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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
SirManBoy
Molon Labe. RUST415
886
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Posted - 2015.06.29 07:20:00 -
[1] - Quote
I support full 16-man team deploy in FW. You can't stop team queuing anyway, so at least give EVERYONE the tools they need to easily put together their own platoons at the corp, alliance, and public level.
Besides, pubs have matchmaking logic and they will soon accept no grouping larger than a 4-man fireteam. If that doesn't scream equity, I don't know what does. That said, let's make FW a place where the meta is decided by player activity, ambition, and organization. There's no need to protect players in two game modes.
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SirManBoy
Molon Labe. RUST415
887
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Posted - 2015.06.29 07:51:00 -
[2] - Quote
Personally, I think splitting queues sends the message that the meta for FW doesn't matter. If that's what it takes to broker a compromise on this issue, then so be it, but it really doesn't make sense if we are to believe that the results of FW battles in Dust matter to EVE. |
SirManBoy
Molon Labe. RUST415
890
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Posted - 2015.06.29 08:51:00 -
[3] - Quote
J0hlss0n wrote:GÇ£Cattle die kinsmen die all men are mortal. Words of praise will never perish nor a noble name."
... and yes, team deploy is needed.
Speaking of kinsmen... |
SirManBoy
Molon Labe. RUST415
900
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Posted - 2015.06.30 05:52:00 -
[4] - Quote
Between pubs (ambush, dom, skirm, and acquisition) and FW we only have 5 instant match experiences in Dust and not one of them caters to team deployments. I find that totally unacceptable. And yet, now that the mechanic we need to change that situation is nigh, it's still has dissenters.
In my view, the only acceptable recompense for sacrificing 6-man pub squads across 4 match types is to get full 16-player team deploy in just one--FW.
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SirManBoy
Molon Labe. RUST415
907
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Posted - 2015.07.01 21:41:00 -
[5] - Quote
The Attorney General wrote:Kain Spero wrote:
Maybe we're the exception rather than the rule, but how about we get the tools in place to let others than the select few get a chance to experience deploying with a full team and see where things land? Not to mention with a full team deploy implementing penalties for leaving matches repeated could even be a possibility since you won't have the issue of squads leave because of a misfired sync.
There already is a place for people who want a full team deploy. Its called PC. I'm not trying to debate if your group plays like spoiled suburban girls in the ghetto at 7 p.m. on a Friday night in the summer. Its already well established. You either want to drive the solo players out, or manage where they are so that you can farm. No surprise there, you are NF after all, you ladies have never changed, but thankfully you have hoovered all the like minded women to your side. Its a shame you caught some nice folks up in your net, but most of them would be proper useless in a real slug fest. Probably why you guys work so hard to avoid them.
PC is on a schedule and is therefore not a persistently accessible outlet for team-based play. Moreover, pubs are being turned into a paradise for casual players because no group larger than a fireteam will have access to it, and matchmaking is going to attempt to put those groupings against each other as much as it can. That's a huge concession! 8-man squads in just one match type (FW-style skirm) is not a fair trade for the amount of coordinated play and social interaction that is being lost across the entire public match catalog. |
SirManBoy
Molon Labe. RUST415
910
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Posted - 2015.07.02 13:49:00 -
[6] - Quote
Adipem Nothi wrote:SirManBoy wrote: 1. PC is on a schedule and is therefore not a persistently accessible outlet for team-based play.
2. Moreover, pubs are being turned into a paradise for casual players because no group larger than a fireteam will have access to it, and matchmaking is going to attempt to put those groupings against each other as much as it can.
3. That's a huge concession! 8-man squads in just one match type (FW-style skirm) is not a fair trade for the amount of coordinated play and social interaction that is being lost across the entire public match catalog.
1. Idea! On-the-fly raids. Have 16 guys? Open the starmap, find a district with an open raid window. Raid it. 2. "Paradise" seems a strong word for something we haven't seen yet. In fact, I've been assured by many a pubstomper in many a thread that if I run solo, I'll get stomped by a 4-man stompsquad as readily as I would a 6-man stompsquad. I hope they're wrong, because that doesn't sound like much an improvement. Much less, paradise. 3. How is it that a change to pub squad size is a concession? Is it not more a response to extremely low match quality? Is extremely low match quality not a problem which is by-and-large to blame on stompsquads? I don't understand how fixing a problem is a concession, and I fail to see why CCP should feel the need to negotiate when it comes to fixing problems.
1. Sounds great! How long will we have to wait for that? According to my watch, I've waited about 2.5 years for persistent team deployments already. Also, I'm not confident that any raiding system is going to offer truly instant and unlimited opportunities for team deployments. That's what proponents of team deploy in FW are after.
2. The matchmaking system should be far better at doing its job once it starts working with fireteam-sized building blocks. Not only are these groups going to be weaker than their 6-man predecessors, but they should also find themselves competing with and against more groupings of equal size. Going solo will always have its risks, but teams should be built more evenly than ever before because of this change.
3. Losing 6-man squads has both benefits and costs. Dropping them should make public matches far more competitive, but there's no denying the fact that we are losing a great tool for in match social interaction across a variety of match types. They are an unfortunate but necessary casualty for the greater good of the community. That said, full team deploy in FW would at least give something substantial back to the portion of the community that values highly coordinated play and fun social experiences. However, jumping up to 8-man squads in a world of never ending skirm matches falls a bit short. It doesn't elevate the experience enough to make up for the fact that it's a single match type. 16-man deployments, however, would be a game-changer. You can build an entirely different culture and experience in an otherwise very limited game mode with a tool like that. |
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