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Duck Drahko
DUST University Ivy League
89
|
Posted - 2013.07.28 10:29:00 -
[1] - Quote
We all know it's a rampant problem, and it's easy to blame it on one thing or another. But I think that the real reason why we see so many unbalanced instant battles is not any particular one, but a combination of many factors. After listing all the various issues at play, I am now actually more surprised whenever I see an actually balanced game.
The point of this thread is not to QQ, but what I would like to convey is that rather than requiring radical change and blood magic, just going through all of these issues and making a minor tweak to each could improve the situation immensely already.
We already know that CCP is working on match making, and solutions to AFKers as well as something related to redlining. Maybe these improvements will be extensive enough to cover most of the points I am going to mention, but if not, then maybe this still provides some food for thought.
So, without further ado, here's the list:
- Unbalanced number of squads. We all know how much squads benefit from teamplay and communication, so whenever it's one squad vs. no squad, or two squads vs. one squad, things start to become unbalanced.
- Squads unbalancing the number of experienced players. 16 random players will by average have a balanced distribution of experienced and new players. But a single squad of experienced or new players dramatically shifts the balance one way or another.
- Experience is exponentially rewarded. Not just do experienced players benefit from their experience, but also from higher SP and (usually) better gear. This makes the previous issue a lot more significant.
- Successful squads are rewarded with orbital strikes. Because pub stompers really need a WMD to help them out.
- A random team has a higher statistical chance to have a larger number of AFKers on the team, because people rarely squad up to go AFK... So essentially most of the time there is a squad imbalance, there is also an active player count imbalance.
- The ISK factor. How many times have we heard somebody moan about being pub stomped, only to be told to just wear some inexpensive gear to avoid losses? It's sound advise and frequently followed, but it also dramatically escalates any imbalance. The winning team is much more likely to field proto gear and expensive tanks, if risk of losses is reduced.
- No suitable alternative for expert players and squads / corporations to grind or practice team tactics, so they are forced to take it to the pubs where they are wreaking havoc...
- No incentive for winning, so it's smarter to stay low and reduce losses than to make a desperate attempt at an objective, which at least in some cases could have a positive ripple effect on the entire team.
- The relatively low player count is also a factor of course, since it increases the chance to be matched up with seasoned squads rather than random newbies.
There you have it. I could even be missing a few, but I think that's a pretty convincing list already. All in all it just seems that the issue of pub stomping hasn't been a primary consideration in the overall game design, and I believe that there is a lot of low hanging fruit which could make a big difference without requiring huge changes or rocket science algorithms. |
Xero The Mishima
Vherokior Combat Logistics Minmatar Republic
303
|
Posted - 2013.07.28 10:38:00 -
[2] - Quote
Duck Drahko wrote:We all know it's a rampant problem, and it's easy to blame it on one thing or another. But I think that the real reason why we see so many unbalanced instant battles is not any particular one, but a combination of many factors. After listing all the various issues at play, I am now actually more surprised whenever I see an actually balanced game. The point of this thread is not to QQ, but what I would like to convey is that rather than requiring radical change and blood magic, just going through all of these issues and making a minor tweak to each could improve the situation immensely already. We already know that CCP is working on match making, and solutions to AFKers as well as something related to redlining. Maybe these improvements will be extensive enough to cover most of the points I am going to mention, but if not, then maybe this still provides some food for thought. So, without further ado, here's the list:
- Unbalanced number of squads. We all know how much squads benefit from teamplay and communication, so whenever it's one squad vs. no squad, or two squads vs. one squad, things start to become unbalanced.
- Squads unbalancing the number of experienced players. 16 random players will by average have a balanced distribution of experienced and new players. But a single squad of experienced or new players dramatically shifts the balance one way or another.
- Experience is exponentially rewarded. Not just do experienced players benefit from their experience, but also from higher SP and (usually) better gear. This makes the previous issue a lot more significant.
- Successful squads are rewarded with orbital strikes. Because pub stompers really need a WMD to help them out.
- A random team has a higher statistical chance to have a larger number of AFKers on the team, because people rarely squad up to go AFK... So essentially most of the time there is a squad imbalance, there is also an active player count imbalance.
- The ISK factor. How many times have we heard somebody moan about being pub stomped, only to be told to just wear some inexpensive gear to avoid losses? It's sound advise and frequently followed, but it also dramatically escalates any imbalance. The winning team is much more likely to field proto gear and expensive tanks, if risk of losses is reduced.
