[QUOTE=Anti;481711]
We really want a core session of 5v5, with ranked matchmaking and leaver handling, once we ship the game. That should ensure solid 5v5 matches from start to finish. Until we get those services built and in-game though we need to use publics and that means a few more bigger servers with that overhead.
This doesn’t mean there wont be 8v8 drop-in drop-out later either, it’s just that there will be better ways to reach what you want and when you want it.[/QUOTE]
Awesome. I’m really glad you guys have 5v5 matchmaking as your goal. I think if you are able to get this system in for release, it will result in a much better game in the long run from the public community all the way up to competitive.
[QUOTE=montheponies;482179]i’ll give the opposing view then - 5v5 is fine for competition. Both teams turn up, set up classes/characters whatever, and set to it. Translate that to pub and you get 8 - 10 random players dropping in and out, typically when i’ve played one team is dominating - so the dropping in and out happens to the weaker side, who then sit in the vicious circle of being a man down, only for someone to join, only for someone else to leave cos they’re sick of getting beaten. rinse and repeat. add in no team balance in SW and you have a recipe for a pub disaster.
if you play cs:go matchmaking you’ll understand how frustrating it can be to actually get a 5v5 that goes the distance. As Anti aluded to at least with 8v8 you’ve got some floating players and the imbalance of 1 is far less game changing. The matter of whether or not the maps are designed for 5v5 or 8v8 is highly subjective. Personally I dont mind the higher player count on the pubs.
Can you imagine how short the lifespan of RTCW and/or W:ET would have been if every server had been 6v6 SW, FF On, OSP/ET PRO? Widen your horizons a bit and realise the game has to appeal to a wide market - which doesnt mean it cant be tailored to suit your tastes. .[/QUOTE]
I think you may be overstating the problem with player drops in CS:GO. I think matchmaking is fine in that game. It’s also fine in Dota 2, League of Legends, and HON. Look at the player numbers for these games, I think they speak for themselves. If you have a proper system in to deal with leavers and a wide enough player pool, quits and large player skill gaps should not be a problem. If the developers can focus on a consistent ruleset, with a set amount of players and win conditions, the game will be better in the long run. Give it time, and the players will learn how to play the same game in public match making as the competitive players do.
Let’s face it, the maps in this game are simply not suited for 8v8. It turns into a total meat grind.