, try playing a game where you can't even damage your opponents :).

#9 Ransack

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Posted 03 December 2012 - 08:58 AM

View PostS3dition, on 03 December 2012 - 08:20 AM, said:

The following games have PUG vs Clan warfare WITHOUT restrictions:

Doom
Doom 2
Doom 3
Quake
Quake 2
Quake 3
Quake 4
Half-Life
Half-Life 2
Team Fortress
Team Fortress 2
Counter Strike
Counter Strike Source
Battlefield 1942
Battlefield 2
Battlefield 2142
Battlefield Vietnam
Battlefield 3
Call of Duty
Call of Duty 2
Call of Duty 3
Call of Duty: Modern Warfare
Call of Duty 5
Call of Duty: Modern Warfare 2
Call of Duty: Black Ops
Call of Duty: Black Ops 2
Command and Conquer
Command and Conquer 2: Tiberian Sun
Command and Conquer 3: Tiberium Wars
Command and Conquer 4: Tiberium Twilight
Command and Conquer: Generals
R.U.S.E
Wargame: European Escalation
Planetside
Planetside 2
World of Warcraft
EVE Online
Section 8
Section 8: Prejudice
Shattered Horizon
Shattered Horizon: Arconauts
Sins of a Solar Empire
Sins of a Solar Empire: Rebellion
Sins of a Solar Empire: Diplomacy
Sins of a Solar Empire: Trinity
Supreme Commander
Supreme Commander: Forged Alliance
Supreme Commander 2
Tom Clancy's Rainbow Six
Tom Clancy's Rainbow Six 2
Unreal
Unreal 2: The Awakening
Unreal Tournament
Unreal 3
Wings of Prey
Warhammer 40k: Dawn of War
...

you get the point

Games where PUGs and Clans are regulated for balance:
World of Tanks
Mechwarrior Online


Guess which game everyone here is bashing for PUG vs PRE and claiming will "fail if they don't immediately separate the two"?

It begs a huge question - if MWO is one of the first games to introduce a developer created balance mechanic between the two sides, why is everyone treating PGI like they made the first PUG vs PRE exclusive game? Maybe you're being way too hard and a bit too overboard with the accusations?

Rhetorical question, think on it for a week or two :)


because people need something to explain why they lose. They blame the premade boogey man, when the answer is much closer to home.

#10 Imagine Dragons

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Posted 03 December 2012 - 09:17 AM

View PostS3dition, on 03 December 2012 - 08:39 AM, said:


Actually, in quite few. Prior to CoD:MW3, only the few dozen official servers were relatively guild free. Guess who owned nearly every other server? That's right, clans hosted the vast majority of MP servers and quite often used PUGS as roflstomp target practice.



Which may or may not even work. Dawn of War 2 is renown for it's hideous match making, often pitting new players against a group of veterans.

Even World of Tanks has laughable matchmaking, as I'm almost always on the bottom in a match and my gun is incapable of penetrating 90% of the enemy tanks. You think MWO is bad, try playing a game where you can't even damage your opponents :).


There were no persistent player progression or stat recording in the early CoDs/games-with-few-lobbies. Then it was "acceptable" mainly because it didn't matter if you quit any given battle. Infact, the only concern then was if you were having fun... As opposed to now, where people suicide farm and that can't be fun. In game currency and EXP, and persistent stats have been added to games since then. The reasons for options to avoide Player-Group farms become very apparent...

_____

About WoT (why did you have to it D:)
In WoT, the lower tiers (1-5) tend to be much more forgiving (economically wise) where the balance is very skewed (M4 105 anyone especially with HEAT?) While the higher tiers tend to have better balance, its expected that you have a good idea what you are doing in any given battle...

IMO, I highly doubt that WoT would have been a huge success if it let 15man premades into the Random Battle Queue. I also doubt that the lack of said 15man premades in the RBQ is the reason why WoT isn't very popular in NA.

Also as a WoT player I have to ask, what tank(s) do you play?

Edited by XenomorphZZ, 03 December 2012 - 09:23 AM.


#11 ninjaphobos

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Posted 03 December 2012 - 09:22 AM

View PostPugastrius, on 03 December 2012 - 08:35 AM, said:

Almost every one of the FPSs are terrible examples BTW.

If you see you are entirely outgunned you could simply change servers.


I was about to agree with OP, but then had this exact thought and one step further:

In those games, if you saw you were entirely outgunned, you could change servers without any penalty for leaving as there are no persistent repair/reload costs in those games.

#12 JimSuperBleeder

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Posted 03 December 2012 - 09:26 AM

View PostRansack, on 03 December 2012 - 08:58 AM, said:


because people need something to explain why they lose. They blame the premade boogey man, when the answer is much closer to home.