- No suitable alternative for expert players and squads / corporations to grind or practice team tactics, so they are forced to take it to the pubs where they are wreaking havoc...
- No incentive for winning, so it's smarter to stay low and reduce losses than to make a desperate attempt at an objective, which at least in some cases could have a positive ripple effect on the entire team.
- The relatively low player count is also a factor of course, since it increases the chance to be matched up with seasoned squads rather than random newbies.
There you have it. I could even be missing a few, but I think that's a pretty convincing list already. All in all it just seems that the issue of pub stomping hasn't been a primary consideration in the overall game design, and I believe that there is a lot of low hanging fruit which could make a big difference without requiring huge changes or rocket science algorithms.
Your argument is kinda flawed. Teamwork will always conquer solo play. The better player(s) will win 80% of the time. OBs are a reward for using a sqd. It's not hard to make a sqd in solo chat. There's hundreds of channels that offer LFS (Looking For Squad) Stop trying to make it sound like LFS is sooooo hard. |
Panther Alpha
DarkWingsss
805
|
Posted - 2013.07.28 10:42:00 -
[3] - Quote
Don't kick yourself... the current matchmaking is faulty by design. This is what happens when you listen to some people ( Big Corps ) and ignore everyone else. For example.. ; Why CCP decided to make 6 people squads, without checking the possible matchmaking unbalance issues ?
But this is not new... every time something gets **** in this game is to do with that. Big Corps with their personal agendas, and CCP blindly listening to them. |
Duck Drahko
DUST University Ivy League
89
|
Posted - 2013.07.28 10:43:00 -
[4] - Quote
Xero The Mishima wrote:Duck Drahko wrote:We all know it's a rampant problem, and it's easy to blame it on one thing or another. But I think that the real reason why we see so many unbalanced instant battles is not any particular one, but a combination of many factors. After listing all the various issues at play, I am now actually more surprised whenever I see an actually balanced game. The point of this thread is not to QQ, but what I would like to convey is that rather than requiring radical change and blood magic, just going through all of these issues and making a minor tweak to each could improve the situation immensely already. We already know that CCP is working on match making, and solutions to AFKers as well as something related to redlining. Maybe these improvements will be extensive enough to cover most of the points I am going to mention, but if not, then maybe this still provides some food for thought. So, without further ado, here's the list:
- Unbalanced number of squads. We all know how much squads benefit from teamplay and communication, so whenever it's one squad vs. no squad, or two squads vs. one squad, things start to become unbalanced.
- Squads unbalancing the number of experienced players. 16 random players will by average have a balanced distribution of experienced and new players. But a single squad of experienced or new players dramatically shifts the balance one way or another.
- Experience is exponentially rewarded. Not just do experienced players benefit from their experience, but also from higher SP and (usually) better gear. This makes the previous issue a lot more significant.
- Successful squads are rewarded with orbital strikes. Because pub stompers really need a WMD to help them out.
- A random team has a higher statistical chance to have a larger number of AFKers on the team, because people rarely squad up to go AFK... So essentially most of the time there is a squad imbalance, there is also an active player count imbalance.
- The ISK factor. How many times have we heard somebody moan about being pub stomped, only to be told to just wear some inexpensive gear to avoid losses? It's sound advise and frequently followed, but it also dramatically escalates any imbalance. The winning team is much more likely to field proto gear and expensive tanks, if risk of losses is reduced.
- No suitable alternative for expert players and squads / corporations to grind or practice team tactics, so they are forced to take it to the pubs where they are wreaking havoc...
- No incentive for winning, so it's smarter to stay low and reduce losses than to make a desperate attempt at an objective, which at least in some cases could have a positive ripple effect on the entire team.
- The relatively low player count is also a factor of course, since it increases the chance to be matched up with seasoned squads rather than random newbies.
There you have it. I could even be missing a few, but I think that's a pretty convincing list already. All in all it just seems that the issue of pub stomping hasn't been a primary consideration in the overall game design, and I believe that there is a lot of low hanging fruit which could make a big difference without requiring huge changes or rocket science algorithms. Your argument is kinda flawed. Teamwork will always conquer solo play. The better player(s) will win 80% of the time. OBs are a reward for using a sqd. It's not hard to make a sqd in solo chat. There's hundreds of channels that offer LFS (Looking For Squad) Stop trying to make it sound like LFS is sooooo hard.
