Hi,
Permanent solo queue will not solve much. Please consider this.
Yeah, of course the big evil premades wont be there in solo Q, this is true but, high GS players will still feed like crazy on weak players.
And last time, 3 of my friends and me synchro solo Q, we were in the same team (no joke).
Low level players will still have a bad time. I dont know how Cryptic cant found a way to split into 2 GS groups, they must.
It would solve the many buff potions problems (because most high GS knows about them), it would solve many complaints. The level of competition would be fair on both sides of the large group of the 70.
I appreciate your opinions.
If there is another post like that, tell me and I will take it down. Thanks.
3
Comments
Next step hopefully: Mix the teams after 10 people have accepted, rather than putting them all in teams by their queue order.
we were suppose to be easily defeated, the gwf die 21 times, he was really low gear. That is the point I try to make.
if the GS would have been split in too, the high GS would fight between themselves and the low will throw fluffy snowballs to each others.
when we premade , there is never 2 healing builds in premade , only one or none at all.
1've done match vs 1 heal DC and 1 heal OP ... it's garbage.
Whats the point of solo queue if you can manipulate the system so that its no longer solo?
If you want to play with your friends you can always use normal queue.
we really need to split the GS in 2
facing players how some levels , premade or not , it will be a tougher and a fair fight
and the low GS will have a chance.
Ive done that in every single game, and pretty sure thats what people usually do :P So devs have to make it fair for these kind of players too.
Or completely disable PvP for lvl 70 until you reach a certain GS/ITL, like 13 or something. Which is decent enough to compete.
Players can practice PvP in lower lvls, before they hit 70. So "end game" lvl PvP should be more competitive, which means higher GS/ITL requirement.
YouTube
Domination
Filter A. Matchmaking all
Filter B. Matchmaking IL 6k - 9k (anyone with higher IL cannot play this)
Filter C. Matchmaking IL 10k - 17k (anyone with lower IL cannot play this)
Filter D. Matchmaking Near item level (Seek a challenge, choose this option. Very long wait time.)
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I think the point that masticore is trying to make is why a 5k il would queue repeatedly when only one or two times is enough to figure out that your probably not going to be effective in PvP at that item level (especially when players are telling them to run pve and upgrade first).
The answer is daily ad. Certain players at this point are so conditioned to just say "gg" thinking that it entitles them to free caps. These are the players that ruin it for others who just want to play a good match.
Suggestion: Change Tenacity to be permanent to the character and bought with Glory (or awarded through wins) - no matter the loadout or gear, once you have it you can't get rid of it. Then split PvP matchmaking for 20-30%, 30-40%, etc. This would make it so the more you PvP, the more you can have, tiering you up as you go. If you choose not to purchase Tenacity, you'd at least be on equal(ish) defensive playing ground with the new players. Setting the lower tier matches with a Tenacity cap (meaning it auto sets to highest level) could allow friends at different levels team up too.
The downside to something like this is that they'd have to create new gear that would be attainable through PvP and similar stat distribution as current PvE gear (for those that only want to PvP); but that should be doable with the current vendors in PE.
As discussed here and in other posts, iLevel doesn't always mean much when it comes to player ability - so matchmaking by iLevel probably isn't going to work well. Some way of designating how well one PvPs is necessary for a "balanced" match (IMO).
Some form of extra defense will also be necessary, and scaling that extra defense to one's PvP skill level should put equally skilled players at near equal Tenacity.
More Tenacity, as it works now, means you're more difficult to defeat. So high skilled players (with high tenacity) will find themselves in longer battles - beginners (with low tenacity) may die faster at first, but they'll also be far more likely to kill faster as well. If done right, as one's actual skill grows their Tenacity would grow as well, locking them out of the "beginner" arenas.
If the devs are really dead-set against keeping some form of variable Tenacity... another option - though really only a short term fix: Open up a new Stronghold PvP type arena (i.e. lots of different objectives). The key to keeping it relatively balanced would be allowing it to start/play with less than max players. So a 25 v 25 can start at 10 v 10. Queueing into an open match would bring up player list (so friends/guilds can join together) where you can pick your side. Players would be allowed to enter and exit to fill the teams (maybe with a 1-5min exit-reenter wait). If the team populations become too unbalanced, skew the scoring to the "weak" side.
Another big problem in solo queues are the stupid players. Many times they keep calling votes for no appropriate reason and get you killed because it's during duels. They calling votes for reasons like they wants 15k teammates instead of 14k or they just don't like someone. And the teammates just click on OK because no one has time to think about it.
It happened a lot in the last few days so I strongly advise to disable the vote system in solo queue.
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
go play smite you'll have a better time, it's well balance and the players from noob to "autistic awesome"
It's the duty of a team to understand that their 9k team mate must not go against the 15k enemy, but against the 9-10k of the enemy team, while the geared guys go after the stronger enemies. More geared players still kill lower geared players, but if the teams are even, everyone gets a chance to fight. With my 12k HR i do not go after the 15k enemy, i try to support and fight against enemies of my level.
With soloQ it's less likely to end up with a team filled with 13-14-15k and another team filled with 8-10k toons. In my experience.
- Re-randomize the teams after selecting the 10 players for a match. This eliminates all the queue-synching nonsense and prevents people from declining 15 matches in a row until they're sure they're all on the same team.
- 'Lock' IL to the value you queued with and use that number for all calculations during the match. This solves the problem of people queuing naked or with all slots empty.
Not sure how much attention this sort of thing will get, since PvP numbers are far lower than PvE numbers, but it's still fun to think of the impact that changes like this would have on the solo queue, huh?the base of a mmo is to play with your friends