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Kain Spero
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Posted - 2015.01.12 05:27:00 -
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CCP Rattati wrote:The CPM is very vocally split on this topic. I think it is one of the simplest way to alleviate pubstomping but I do understand that 4 is limiting when you have an active corp and want to play with your friends. I am looking at whether we can have 4 man squads for public and keep 6 or even 8 for FW.
If you could vary squad size by game mode that would pretty amazing I think. Is it possible to actually allow a squad of 16 in planetary conquest? That would getting people into a battle WAY WAY easier.
What if squad size was 4 and then you could link up varying numbers of squads depending on the game mode in the vein of platoons that's been mentioned before?
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Kain Spero
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Posted - 2015.01.12 08:10:00 -
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pumping up wrote: Though Team size 16 is evenly dividable by 4.
Which makes me wonder if they could just increase match sizes to 18?
If the game can be made to have areas where increasingly larger groups can be allowed is seems like it would be reasonable to allow other areas of the game to cater to smaller groups.
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Kain Spero
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Posted - 2015.01.12 10:26:00 -
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shaman oga wrote:I still think that squad of 8 will reduce stomp even in pub match, provided MM don't put 2 full squad on the same side.
If you did this maybe you still have the squads of 4 that can link up? I do think that 8 man squads in pubs would make the problem worse though.
The saying "teamwork is OP" is quite true in most cases.
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Kain Spero
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Posted - 2015.01.12 21:35:00 -
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Kalante Schiffer wrote:i do agree with the 16 person squad. it would make organizing and deployment for pc way more easier for everybody.
Heck even 8 man squads would make doing PC deployment easier as well as FW syncs.
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Kain Spero
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Posted - 2015.01.12 22:52:00 -
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Gavr1lo Pr1nc1p wrote:CCP Rattati wrote:The CPM is very vocally split on this topic. I think it is one of the simplest way to alleviate pubstomping but I do understand that 4 is limiting when you have an active corp and want to play with your friends. I am looking at whether we can have 4 man squads for public and keep 6 or even 8 for FW. I would LOVE an eight man squad for FW, or even 16 Great idea: For the UI when you bring up the squad creation, give us 3 options: Create Squad (4 Man, can do pubs, FW, and PC) Create Patrol (8 Man, can do FW and PC) Create Platoon (16 Man, can do FW and PC) That'd be super super cool if you could do that.
This sounds like a simple and elegant solution. I really like it.
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Kain Spero
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Posted - 2015.01.13 12:08:00 -
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Sgt Kirk wrote:CCP Rattati wrote:The CPM is very vocally split on this topic. I think it is one of the simplest way to alleviate pubstomping but I do understand that 4 is limiting when you have an active corp and want to play with your friends. I am looking at whether we can have 4 man squads for public and keep 6 or even 8 for FW. What about public matches that are divided by security space? 1.0 - 0.5 security space will only allow 4 player squads 0.4 - null security space will allow you to have the standard 6 player squad. Make contracts in low-sec & null sec space give you more payout and salvage to appeal to players that want to play to win and not pub around. This will somewhat help separate the casual player that doesn't care all too much about winning and the Hardcore player that wants to win. However, there will still be K/D padders, especially guys from my alliance.
I worry if you try to sub-divide too much then you end up with pools of players too small for the match maker to really do anything with. Dust currently only has the concurrent player population to run 40 to 100 matches at any given time.
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Kain Spero
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Posted - 2015.01.13 12:56:00 -
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rpastry wrote:is there some reason for the allergy to odd numbers?
why not make squad limit 5 and have 30 man battles? bigger/smaller in multiples of 5.
off peak might make sense for 20 min battles on the smaller maps. ive been in battles where its 13 vs 9 for some reason anyway.
Odd numbers are.... odd though. Not really sure if anyone wants to see a decrease in player total player count per match is the real kicker I think.
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Kain Spero
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Posted - 2015.01.13 15:45:00 -
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I have to agree with some of the sentiments like Buwaro. Letting pubs be for more protected play (smaller squads) and then letting the gloves come off in FW seems to just make sense.
If 4 man squads can improve matchmaking for pubs and improve the experience for newberries, so they can become vets that enjoy organized play in FW and PC then all the better.