Missed the point by about a mile there, but thanks for your feedback. |
Duck Drahko
DUST University Ivy League
89
|
Posted - 2013.07.28 10:46:00 -
[5] - Quote
Panther Alpha wrote:Don't kick yourself... the current matchmaking is faulty by design. This is what happens when you listen to some people ( Big Corps ) and ignore everyone else. For example.. ; Why CCP decided to make 6 people squads, without checking the possible matchmaking unbalance issues ?
But this is not new... every time something gets **** in this game is to do with that. Big Corps with their personal agendas, and CCP blindly listening to them.
Yeah just to be clear, and like I said this is not a QQ thread, pub stomping is boring on either side of the issue. This is just a look at why it happens at such extraordinary frequency in Dust. |
Xero The Mishima
Vherokior Combat Logistics Minmatar Republic
303
|
Posted - 2013.07.28 10:49:00 -
[6] - Quote
I think it is YOU that is missing the point. Any shooter worth talking about, what makes shooters so special is the TEAMWORK aspect. If you have a COD shooter where you just run around solo and enemy shoot, enemy shoot, enemy shoot,(I like COD too) What makes shooters more interesting, more exciting is the team work experience. I don't wanna run around with 15 other smurfs that depend on me to do all the work. I don't wanna put you on my back every game. I like the whole 6 sqd and wish they were 8 people. I like playing with my friends and knowing that I can depend on a few other people to help me get this win while you smurfs sit back and serve no purpose in the game. It may sound cruel but it's the truth. I can't play offense, defense, and special teams. Every player needs help.
IF you go backwards back down to 4 squad or lower vets will leave this game behind. I think it's selfish from a smurf perspective to try to get rid of teamwork and squads. This game is about corporations and rightfully so. By having a squad you should be rewarded. |
broonfondle majikthies
P.O.N.A.G.S. D.E.F.I.A.N.C.E
53
|
Posted - 2013.07.28 10:50:00 -
[7] - Quote
the only prob i see in public matches is entering when its nearly finished. When the NCC reaches critical health why let new players enter when it is not likely to make the blindest bit of difference |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
50
|
Posted - 2013.07.28 10:51:00 -
[8] - Quote
broonfondle majikthies wrote:the only prob i see in public matches is entering when its nearly finished. When the NCC reaches critical health why let new players enter when it is not likely to make the blindest bit of difference and MCC AFKer should die when MCC explodes showing them as suicides in kill feed |
Panther Alpha
DarkWingsss
805
|
Posted - 2013.07.28 10:55:00 -
[9] - Quote
Xero The Mishima wrote:I think it is YOU that is missing the point. Any shooter worth talking about, what makes shooters so special is the TEAMWORK aspect. If you have a COD shooter where you just run around solo and enemy shoot, enemy shoot, enemy shoot,(I like COD too) What makes shooters more interesting, more exciting is the team work experience. I don't wanna run around with 15 other smurfs that depend on me to do all the work. I don't wanna put you on my back every game. I like the whole 6 sqd and wish they were 8 people. I like playing with my friends and knowing that I can depend on a few other people to help me get this win while you smurfs sit back and serve no purpose in the game. It may sound cruel but it's the truth. I can't play offense, defense, and special teams. Every player needs help.
IF you go backwards back down to 4 squad or lower vets will leave this game behind. I think it's selfish from a smurf perspective to try to get rid of teamwork and squads. This game is about corporations and rightfully so. By having a squad you should be rewarded.
So you ALWAYS play in a Squad ? or some times you play solo ? Because i do both.. Play solo to grind SP and ISK, and in a Squad to have fun...I don't know many people that ALWAYS plays in a Squad .. well.. not true.. the Pubstompers do. |
Another Heavy SOB
Pure Innocence. EoN.