Yeah really. You can't complain about premade groups when I watch people in spectate mode and it looks like someone is letting their mom play. This is a very skill intensive game.

#13 S3dition

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Posted 03 December 2012 - 09:35 AM

View PostXenomorphZZ, on 03 December 2012 - 09:17 AM, said:


There were no persistent player progression or stat recording in the early CoDs/games-with-few-lobbies. Then it was "acceptable" mainly because it didn't matter if you quit any given battle. Infact, the only concern then was if you were having fun... As opposed to now, where people suicide farm and that can't be fun. In game currency and EXP, and persistent stats have been added to games since then. The reasons for options to avoide Player-Group farms become very apparent...

_____

About WoT (why did you have to it D:)
In WoT, the lower tiers (1-5) tend to be much more forgiving (economically wise) where the balance is very skewed (M4 105 anyone especially with HEAT?) While the higher tiers tend to have better balance, its expected that you have a good idea what you are doing in any given battle...

IMO, I highly doubt that WoT would have been a huge success if it let 15man premades into the Random Battle Queue. I also doubt that the lack of said 15man premades in the RBQ is the reason why WoT isn't very popular in NA.

Also as a WoT player I have to ask, what tank(s) do you play?


I think you're glossing it over and using rose colored glasses. MP back then was insanely annoying too. TKing was a massive problem in PUGs, and people would DC to prevent you from getting a kill. Persistant stats started with games like BF2, so we've had those for a very long time.

In RTS games, 3 man groups would start a 2v2 battle and drop out of one side, so the other 2 could steamroll the unsuspecting victims. This allowed them to shoot up their ladder and pad their w/l ratio. This was a chronic problem in both RA 2 and Starcraft.

You guys are still arguing a dead point - PGI is TRYING to balance this out and you're giving them hell, despite giving all the other games a pass, which was the entire point of this thread. You're struggling to come up with a valid reason for complete and utter hypocrisy. :)

As for WoT - I played the US tank branch and my last tank was the T20.

Edited by S3dition, 03 December 2012 - 09:38 AM.


#14 Greyfyl

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Posted 03 December 2012 - 09:46 AM

View PostJimSuperBleeder, on 03 December 2012 - 09:26 AM, said:


Yeah really. You can't complain about premade groups when I watch people in spectate mode and it looks like someone is letting their mom play. This is a very skill intensive game.


I seriously hope you put 'I kick *** at MechWarrior Online' on your resume.

#15 WhiteRabbit

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Posted 03 December 2012 - 09:49 AM

one thing that most of these games have (and MWO hasn't) is the possibility to set up matches however you like (joining one specific server e.g.)
That's a machanism that helps balancing the playerbase by giving the more competitive players the means to play against each other on a regular base (and not by pure chance like in MWO). This is one thing i think that alleviates the problem of "pro-players" roflstomping the rest quite a bit.

btw. i think pugs are quite good at stomping themselves :)

#16 Tex Arcana

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Posted 03 December 2012 - 10:09 AM

View PostXenomorphZZ, on 03 December 2012 - 09:17 AM, said:


There were no persistent player progression or stat recording in the early CoDs/games-with-few-lobbies. Then it was "acceptable" mainly because it didn't matter if you quit any given battle. Infact, all that mattered then was if you were having fun... As opposed to now, where people suicide farm and that can't be fun.

About WoT (why did you have to it D:)
In WoT, the lower tiers (1-5) tend to be much more forgiving (economically wise) where the balance is very skewed (M4 105 anyone especially with HEAT?) While the higher tiers tend to have better balance, its expected that you have a good idea what you are doing in any given battle...

IMO, I highly doubt that WoT would have been a huge success if it let 15man premades into the Random Battle Queue. I also doubt that the lack of said 15man premades in the RBQ is the reason why WoT isn't very popular in NA.

Also as a WoT player I have to ask, what tank(s) do you play?