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Posted - 2015.01.13 23:08:00 -
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Bright Cloud wrote:Sure reduce squad size to 4 for normal pubs but i demand that you increase it to 16 for FW. In for a penny, in for a pound. As long as we could get at least 8 man squads in FW and still q-sync like we do now I'd be super happy. I do A LOT of FW q-syncing and only having to get two squads at most to team deploy would be a huge bonus. I completely agree that Faction Warfare should be the place that the gloves come off when it comes to matchmaking. Pubs however I think deserve a chance to work better for solo players, newberries, and small groups (which make up MOST of the Dust player base). SirManBoy, if you are so adamant about getting team deploy and CCP sees 4 man squads that combine into bigger groups as a way to reach that end then LET THEM! Shooting down the way to get to team deploy because you are dead set are perpetuating the current situation in pubs where it's stomp or be stomped seems short sighted at best. 6 man squads don't divide well into 16 man teams. 8 man squads would make the situation even worse. No matter how good a matchmaking system is the more pieces you lock in via player created squads the less effective that matchmaking system will be. Let's improve the small group, new player, and solo experience in Pubs while at the same time improving the group play experience in Faction Warfare. Standing in the way of progress and improvement for BOTH Faction Warfare and Public Matches makes no sense.
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Kain Spero
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Posted - 2015.01.13 23:46:00 -
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SirManBoy wrote:4. FW stores don't have all of the gear that you need, especially if you are a loyalist. 5. How perfect does the matchmaking have to be before I can deploy into a match? Will my 8-man squad or 16-man platoon be forced to wait around in queue for an equally powerful opponent? And back to domination... What a perfectly-suited match type for two cohesive teams to meet and rip each other apart. Limiting it to 4-man squads is such a waste.
I see these as issues specific to Faction Warfare though. Adding ISK payouts to Faction Warfare would largely alleviate the missing gear issue. Combine this with the upcoming player trading system and it seems you have winner.
In terms of matchmaking in Faction Warfare it should just go like it has now since we get pseudo team-deploy out of the system. 8 man squads in FW would make successfully team deploying even easier. I think the compromise is that Pubs are more hand-held by matchmaking and then FW by default as it is now is more geared towards team play.
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Posted - 2015.01.14 07:07:00 -
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So.... many... badly formatted quotes..... the pain
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Kain Spero
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Posted - 2015.01.14 10:53:00 -
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xAckie wrote:CCP Rattati wrote:Thanks everyone, I have requested technical evaluation of the following features:
1)Is it possible to seed Domination modes into the FW rotation
Many of us don't like this game mode . Please let us untiick this option.
With the way faction warfare is I doubt that this would be possible. Not to mention dividing up the pool of faction warfare players with the currently low population is that game mode would be bad.
Domination is not really my favorite game mode, but if reducing squad sizes in pubs means that larger groups need another area to fight domination matches I think adding some into the Faction Warfare rotation would be a fair compromise. My only worry would be a group wanting a Dom match so they queue and then leave battle every time they don't get domination. The same might then happen for those that prefer skirmish. They will queue into a match, see that it is domination and then leave.
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Posted - 2015.01.14 12:29:00 -
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Seems reasonable enough.
Only issue I see is what UI may be needed to explain what could be a crazy wait time for a battleforce going against another one in public matches.
Battleforce leader selects deploy to pubs prompt comes up: "Wait times for Battleforces are extremely long in public contracts. Proceed? x Confirm --- o Cancel"
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Posted - 2015.01.14 23:20:00 -
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Echo 1991 wrote:killertojo42 wrote:Oh and by the way i run a FW squad and we need to do pubs often to keep doing FW, my isk wallet isn't set to unlimited, I'm not screwing friend 5 and 6 on our isk grinds so this would be a deal breaker on the game for me FW is supposed to be an isk sink. You make money from salvage, and when it is introduced, FW specific missions. I'm not opposed to being able to make isk from FW, I just feel isk shouldn't be given out just to minimise losses.
FW being an ISK sink was a load of crap which is exactly why CCP is looking into adding ISK to FW.
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Kain Spero
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Posted - 2015.01.15 02:49:00 -
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Echo 1991 wrote:Kain Spero wrote:Echo 1991 wrote:killertojo42 wrote:Oh and by the way i run a FW squad and we need to do pubs often to keep doing FW, my isk wallet isn't set to unlimited, I'm not screwing friend 5 and 6 on our isk grinds so this would be a deal breaker on the game for me FW is supposed to be an isk sink. You make money from salvage, and when it is introduced, FW specific missions. I'm not opposed to being able to make isk from FW, I just feel isk shouldn't be given out just to minimise losses. FW being an ISK sink was a load of crap which is exactly why CCP is looking into adding ISK to FW. Then public matched become completely pointless. The only ways isk should be made in FW is through salvage, missions and selling LP items (selling obviously won't work atm and missions could me introduced).
Not at all. If you aren't as organized or are playing solo then pubs work. Also, FW has higher risk so increasing the rewards for talking those risk makes sense. Also, ifor SMB's suggestion goes through then those that like domination or ambush will continue to play pubs for those game modes. A game mode that is a pure ISK sink results in exactly what we have today in FW: low population. The ISK doesn't have to be a lot just enough to compensate for the lack of parity between the faction stores.
