D
Deleted member 22576
Unconfirmed Member
This is so fucked.
Kind of an off-topic question but will games like Destiny and The Division be worth buying if you have no friends in real life with whom to play them with?
In Halo: ODST, the co-op Firefight mode did not support matchmaking. They claimed technical limitations, but then said it wasn't worth dedicating resources to because co-op is meant to be played with friends.
I understand everyone's frustration about the decision to not have matchmaking in a post-matchmaking world. I also understand the limitations that this places on the activity's adoption at scale.
That barrier to entry - the requirement that you get a group of people together and venture into something that is going to challenge your ability to work together (first) and your thumbs (second) - is a barrier I was willing to erect to preserve the activity goals.
Bleeding edge hardcore groups will invest some significant amount of time in figuring out the encounters and making their way through the Vault.
I fully expect groups to beat Normal mode in the first week its available.
- This is intentional, I'd like any group that is motivated and willing to cooperate to make their way through the Raid on Normal. I've talked some about thumbskill challenge vs. investment challenge vs. cooperation challenge in some interviews, and the Normal Raid difficulty prioritizes cooperation challenge and investment challenge.
I expect Hard mode to take longer.
Once your group learns the encounters, you will be able to get through the Raid significantly faster than 3 hours.
However, the first time through, learning everything and arranging your group will take some hard-to-predict amount of time until some clan releases their strategies on YouTube.
The Vault of Glass is in many ways an activity that will build groups from the disparate people who come together to try and make their way through it. It's very much a team-building exercise.
If you're going to stream it this Fall, please feel free to let me know here. I'd love to tune in.
This whole thing makes no sense. So essentially, if you have no friends to raid with, you're meant to go around and find 5 strangers online willing to raid with you? How is that different from meeting five strangers via the matchmaking function? You'll just be doing the process manually instead of the game doing it for you. What a waste of time.
Neither a strike nor a PvP match requires a time commitment upwards of several hours.
They take multiple hours? Goddamn. Random parties will just end in failure either way.
Netherlands-DGAF strike team, unite!
LFR is full of idiots and assholes though, saying that is not really condescension as much as fact for anyone that's ever done LFR.
1 or 2 wipes normally causes people to begin yelling insults at each other, leaving because "you guys fucking sucks, shit dps, healers are shit, tanks have shit gear fuck this" etc etc.
I will bet you that most people that do LFR, do it not because they think it's fun to be stuck in a raid full of people who play like they are actively trying to suck. But because LFR is the fastests and easiest way of acquiring gear for alts.
I understand everyone's frustration about the decision to not have matchmaking in a post-matchmaking world. I also understand the limitations that this places on the activity's adoption at scale.
That barrier to entry - the requirement that you get a group of people together and venture into something that is going to challenge your ability to work together (first) and your thumbs (second) - is a barrier I was willing to erect to preserve the activity goals.
Bleeding edge hardcore groups will invest some significant amount of time in figuring out the encounters and making their way through the Vault.
I fully expect groups to beat Normal mode in the first week its available.
- This is intentional, I'd like any group that is motivated and willing to cooperate to make their way through the Raid on Normal. I've talked some about thumbskill challenge vs. investment challenge vs. cooperation challenge in some interviews, and the Normal Raid difficulty prioritizes cooperation challenge and investment challenge.
I expect Hard mode to take longer.
Once your group learns the encounters, you will be able to get through the Raid significantly faster than 3 hours.
However, the first time through, learning everything and arranging your group will take some hard-to-predict amount of time until some clan releases their strategies on YouTube.
The Vault of Glass is in many ways an activity that will build groups from the disparate people who come together to try and make their way through it. It's very much a team-building exercise.
If you're going to stream it this Fall, please feel free to let me know here. I'd love to tune in.
Another benefit of matchmaking is maybe you have 3 or 4 people and just need to fill out the rest of the group. When I did raiding in MMORPGs that was a pretty regular occurrence and we'd recruit randoms to come fill out the group. Even if they weren't the best, they still contributed something while our core group did the "heavy lifting".
Having to sit out the entire night because a few people were busy and couldn't make it was the worst.
