Hi everyone, thanks for the feedback!
Ok, here are some questions for you guys:
1. If a well organized, or "stacked," team moves and create another lobby, would you consider that to be a form of match balance itself? Why or why not? And what do you guys think would be the result of a stacked team leaving a match to create or join another?
2. If we do create another type of match called "Competitive" in addition to Novice and regular, how should we definite the level criteria for entry or qualification into that match?
3. If we make Scramble an option for match creator, what type(s) of players do you think would create scrambled matches?
1. If an actual team (read: organized) is forced to leave their lobby every 5 games due to a game 'mechanic' it's not balanced. Its punishing the team that wants to play together. I don't see how this could be beneficial at all. New lobby, same team. How is this better than when an unorganized team filters out of a 'stacked' lobby now? Just more waiting for the actual team.
2. No level restriction on "competitive" lobbies. "Competitive" lobbies should have Scramble disabled. And make it PAINFULLY OBVIOUS that it' a competitive game. And non-default. That's all. The 'stacking' teams will handle the rest.
3. Casual players who are still learning the game, or don't just give half a crap about teamwork or actually learning will create scrambled matches. Let them play together.
Now, I'm going break the usual brown-nosing streak that goes along with every time a dev posts. If you're easily flustered, I recommend you stop reading now.
I am really starting to question the direction MUSE is taking the development of this game. Not content with constantly and drastically changing the weapons and tools in the name of 'balance', they have now decided to attempt 'balancing' the actual composure of teams. MUSE needs to decide what type of product they intend to produce, and then make THAT game.
Trying to please every single user who makes a post was probably awesome a year ago, when the community was only 100s of players, and all on the same basic level of experience. If this game is going to continue to grow, this practice will go from being exceedingly difficult to actually detrimental to the development of the game. Stop worrying about CONSTANT balance fixes. If their game is good, we'll play it. If it isn't, MUSE/GoIO doesn't deserve our time.
'Balancing' every single aspect the game for the sake of saying "Look its
ALL balanced!" and catering to people who refuse to tolerate a learning curve makes no sense to me. If someone wants this game to absolutely hold their hand, and make every single match a 100% statistically 'balanced' and 'even', what is the point? Why are we playing? Why not create a virtual 16 player coin-flip simulator with steampunk hats?
Learning curves come with a benefit and pay off. This games learning curve isn't tough, but rather just unconventional. It
requires you to form teams/clans. How many pub groups are there in tournament play? None. Hell, its usually directly stated in the rules. Establish a team, enter the team into the tournament. This is because in order to reach the potential of any ship, you NEED an organized team.
I am bewildered as to why consensus has seemingly been reached that organized teams need to be 'dealt with'. To me, this is saying 'Play this game, and get good - but not
too good - or else!' or is evidence that the clan aspect of game play is being completely overlooked by MUSE as an actual asset of game play. It
is an asset. It's the only reason I play this game anymore.
Don't get me wrong; Helping new players is wonderful! Give them tutorials, give them novice matches, give them CAs, mentors, training days, user-guides, youtube video tips, etc. Hell yes. Once an individual has utilized all these things, the only thing that stands between them and victory is their team mates and opponents.
But why don't we give them an easy and intuitive way to JOIN a group? Instead, it seems everyone (apparently MUSE very much included) are rallying against people who have taken the time and effort (and it takes LOTS) to form very effective groups in the absence of such a system. If EVERYONE had a group/team/clan, wouldn't the issue of 'stacked' go out the window? Wouldn't that make the people who are on these 'stacked' teams happy as well, as they get to face better competition? Why is this not an option? Help new players, help established teams, help the community, no one gets 'punished'. Well, except the people who flat refuse to play as a team rather than an individual, but I don't think we should encourage that mind-frame of play anyway.
If I'm completely in the wrong about balance-obsession and it truly is the only way for this game to progress, I've noticed something that should take 100% of our attention. Through extensive data analysis and spectating, I've found irrefutable empirical evidence that crew load outs aren't even remotely balanced. 99% of ships have at least one engineer with a Mallet/Spanner combo. It's clearly OP. A ship with a Mallet/Spanner engineer is able to repair their parts much too quickly. It's not fun for new players. This lack of balance is clearly breaking the game.