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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
The KTM DuKe
Dead Man's Game
128
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Posted - 2015.04.19 17:13:00 -
[61] - Quote
Why am i fighting only japaneses? 3 games today, mottinai japan in all of them and wasnt the same squad and i was queyng on EU server
=ƒæèDMG Director=ƒæè =ƒÖî=ƒÖîAlt of H0riz0n Unlimit=ƒÖî=ƒÖî. Getting hate mails from alliance all day long=ƒÿÄ=ƒÿÄ
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Imp Smash
Molon Labe. General Tso's Alliance
799
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Posted - 2015.04.20 02:56:00 -
[62] - Quote
I'll be honest. Were it me, I'd take away the *leave match* option for a month and see how things go.. |
NIETZCHES OVERMAN
Mannar Focused Warfare Gallente Federation
118
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Posted - 2015.04.20 12:28:00 -
[63] - Quote
CCP AquarHEAD wrote:JIMvc2 wrote:When I played FW yesterday = The matches were 16 vs 16 always while in pubs I would say In my expierence it was 12 vs 13. The lowest I've encountered was 10 vs 10.
Looking forward to this new system. I don't play much but yep. FW is 16vs16 because it only allows full team, if you encounter 10 or less in pubs it means people are leaving. My experience with new matchmaking is as follows. Enter a battle that is 14 v 5.... Enter a battle with less than 10 ticks left on the MCC. Que for a battle get instant Scotty, reque and get the same result several times, finally give up and try FW, while searching for FW I get pulled into the pub match im no longer searching for. After being pulled into said match I am kicked out after only 10 seconds to find my self still searching SOMEHOW for the FW battle from before.
The worst part is definitely the partial games. My main is nearly 100 mil sp, it seems people leave alot at this level. We need some mechanic to encourage not leaving. Also when I get a good match it seems to always be the same map..... |
NIETZCHES OVERMAN
Mannar Focused Warfare Gallente Federation
118
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Posted - 2015.04.20 12:30:00 -
[64] - Quote
The KTM DuKe wrote:Why am i fighting only japaneses? 3 games today, mottinai japan in all of them and wasnt the same squad and i was queyng on EU server Only tryhard japs that suck use EU server. |
Raptor Princess
ALLOTEC INC
211
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Posted - 2015.04.20 12:38:00 -
[65] - Quote
The KTM DuKe wrote:Why am i fighting only japaneses? 3 games today, mottinai japan in all of them and wasnt the same squad and i was queyng on EU server
I keep getting dust brasil and carne con papas on eu server. At least some Japanese players would mix things up a bit xD |
NIETZCHES OVERMAN
Mannar Focused Warfare Gallente Federation
118
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Posted - 2015.04.20 12:54:00 -
[66] - Quote
Adipem Nothi wrote:Shiyou Hidiyoshi wrote:How to reduce the amount of people leaving battle.
Remove the leaderboard showing both teams, only show it when the battle ends.
Many leave because they do not want to fight whoever is on the opposite side, they want to see all NPC corps not squads of corps. If they do not know who they are fighting, they will hopefully not leave asap. Some will as soon as they see the killfeed for a minute and notice which group of people they are fighting however. Killfeed Reads: Kaizuka Sniper - Viziam Scrambler Rifle - Unlucky BlueberryBlueberry has left the battle Blueberry has left the battle Blueberry has left the battle Blueberry has left the battle Blueberry has left the battleBlueberries who are unfamiliar with the names of stompers will leave when they see other blueberries leaving.
Let's say Kaizuka Sniper grew a pair, dropped the 500M SP stompsquad w/GalLogi scans, and queued solo or in a small squad. Under your system, the above scenario would still happen. Without access to a leaderboard, folks would just assume that a player like Kaizuka who typically runs w/stompsquad will always be running w/stompsquad, even when he isn't. Further, without access to a leaderboard, players who'd check to see if big names are on both sides would no longer be able to do so, so they might leave what would've otherwise been a good fight.