Well said.This seems unnecessarily elitist and exclusionary. Random teams of people could handle normal difficulty, maybe not every matchmade team could beat it, but some teams could. Not only does it let more people see the content, it enriches the community. More matchmaking = more ways to make new Destiny friends. If Destiny is going to be this insular in its approach to a mainstay of its content, then I'll have to reconsider.
I understand everyone's frustration about the decision to not have matchmaking in a post-matchmaking world. I also understand the limitations that this places on the activity's adoption at scale.
That barrier to entry - the requirement that you get a group of people together and venture into something that is going to challenge your ability to work together (first) and your thumbs (second) - is a barrier I was willing to erect to preserve the activity goals.
Bleeding edge hardcore groups will invest some significant amount of time in figuring out the encounters and making their way through the Vault.
I fully expect groups to beat Normal mode in the first week its available.
- This is intentional, I'd like any group that is motivated and willing to cooperate to make their way through the Raid on Normal. I've talked some about thumbskill challenge vs. investment challenge vs. cooperation challenge in some interviews, and the Normal Raid difficulty prioritizes cooperation challenge and investment challenge.
I expect Hard mode to take longer.
Once your group learns the encounters, you will be able to get through the Raid significantly faster than 3 hours.
However, the first time through, learning everything and arranging your group will take some hard-to-predict amount of time until some clan releases their strategies on YouTube.
The Vault of Glass is in many ways an activity that will build groups from the disparate people who come together to try and make their way through it. It's very much a team-building exercise.
If you're going to stream it this Fall, please feel free to let me know here. I'd love to tune in.
That barrier to entry - the requirement that you get a group of people together and venture into something that is going to challenge your ability to work together (first) and your thumbs (second) - is a barrier I was willing to erect to preserve the activity goals.
Lol at the moans. This is the best way forward for raids. If you disagree, go play WoW raid finder. It takes the fun out of it. Raids should be team orientated and clan progression is great fun.
Lol at the moans. This is the best way forward for raids. If you disagree, go play WoW raid finder. It takes the fun out of it. Raids should be team orientated and clan progression is great fun.
Lol at the moans. This is the best way forward for raids. If you disagree, go play WoW raid finder. It takes the fun out of it. Raids should be team orientated and clan progression is great fun.
Would Crucible be improved if there was no matchmaking for 6 man fireteams? Yes or no?
Tell me the difference between in-game random matchmaking and me putting together a group of 5 players I've never played with from the GAF/<insert forum community here> clan list?
I understand everyone's frustration about the decision to not have matchmaking in a post-matchmaking world. I also understand the limitations that this places on the activity's adoption at scale.
That barrier to entry - the requirement that you get a group of people together and venture into something that is going to challenge your ability to work together (first) and your thumbs (second) - is a barrier I was willing to erect to preserve the activity goals.
Bleeding edge hardcore groups will invest some significant amount of time in figuring out the encounters and making their way through the Vault.
I fully expect groups to beat Normal mode in the first week its available.
- This is intentional, I'd like any group that is motivated and willing to cooperate to make their way through the Raid on Normal. I've talked some about thumbskill challenge vs. investment challenge vs. cooperation challenge in some interviews, and the Normal Raid difficulty prioritizes cooperation challenge and investment challenge.
I expect Hard mode to take longer.
Once your group learns the encounters, you will be able to get through the Raid significantly faster than 3 hours.
However, the first time through, learning everything and arranging your group will take some hard-to-predict amount of time until some clan releases their strategies on YouTube.
The Vault of Glass is in many ways an activity that will build groups from the disparate people who come together to try and make their way through it. It's very much a team-building exercise.
If you're going to stream it this Fall, please feel free to let me know here. I'd love to tune in.
I don't really feel like that's a benefit of matchmaking at all really because your group gets no quality control in matchmaking. This is where I believe the legitimate problem lies within Destiny in that it's not very easy to manually put together groups.
An easier, in-game, way to recruit people for Raids, Nightfall, and Hard Mode Strikes would be better than random matchmaking imo. Some way to talk to people before hand so that each person can be clear on expectations, experience level, and goals before hand. This would still cause the Elitist exclusion problem that many games see, but that's extremely hard to avoid in any kind of game with a difficult endgame.
It's pretty clear that Bungie.net has been designed in hopes of providing some kind of tool for that but it's inconvenient in that it requires a second screen (either PC, Tablet, or Mobile Device) and that alone makes it fairly unwieldy for the average player. If something needs to be looked at, that would be it I think.