It should be noted that WoT does have the Platoon system; though in most matches a 2-Man, or 3-Man (in the case of premium account players) don't sway the battle.
The lack of big populations in NA has so many little reasons it would take hours to pick it apart. -Even prejudice plays a role imo.
Myself, I like WoT's basic model. And the plain fact that their system does not benefit afk farming/botting (wins and losses have less weight placed on them, while damage, scouting, capping (the "Active Player" stats) are the primary xp/credit earners.
Since WoT introduced the tier matching of +/- 2 tiers the game has improved a LOT imo.
And being a grizzled veteran of that game I can say I like it much more than pre-7.5.
I've played up to tier 9 (Not above because I have rarely run as Premium), and have close to 9k battles now (my Win rate was at 53% and was rising: Experience begins to tell after 5k battles. I was a strictly PuG player).
As far as MWO goes: It's in Beta. I forgive a lot when a game is in Beta.
I really think that the encouragement for people to get grouped is important.
I had NO problem with Trial Mechs: I'm familiar with Grinding; it's part of the F2P paradigm: You are NOT going to get better until you've had your nose bloodied a few times. 'Nuff said.
Though as it has been pointed out: MWO could benefit from starting New Players out in some kind of starter Mech so they could get on the XP grind quicker...but I really don't see why that is a big deal...
WoT does start you in a basic Tank; but their Tech Tree is set up differently...
I've been playing since last week and I have 2 Hunchies already, and 3 million and counting (going for mastery in the Hunchies).
I really have a hard time with people that expect instant gratification when they step into ANY MMO.
Eg. WoT is rife with people crying about how crappy a certain tank is/"I can't pen anything" etc. etc. etc. when they (many of them) haven't bothered to grind the tank to it's full potential and the Crew is less than 100%.
I see the basic grind in MWO as being similar yet with differences that do set it apart.
It has been tough going through the matches with a team of primarily Noobs (Including myself) trying to take on a Premade; but there have also been some deeply satisfying matches where my team has ripped up a Premade (rarer yes; but all the more satisfying because of that).
There are areas in this game where the MM can be tweaked (I THINK I understand why they went to 4-Man): Matching tonnage is really important. And Trial Mechs should be MM'd accordingly so that there is a balance of them on both sides.
As far as I'm concerned the biggest roadblocks to success are (In no apparent order):
1) Botting/Afk Farming (As an experienced Online Warrior, nothing ****** me off more).
2) Variety: Need more maps.
3) Bugs/Glitches (As long as the Devs show honest work to improve in this area they'll keep me onboard).
4) I do think there should be less reward for Wins/Losses, and higher rewards placed on the stats where a player must show an active role. -This is where WoT has it right: Damage is King (Not Wins/Losses). If you are damaging; you are winning more often than not. With all the other "Active Player" stats also being rewarded at a higher pace: Spots, Assists (love this stat; had my first 8 assist match the other day), Capping etc...
Ultimately: As a new Player, I see more GOOD than Bad from what PGI has done so far. - I do hope they stick to 1st Person view only by the way.
PS. In case anyone is interested (nothing to brag about here; just a non-premium grinder's stats):
http://worldoftanks....404-Tex_Arcana/

#17 Stoindrae

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Posted 03 December 2012 - 10:18 AM

View PostTex Arcana, on 03 December 2012 - 10:09 AM, said:

Dagger-to-the-eyes-text


Holy Crap Man ... learn to format your text... that is horrible and extremely hard to read. I am sure you have some great commentary in there.. somewhere.

This is a forum.. not Twitter.. you don't have to hit enter every 140 chars.

Edited by Stoindrae, 03 December 2012 - 10:18 AM.


#18 JimSuperBleeder

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Posted 03 December 2012 - 10:25 AM

View PostGreyfyl, on 03 December 2012 - 09:46 AM, said:


I seriously hope you put 'I kick *** at MechWarrior Online' on your resume.


Actually I put "The greatest MWO player that has ever lived!" Makes it sound more dramatic.

#19 Imagine Dragons

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Posted 03 December 2012 - 10:26 AM

View PostS3dition, on 03 December 2012 - 09:35 AM, said:


I think you're glossing it over and using rose colored glasses. MP back then was insanely annoying too. TKing was a massive problem in PUGs, and people would DC to prevent you from getting a kill. Persistant stats started with games like BF2, so we've had those for a very long time.

In RTS games, 3 man groups would start a 2v2 battle and drop out of one side, so the other 2 could steamroll the unsuspecting victims. This allowed them to shoot up their ladder and pad their w/l ratio. This was a chronic problem in both RA 2 and Starcraft.

You guys are still arguing a dead point - PGI is TRYING to balance this out and you're giving them hell, despite giving all the other games a pass, which was the entire point of this thread. You're struggling to come up with a valid reason for complete and utter hypocrisy. :)

As for WoT - I played the US tank branch and my last tank was the T20.


I don't think intentional malicious player conduct is valid here...

PGI took a different path with MWO than WG did with WoT. Yet WoT managed to dodge this issue from the beginning by design.

And besides PGI has already corrected the problem here.

I fail to see the hypocritical issue here. Past games had technical reasons or gameplay wasn't an issue with player groups you can avoid.

#20 Elder Thorn

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Posted 03 December 2012 - 10:30 AM

@OP:

Most games you mention, there is no influence on your progress or your 'income', when you play matches.

In Eve you can avoid pretty much every major force by using a single scout, even a noobship can do this to a certain degree.

In MW:O and WoT you get just thrown against some people, you have no way to avoid them if you see they are a communicating force and will beat you. You are in this match with them, in Eve you will just fly arround them and fight someone else





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