500
|
Posted - 2013.07.28 10:56:00 -
[10] - Quote
Xero The Mishima wrote:Duck Drahko wrote:We all know it's a rampant problem, and it's easy to blame it on one thing or another. But I think that the real reason why we see so many unbalanced instant battles is not any particular one, but a combination of many factors. After listing all the various issues at play, I am now actually more surprised whenever I see an actually balanced game. The point of this thread is not to QQ, but what I would like to convey is that rather than requiring radical change and blood magic, just going through all of these issues and making a minor tweak to each could improve the situation immensely already. We already know that CCP is working on match making, and solutions to AFKers as well as something related to redlining. Maybe these improvements will be extensive enough to cover most of the points I am going to mention, but if not, then maybe this still provides some food for thought. So, without further ado, here's the list:
- Unbalanced number of squads. We all know how much squads benefit from teamplay and communication, so whenever it's one squad vs. no squad, or two squads vs. one squad, things start to become unbalanced.
- Squads unbalancing the number of experienced players. 16 random players will by average have a balanced distribution of experienced and new players. But a single squad of experienced or new players dramatically shifts the balance one way or another.
- Experience is exponentially rewarded. Not just do experienced players benefit from their experience, but also from higher SP and (usually) better gear. This makes the previous issue a lot more significant.
- Successful squads are rewarded with orbital strikes. Because pub stompers really need a WMD to help them out.
- A random team has a higher statistical chance to have a larger number of AFKers on the team, because people rarely squad up to go AFK... So essentially most of the time there is a squad imbalance, there is also an active player count imbalance.
- The ISK factor. How many times have we heard somebody moan about being pub stomped, only to be told to just wear some inexpensive gear to avoid losses? It's sound advise and frequently followed, but it also dramatically escalates any imbalance. The winning team is much more likely to field proto gear and expensive tanks, if risk of losses is reduced.
- No suitable alternative for expert players and squads / corporations to grind or practice team tactics, so they are forced to take it to the pubs where they are wreaking havoc...
- No incentive for winning, so it's smarter to stay low and reduce losses than to make a desperate attempt at an objective, which at least in some cases could have a positive ripple effect on the entire team.
- The relatively low player count is also a factor of course, since it increases the chance to be matched up with seasoned squads rather than random newbies.
There you have it. I could even be missing a few, but I think that's a pretty convincing list already. All in all it just seems that the issue of pub stomping hasn't been a primary consideration in the overall game design, and I believe that there is a lot of low hanging fruit which could make a big difference without requiring huge changes or rocket science algorithms. Your argument is kinda flawed. Teamwork will always conquer solo play. The better player(s) will win 80% of the time. OBs are a reward for using a sqd. It's not hard to make a sqd in solo chat. There's hundreds of channels that offer LFS (Looking For Squad) Stop trying to make it sound like LFS is sooooo hard.
And how often are new players willing to squad up? Or even pay enough attention to team chat to notice an experienced squad asking them to form up?
The OP has legitimate points. I'm not saying we should get rid of OB's but truthfully 75% of the time it only serves to add insult to injury.
To the point of squad play dominating team based games....This will never change. Every single objective based team work oriented shooter I've ever played has this problem. It is the nature of Team work focused games.
Only allowing squads to play against other squads will create unbearable wait times for matches to start considering the player count.
|
|
Xero The Mishima
Vherokior Combat Logistics Minmatar Republic
305
|
Posted - 2013.07.28 11:01:00 -
[11] - Quote
Panther Alpha wrote:Xero The Mishima wrote:I think it is YOU that is missing the point. Any shooter worth talking about, what makes shooters so special is the TEAMWORK aspect. If you have a COD shooter where you just run around solo and enemy shoot, enemy shoot, enemy shoot,(I like COD too) What makes shooters more interesting, more exciting is the team work experience. I don't wanna run around with 15 other smurfs that depend on me to do all the work. I don't wanna put you on my back every game. I like the whole 6 sqd and wish they were 8 people. I like playing with my friends and knowing that I can depend on a few other people to help me get this win while you smurfs sit back and serve no purpose in the game. It may sound cruel but it's the truth. I can't play offense, defense, and special teams. Every player needs help.
IF you go backwards back down to 4 squad or lower vets will leave this game behind. I think it's selfish from a smurf perspective to try to get rid of teamwork and squads. This game is about corporations and rightfully so. By having a squad you should be rewarded. So you ALWAYS play in a Squad ? or some times you play solo ? Because i do both.. Play solo to grind SP and ISK, and in a Squad to have fun...I don't know many people that ALWAYS plays in a Squad .. well.. not true.. the Pubstompers do.