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Posted - 2015.01.15 04:55:00 -
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Atiim wrote:CCP Rattati wrote: I like it, but the 18 man requirement will reduce performance.
Well at this point a performance reduction would be bad, but is it possible to implement the idea with the current team sizes?
Again that's one of the big reasons for the squad size reduction. 6 man squads make it where you are trying to force 3 pegs into 2 holes.
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Posted - 2015.01.15 06:40:00 -
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voidfaction wrote:Vitantur Nothus wrote:@ Voidfaction
There's no reason to put words in Atiim's mouth. Doing so is neither fair nor is it constructive. We'd do well to hear him out so we can better understand his concerns and counterpoints. I agree with almost everything that those that want the 6 or even 8 man squads in pubs are saying. I just don't agree with it in only 1 pub area. There needs to be someplace for noobs and casual players to play and not be stomped by the corps and proto players. I know I suck because my age and slower reaction time add on to that physical reasons from injury. So I play only in pubs while only in std gear MOST of the time. I don' t play to prove I am better than anyone I play to have fun. That is why I have spent all the money I have spent on this game is for enjoyment not to prove I am better than anyone. He defends proto stomping I defend the little man that just wants to have fun in a fair game. We are both right and both wrong. Only difference is I voice to add 2nd pub he wants to keep proto stomping the regular pubs. Big difference. My way gives both what they want his way only gives his way.
The only downside to separate pub queues for solo players and squads is that right now we don't have a lot of players to work with. Only 40 to 100 matches can be supported by the number of players we have online at any given time. This also goes for meta lockout as well. The smaller and smaller you make individual pools the less efficient a matchmaking system ends up being.
If steps can be taken that will improve player retention and increase the population of the game over time a lot of possibilities start to open up though.
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Kain Spero
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Posted - 2015.01.15 08:32:00 -
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voidfaction wrote: Player retention is not going to go up if noobs are slaughtered over and over in pubs by proto players Vets and proto stompers make fun and laugh about getting players to quit. They do not care about player retention. If those are the types of people CCP is going to listen to then I am in the wrong game.
When is the best time to worry about player retention? After everyone quits or before?
Do we keep the players we have until the proto stompers drive more noob and casual players to quit? Or Do something now to try and keep new players and casual players?
I need to know the answer to that.
That's one of the reasons decreasing squad size and limiting platoon and battleforce access to pubs is a bit of a compromise. It keeps most people in the same pool but it makes that pool more flexible to get the same matchmaking work done. At the same time you make FW and its rewards more appealing to more organized and higher end players that pulls them away from the pub stomps. I think what Rattati has outlined is a pretty good step in the right direction. Is it going to make every single player happy? Probably not, but that's how most things go.
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Posted - 2015.01.16 09:35:00 -
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SirManBoy wrote:Regis Blackbird wrote:What about the following?
For FW queue: - Standard squad (4) works as today (matched against other squads and solo players) and starts a 16 vs 16 game. - Preference will always be given to match Battleforce against Battleforce, but if no match is made 2 Platoons is selected. - Platoons might get matched against Battleforces (as above) or 2 other Platoons.
You guys have me close to sold on 4-man squads in pubs provided that we find a solution that allows larger groups to enjoy the same match variety as everyone else, but if we're going down the road of making pubs more friendly to solo players, new players, etc., then I see no reason to go out of the way to protect people in FW. Where there are balance mechanics meant to protect players there is no true meta. I'm okay with protectionist matchmaking principles in pubs because they are meant to be a more casual experience, but if we ever hope to give meaning to FW then we really need the gloves to come off so that it's a harsher experience. There should be a potential cost to being anti-social in FW and a potential benefit for those who form ties and make allies. There is no net gain in the meta of FW if the advantage of being on an organized team is always cancelled out against another perfectly matched opponent. If we ever find a way to make the faction experience similar to the corp/alliance experience, then people could more easily find each other and interact with their factional allies thereby naturally promoting organized team play over soloing. In my opinion, FW needs to be something totally unique and entirely meta-driven, but pub-style matchmaking balance jeopardizes that vision. By the way, if you disagree with that sentiment, be kind enough to express your dissent without resorting to insults, innuendos, or other remarks that serve only to attack me for who I am or what corp I belong to. There's really no need for that kind of discourse. Thanks.
Couldn't agree more that FW should be much more hands off matchmaking and geared towards larger squad and team play, while pubs can be somewhat protected.
If it is going to take time to implement game mode variety for large groups though I don't that should be a reason to not go ahead and implement 4-man squads in pubs and 8 to 16 man squads in FW and PC while that is worked on. Especially if we have corp battles on the roadmap for March.
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Posted - 2015.01.18 03:33:00 -
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As far as I know at this point the CPM is no longer split on the issue of 4 man squads in pubs provided it enables 8 and 16 man squads in FW and PC.
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