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12 Man Sides, Groups, Pugs And Match Making


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#1 Zaptruder

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Posted 25 January 2013 - 11:10 PM

Preamble: 12 man groups are going to be added eventually. Here is a basic accounting and solution for the balance and population issues surrounding the endeavour.

Problem 1: Current 8 man groups aren't been played.
Reason: Difficult to get 8 players together, and 8 man queue is filled with competitive players that stick to top tier builds, causing the games to become predictable and boring.

Problem 2: Grouped players have an overwhelming advantage on solo/PUG players.
Reason: Not only do grouped players have communication on their side, they're also typically more experienced players that have found a group and or unit to play with. Their mechs are also better as a result of playing more.

Stated Developer Solution: Allow groups of smaller than 12 man to start a 12 man group and fill the rest with PUGs.

Ambiguity: Not sure if pugs means other groups, or if it means filling it up with players straight out of the normal PUG queue. If it's the latter, then it basically means a return to the first grouping system; no 4man 8man queue, just everyone in the same queue. Unlikely, but not improbable.


Suggestion: Retaining a seperate queue for experienced and competitive players is important, as the game is already difficult for new players without having to interact with hostile experienced players (at least hostile in the sense that they're able to blow up your mech).

So one queue for solo/PUG only players. And another queue for everyone else. Solo players have the option of queuing up for both queues, but grouped players (any group size) can only play in the 'grouped' queue.


Theoretical Result:
  • Newer players get to play and train in the PUG queue until they're ready to and have found the initiative to join a guild. Makes the game less hostile for newer players.
  • Experienced players dropping solo (myself from time to time) still have the option of playing in the grouped queue.
  • Grouped queue can be consistently filled with competitive players.
  • Allows for a larger variety of group sizes, removing arbitrary organization limits (i.e. groups of 2 to 12 players).
Contrast with current situation:
  • Newer players are grouped with other new players and very frequently with experienced grouped players.
  • Groups for the most part are only 2-4 players in size; as 8 man groups are currently underplayed.
  • 8 man group games are rare and when they do occur tend to occur with 'cheese teams' consisting of top tier mechs like the 3L and DDC.
Main con: 12 man premade groups can still 'pug stomp' less organized groups with cheese company builds.
Collorary: But most groups in the group queue will be a mix of smaller groups that play for fun. Most games will be fun and balanced.

TL:DR - Have a PUG queue and a grouped queue (any group size). PUG players can opt for grouped queue, but PUG queue is exclusive for solo players.

Edited by Zaptruder, 27 January 2013 - 07:26 PM.


#2 anonymous175

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Posted 27 January 2013 - 06:35 PM

I agree with the above proposed solution.

It would be improved further when the ranking system is in place since there is more data to filter things out with, but this can be used even now just by having a new people queue (soft filter of # of games played, or something) and a general queue for a better new player experience.

#3 Zaptruder

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Posted 27 January 2013 - 07:27 PM

Bump. C'mon folks. Solution to all of MWO's problems (not really, but simple, elegant solution to current pug stomping issues in MWO).





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