Nope I am not willing to play with anybody outside my friends and corp. I will play Solo VERY RARELY. I would rather NOT play this game than play it with 15 smurfs. |
BARDAS
DUST University Ivy League
241
|
Posted - 2013.07.28 11:10:00 -
[12] - Quote
IMO the problem is caused by SP imbalances more than gear, though gear does play a large part too. An experienced player with boatloads of SP though can still load up all militia gear and romp players with less SP simply due to the bonuses that are provided by the skills. Extending the Academy to 2 million SP would protect the early players a bit. After that there really isn't anything that can be done. It is a flaw with the EVE skill system that rewards those that have been playing longer and invested more into the game. One thing that may help would be to limit certain pub matches to ADV gear only. Make it so you can't spawn with and proto gear or modules loaded onto your suit.
In any case I think everyone can agree it is a serious problem and one that leads to new players fleeing before getting a good taste of the game. I know when I started I rage quit after a week. Didn't come back for about 2 months when I had about 2.5 million SP to invest which helped a bit. How many don't come back though? |
Duck Drahko
DUST University Ivy League
90
|
Posted - 2013.07.28 11:18:00 -
[13] - Quote
Wow please calm down Xero, and do read my post again before turning this into a giant flame war. Did I say squads are unfair or should be removed? I don't even know what you are on about. Pub stomping is an issue for everybody, especially for the side which is winning because it tends to make games incredibly boring.
I just listed the facts which lead to the prevalence of pub stomping. Yes, squads are a big factor, but there are ways to deal with that beyond simply getting rid of squads. I expect that better match making will help a lot already, because an obvious improvement would be to reserve at least a little bit of time to try and match up two squads in the background, rather than just seeding squads into the first available match. Even if it's not always possible due to low player count, every bit helps. And the entire point of my thread was that this problem can be tackled by approaching many little problems, rather than requiring dramatic changes (disallowing squads would obviously classify as a dramatic change). |
broonfondle majikthies
P.O.N.A.G.S. D.E.F.I.A.N.C.E
53
|
Posted - 2013.07.28 11:21:00 -
[14] - Quote
On the subject of teamwork I rarely add to a squad only because of the number of times my death turns into a spectator sport. I'm a logi (I know some classes get stigmatised but the MM Logi? I wouldn't have thought so and haven't seen anything in the forums on it) so my offensive ability is limited. The amount of times I'm rolling with guy's to an objective and a red comes out in front and starts spraying and I think "that's ok, just one guy and the team has my back" and not one shot from them to help, even if I'm dodging for a min or two, but will happily take him down after I fall. and that's the best case scenario - there's also the times when we're pushing for an objective and they all bugger off -_-
So you know what, if you invite me to a squad then great I'll join. I may even join a squad with enough players are already in. If not I'll go solo and rely on my scanner, its a hell of a lot more reliable. |
Duck Drahko
DUST University Ivy League
90
|
Posted - 2013.07.28 11:22:00 -
[15] - Quote
BARDAS wrote:[..] After that there really isn't anything that can be done. [..]
I really don't think that's true. Yes there will always be a large gap between individual players and squads, but that does not necessarily have to result in unbalanced matches which are boring for everyone involved.
|
Gaelon Thrace
DUST University Ivy League
80
|
Posted - 2013.07.28 11:23:00 -
[16] - Quote
What if people who haven't joined a squad by the time the match starts were automatically placed in a squad?
|
Panther Alpha
DarkWingsss
805
|
Posted - 2013.07.28 11:26:00 -
[17] - Quote
Gaelon Thrace wrote:What if people who haven't joined a squad by the time the match starts were automatically placed in a squad?
It use to be like that ..but for some unknown reason it was change. |
Another Heavy SOB
Pure Innocence. EoN.
503
|
Posted - 2013.07.28 11:43:00 -
[18] - Quote
Gaelon Thrace wrote:What if people who haven't joined a squad by the time the match starts were automatically placed in a squad?
Even If we implemented this function what's to stop the anti social peeps from leaving squad when the match start?
Beyond that you can throw people in a group but you CANNOT make them work well together. Truly fluent squad play is forged through hours upon hours of working with a select group players and learning one another's habits, strengths and weaknesses. From that learning how to compliment the playstyles of those around you.