Better idea: Reduce squad size to 4, such that 6-man 500M SP stompsquads are rendered non-existent and 4-man 300M squads are always checked by like type. If there are big names on one side, more often than not there will be big names on the other. If players trust that they're in for a fair fight, they'll will be more likely to stick around even when they see big names in the killfeed or roster. Not to say this wouldnt help.... But do we really want to reduce the social "potential" of the game by 1/3 to fix this issue? The squads and social activity of this game are what give it life it would not carry on its own.
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Luk Manag
of Terror TRE GAFFEL
753
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Posted - 2015.04.20 13:53:00 -
[67] - Quote
It seems to work pretty well when everyone is solo. I've had lots of matches where the lead switches several times, and it comes down to 1 or 2 clones...usually as players switch between prototype and APEX gear.
If we increased team size to 48 or 64, 6 man squads would work well.
There will be bullets. ACR+SMG [CEO of Terror]
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Adipem Nothi
Nos Nothi
8990
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Posted - 2015.04.20 15:35:00 -
[68] - Quote
Adipem Nothi wrote:NIETZCHES OVERMAN wrote: Better idea: Reduce squad size to 4, such that 6-man 500M SP stompsquads are rendered non-existent and 4-man 300M squads are always checked by like type. If there are big names on one side, more often than not there will be big names on the other. If players trust that they're in for a fair fight, they'll will be more likely to stick around even when they see big names in the killfeed or roster.
Not to say this wouldnt help.... But do we really want to reduce the social "potential" of the game by 1/3 to fix this issue? The squads and social activity of this game are what give it life it would not carry on its own. Whiskey Alpha's awesome video comes to mind, and I couldn't agree more. Dust's social potential is huge. The 4-man squad is a quick fix for a struggling Scotty and a frustrated playerbase. A more elegant solution could potentially be found in a progressive teamplay scale. On one end of the scale, we'd have Ambush and on the other Raids and PC ...
Ambush would be converted to a soloist queue with significant emphasis placed on teamwork. The lack of pre-made squads prevents stompathons, social elements (link above) tempt soloists to interact with one another, and new players quickly come to appreciate the power of squad play.
Next along the teamplay scale, we find a consolidated queue which rotates Domination, 3-pt Skirmish and Acquisition; here 4-man squads coordinate efforts to dominate smaller maps against like-type opposition; the pub training wheels are still on so-to-speak in that Scotty makes every possible effort to see that both sides are well balanced.
Next along the scale, we find the larger, 5-pt maps of Factional Warfare. A squad of 4 is required to queue, and squads of up to 8 are supported. Tough fights, high stakes/pay and unique loot attract heavy hitters, and FW is home the very best in teamplay and tactics observed outside of PC.
Finally we have PC and Raids. The ultimate. The end game.
Shoot scout with yes.
- Ripley Riley
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IAmDuncanIdaho II
Nos Nothi
2196
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Posted - 2015.04.20 17:10:00 -
[69] - Quote
NIETZCHES OVERMAN wrote:Adipem Nothi wrote:
Let's say Kaizuka Sniper grew a pair, dropped the 500M SP stompsquad w/GalLogi scans, and queued solo or in a small squad. Under your system, the above scenario would still happen. Without access to a leaderboard, folks would just assume that a player like Kaizuka who typically runs w/stompsquad will always be running w/stompsquad, even when he isn't. Further, without access to a leaderboard, players who'd check to see if big names are on both sides would no longer be able to do so, so they might leave what would've otherwise been a good fight.
Better idea:
Reduce squad size to 4, such that 6-man 500M SP stompsquads are rendered non-existent and 4-man 300M squads are always checked by like type. If there are big names on one side, more often than not there will be big names on the other. If players trust that they're in for a fair fight, they'll will be more likely to stick around even when they see big names in the killfeed or roster. Not to say this wouldnt help.... But do we really want to reduce the social "potential" of the game by 1/3 to fix this issue? The squads and social activity of this game are what give it life it would not carry on its own.
I would suggest the social potential is reduced already by the existing problems. If we could make games more balanced, full, and reduce queuing times, then in theory the player base could increase and be more active, and then squad sizes could be increased at that point.
However, the ideas presented above suggest a variation in game modes and squad sizes would actually mean we find a better overall solution, and there is always a 4-merc squad size for certain modes. |
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