HOWDIDHEKILLME
Dying to Reload
849
|
Posted - 2015.09.10 20:55:00 -
[1] - Quote
I'm getting so tired of watching 4+ players leaving at the start of every match. Every time people see an organized squad they leave. This is making the game boring... With few players the rounds are low isk, low kills, and low wp/sp.
I've suggested having no squads in pubs ( just pubs, you still have faction/pc ) and its argued that it's a team based game, but you're still on a team you just can't share passive scans, score extra wp, or know ahead of time what the game plan is.
I've also suggested to remove the leave battle button. Mostly eliminating lopsided battles with undermanned teams ( if matchmaking works at all then it's more a matter of who's trying harder and willing to risk higher cost suits because it does give an advantage ). People say "well sometimes I have to leave"... You can hit the power button.
Combined theses two things would give everyone somewhat equal chances of a win or loss, more intense battles, and a better game overall. If isk is a problem during these intense battles then you need to evaluate the cost of your suits vs you total deaths. If you play recklessly you'll go broke and be stuck in starter fits... And that's how this game was supposed to be.
|
HOWDIDHEKILLME
Dying to Reload
851
|
Posted - 2015.09.10 23:31:00 -
[2] - Quote
Count- -Crotchula wrote:You cannot have a non-team based all-out deathmatch.
You cannot say people cannot group up, if people cannot squad, they will not play, then there will be solo players like me left, and because I'm not in a group I won't think twice about quitting a battle before it's begun, if I want to.
I would propose the inability to see who you are facing before the match commences and during, apart from your score. That would discourage people from leaving based upon their opponents, which don't always determine the outcome of a match. We have all played enough DUST to know the way most games go however.
If you could not see who you were facing until you had spawned and ran 350m to the objective, invested the ISK in that 1 dropsuit, there would be a slightly smaller chance of people quitting, even though all they've done is spawned and made it to the objective, there will be less chance of people quitting.
I have to tell myself not to look at the enemy team before the game begins, I try not to unless I'm trying to do a specific daily mission and now I won't be able to do it in that match based upon the assumption that it will be a one-sided match.
What with low player count and general impatience (you could theoretically wait X amount of minutes to make the game X% more balanced by waiting for more people, but this would become skewed by people leaving the queue).
I do not think DUST has enough players to separate them fully, also DUST's very business plan is to be a freemium game, if you don't put the MLT players with the PRO players, why would MLT players want to buy AUR? AUR is supposed to be a step-up, once you realise all the levels and tiers etc, you may need a step-up, without having invested the SP.
If we "fix matchmaking" we will break DUST, it's all about money, anything is, if we had a bracketed matchmaking then the MLT player who bought AUR for better gear to beat other MLT players, will be put against ADV players so on and so forth.
Long story short, it has to be a bit skew-wiff, somebody has to take the pain, somebody has to feel the need to buy a skill point booster, it's all about competing, if they're not against competition, how are they competing? If it's an empty map they can run around in a MLT starter fit, if they have competition and realise what gear they're using, maybe they will think of buying some PRO AUR gear themselves.
I think the problem is a lack of players, a lack of understanding for the need in the difference between players, skill level and how matches are built using the team-building logic.
Unfortunately there are winners and losers, I would very much prefer it if all games met right in the middle and were balanced, here's where morale comes in. If one team is great but loses the point and is pushed out, they may give up, they've lost the territory, they're 100s of metres away with no uplinks, but could be the best players in the game. Some may quit thinking they want a competitive game, but if they were to not give up, wouldn't that in itself be rather competitive?
We need to change spawns, I'm sick of uplink camping, moving from one to the other, spawns need to be random, you should be on your toes at all times and expect anyone from any angle, you should NOT be able to hear someone spawning or be able to see where they will spawn from.
Another thing, when people spawn they have spawn-invulnerability, the person who has already spawned, has not! Random fact of the day.
You chastised people for now reading or understanding your posts... Yet your doing it.
I said no squads in PUBS! Leaving faction and pc. Don't like a map... Maybe your tactics need to change. I never leave and consistently place top 5 solo. Matchmaking could work if squads didn't have a huge advantage ( if you don't think they do you're horribly uneducated ) and if people actually stayed. If several very skilled high sp players leave, that team will lose, the remaining new players in milita/starter/basic will just be slaughtered by being outnumbered and out skilled. You speak of moral, what do you think a team does when they see 2-5 friendly' leave? The pathetic little tool grabs a started sniper fit and basically pesters people till the round ends, how is this competitive?
Btw you can zoom in to see where your about to spawn. Don't spawn like a c.o.d. Baby.
|