An amalgamation of random players in a squad will never compete with a squad of player's who play together day in and day out. |
Gaelon Thrace
DUST University Ivy League
84
|
Posted - 2013.07.28 12:14:00 -
[19] - Quote
Another Heavy SOB wrote: Even If we implemented this function what's to stop the anti social peeps from leaving squad when the match start?
Beyond that you can throw people in a group but you CANNOT make them work well together. Truly fluent squad play is forged through hours upon hours of working with a select group players and learning one another's habits, strengths and weaknesses. From that learning how to compliment the playstyles of those around you.
An amalgamation of random players in a squad will never compete with a squad of player's who play together day in and day out.
I'm well aware of that. We've already established that organized groups are much better off than disorganized groups, but at least each team would have an equal number of squads capable of gaining OBs. I doubt the antisocial people would bother leaving the squad as they most likely wouldn't have voice chat on in the first place and probably wouldn't even notice they were in a squad.
|
Anita Hardone
Fraternity of St. Venefice Amarr Empire
192
|
Posted - 2013.07.28 12:17:00 -
[20] - Quote
There should be a 60 second timer to leave the MCC. And if you are inactive for 5 minutes you should be booted. |
|
Xero The Mishima
Vherokior Combat Logistics Minmatar Republic
305
|
Posted - 2013.07.28 12:22:00 -
[21] - Quote
Duck Drahko wrote:Wow please calm down Xero, and do read my post again before turning this into a giant flame war. Did I say squads are unfair or should be removed? I don't even know what you are on about. Pub stomping is an issue for everybody, especially for the side which is winning because it tends to make games incredibly boring.
I just listed the facts which lead to the prevalence of pub stomping. Yes, squads are a big factor, but there are ways to deal with that beyond simply getting rid of squads. I expect that better match making will help a lot already, because an obvious improvement would be to reserve at least a little bit of time to try and match up two squads in the background, rather than just seeding squads into the first available match. Even if it's not always possible due to low player count, every bit helps. And the entire point of my thread was that this problem can be tackled by approaching many little problems, rather than requiring dramatic changes (disallowing squads would obviously classify as a dramatic change).
If you have all the answers perhaps enlighten us? By QQing about obvious problems is pointless. Perhaps state HOW CCP can fix match making. Crying and blaming squads isn't gonna do much. |
Duck Drahko
DUST University Ivy League
91
|
Posted - 2013.07.28 12:30:00 -
[22] - Quote
Xero The Mishima wrote:Duck Drahko wrote:Wow please calm down Xero, and do read my post again before turning this into a giant flame war. Did I say squads are unfair or should be removed? I don't even know what you are on about. Pub stomping is an issue for everybody, especially for the side which is winning because it tends to make games incredibly boring.
I just listed the facts which lead to the prevalence of pub stomping. Yes, squads are a big factor, but there are ways to deal with that beyond simply getting rid of squads. I expect that better match making will help a lot already, because an obvious improvement would be to reserve at least a little bit of time to try and match up two squads in the background, rather than just seeding squads into the first available match. Even if it's not always possible due to low player count, every bit helps. And the entire point of my thread was that this problem can be tackled by approaching many little problems, rather than requiring dramatic changes (disallowing squads would obviously classify as a dramatic change). If you have all the answers perhaps enlighten us? By QQing about obvious problems is pointless. Perhaps state HOW CCP can fix match making. Crying and blaming squads isn't gonna do much.
Do you ever read what you are quoting? |
Another Heavy SOB
Pure Innocence. EoN.
503
|
Posted - 2013.07.28 12:33:00 -
[23] - Quote
Gaelon Thrace wrote:Another Heavy SOB wrote: Even If we implemented this function what's to stop the anti social peeps from leaving squad when the match start?
Beyond that you can throw people in a group but you CANNOT make them work well together. Truly fluent squad play is forged through hours upon hours of working with a select group players and learning one another's habits, strengths and weaknesses. From that learning how to compliment the playstyles of those around you.
An amalgamation of random players in a squad will never compete with a squad of player's who play together day in and day out.
I'm well aware of that. We've already established that organized groups are much better off than disorganized groups, but at least each team would have an equal number of squads capable of gaining OBs. I doubt the antisocial people would bother leaving the squad as they most likely wouldn't have voice chat on in the first place and probably wouldn't even notice they were in a squad.
So what If they could potentially earn an OB? If they're not communicating and working together then they're no better off than running around solo. Only difference is the squad lead may be able to call an OB just before the stomping ends, and If he himself were thrown into a squad what's to say he even knows how to call the OB?
It would in no way be equal to an experienced squad that plays together, in the same time the random squad earns one OB the experienced squad that always plays together has 2-3.
Also since when do OB's turn the tide of a pub stomp? Hell how often do you see a team getting truly stomped even call in one OB?
Point being it's not simply pooling WP for an OB that makes a squad powerful, it's their ability to communicate and move as a single force which a squad of randoms will never accomplish to the degree that an experienced squad can. |
GTA-V FTW
Mannar Focused Warfare Gallente Federation
184
|
Posted - 2013.07.28 13:10:00 -
[24] - Quote
Meh TL;DR
Broke game is broke game.
|
Gaelon Thrace
DUST University Ivy League
84
|
Posted - 2013.07.28 13:15:00 -
[25] - Quote
Another Heavy SOB wrote: So what If they could potentially earn an OB? If they're not communicating and working together then they're no better off than running around solo. Only difference is the squad lead may be able to call an OB just before the stomping ends, and If he himself were thrown into a squad what's to say he even knows how to call the OB?
It would in no way be equal to an experienced squad that plays together, in the same time the random squad earns one OB the experienced squad that always plays together has 2-3.
Also since when do OB's turn the tide of a pub stomp? Hell how often do you see a team getting truly stomped even call in one OB?
Point being it's not simply pooling WP for an OB that makes a squad powerful, it's their ability to communicate and move as a single force which a squad of randoms will never accomplish to the degree that an experienced squad can.
Remember that my first post was a question. You responded to my question with another question, so I answered it. I never claimed that randomly assigned squads would be equal to an experienced squad that plays together. In fact I stated that I was aware of this well established fact in my previous response. I also never claimed that pooling WP for an OB was what makes a squad powerful. I mentioned the OB because imbalance of OB acquisition was one of the many items listed in the OP and was the most apparent benefit of having everyone on a team automatically assigned to a squad(assuming they hadn't joined one voluntarily by the time the match started). Instead of arguing in circles about something on which we already agree, why don't you try answering my original question?
What if people who haven't joined a squad by the time the match starts were automatically placed in a squad? To clarify: What are the potential advantages(if any)? Or since you seem so adamant on arguing against it, what are the potential disadvantages? Can you think of a reason we would be worse off for doing so? Or do you simply think it wouldn't make a difference either way? |
SHANN da MAN
D3LTA FORC3 Inver Brass
45
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Posted - 2013.07.28 18:07:00 -
[26] - Quote
Reading through this thread and all I can think is ... ahh the Forums, a meeting of VASTLY different perceptions and intelligences ... |
Major Lee High
Battle Response Organizations
63
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Posted - 2013.07.28 18:14:00 -
[27] - Quote
The truth about pubstomps can be found by watching the minimap. |
Vavilia Lysenko
Company of Marcher Lords Amarr Empire
198
|
Posted - 2013.07.28 18:58:00 -
[28] - Quote
The whole concept of matchmaking, makes me feel sad.
You queue up, you enter the match, you take your knocks, or you leave.
There are way to many people playing this game that just charge in, guns blazing and die horribly, then cry because they died.
Someone is walking along the street texting or looking up at the pretty clouds in the sky, they trip over, they hurt themselves, they sue the City. These are the people who want matchmaking.
You got 20% in your exam. No it's not a fail it's still a pass, everyone passes, noone is a thick ****, we're all just differently able.
So, please stop trying to dumb the game down so every "special snowflake" is a winner.
/mini rant
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Planetside2PS4F2P
Osmon Surveillance Caldari State
0
|
Posted - 2013.07.28 19:08:00 -
[29] - Quote
If mcc afkers were diciplined your numbers would fall below 3k max at one time. CCP cant have this.
AFK is like a past time for evetards, great way to level up. Easy mode for pc rpg players. |
Scheneighnay McBob
Bojo's School of the Trades
2498
|
Posted - 2013.07.28 19:18:00 -
[30] - Quote
Finally the player mindset- protobears put winning before profit. Looking at the scoreboard, I can tell that most protostompers lose ISK because of the cost of proto gear, but they don't care and would rather ruin the experience for the other team for no good reason. |
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