Maybe Defiance counts as an MMO, but as a shooter its in-game clan management and grouping options were far more comprehensive.Maybe lacking in regard to MMO's, but for a shooter, which is what it is, it seems pretty damn ambitious.
I like this point too. So what, random players are good enough to face off against full partied fireteams filled with college kids who play the game 24/7 but not good enough to attempt a Raid? Lol.Would Crucible be improved if there was no matchmaking for 6 man fireteams? Yes or no?
Seems like an absurd question doesn't it?
I understand everyone's frustration about the decision to not have matchmaking in a post-matchmaking world. I also understand the limitations that this places on the activity's adoption at scale.
That barrier to entry - the requirement that you get a group of people together and venture into something that is going to challenge your ability to work together (first) and your thumbs (second) - is a barrier I was willing to erect to preserve the activity goals.
Bleeding edge hardcore groups will invest some significant amount of time in figuring out the encounters and making their way through the Vault.
I fully expect groups to beat Normal mode in the first week its available.
- This is intentional, I'd like any group that is motivated and willing to cooperate to make their way through the Raid on Normal. I've talked some about thumbskill challenge vs. investment challenge vs. cooperation challenge in some interviews, and the Normal Raid difficulty prioritizes cooperation challenge and investment challenge.
I expect Hard mode to take longer.
Once your group learns the encounters, you will be able to get through the Raid significantly faster than 3 hours.
However, the first time through, learning everything and arranging your group will take some hard-to-predict amount of time until some clan releases their strategies on YouTube.
The Vault of Glass is in many ways an activity that will build groups from the disparate people who come together to try and make their way through it. It's very much a team-building exercise.
If you're going to stream it this Fall, please feel free to let me know here. I'd love to tune in.
I'm very glad there's no matchmaking. If there is matchmaking, then there's plenty of "my teammates always suck" "people keep leaving" "we never get anywhere" and Bungie might have to dumb down content, which would be a bummer to say the least. I don't think people realize that matchmaking in The Devils' Lair is going to be vastly different than Vault of Glass.
I know I'll be part of a group trying to make a world first push, probably streaming it. We'll see what happens.
As a League of Legends player, you'd be surprised at how well five random people can work together when someone takes command. It can be a total trainwreck of course, but that shouldn't mean a whole game mode is ruled out.
Somehow I suspect somebody is already cooking up the Destiny version of OpenRaid, for people who can't find enough people to attempt a raid.
(People can just enter a few bits of info to find at people on the same page in the same time zone.)
It would still be a pain in the ass from not being integrated in game, but it would at least get some like minded people on the same time zone/schedule on the same page at least without having to commit ahead of time to scheduled weekly raids.
Personally, I hate the idea of entering personal info in a 3rd party website just so I can properly match up with players on my own schedule - it really should be something properly handled by Bungie themselves.
Not sure how letting other people use matchmaking "takes the fun out of it". Sure, those groups are much more likely to fail, but how does that have any impact on your personal enjoyment of the game?
But what if you don't have a clan/team?
As someone who has played WoW since 2004 and was a dedicated raider, I love the aspect of what Blizzard has done with LFR. There are so many people who finally got to experience raiding even though it is with strangers. I have done LFRs on alts, and I've enjoyed it.
Not sure how letting other people use matchmaking "takes the fun out of it". Sure, those groups are much more likely to fail, but how does that have any impact on your personal enjoyment of the game?
Creating a matchmaking option would indicate to players that it's something intended to be played by using matchmaking and teaming up with strangers. Which it clearly isnt.
What do you think will happen after Bungie allows matchmaking for the raid, and hundreds of thousands, if not millions of players flood into the raid, and 99+% of them get completely wrecked
Do you think they will calmy say "yeah okay, the raid probably shouldn't be attempted with random people". Or do you think they will flood the forums and cry and whine and rage about how bad and broken the raid is?
What do you think will happen after Bungie allows matchmaking for the raid, and hundreds of thousands, if not millions of players flood into the raid, and 99+% of them get completely wrecked
PVP isn't *meant* be played by strangers either, nor are the co-op modes in just about every game.Creating a matchmaking option would indicate to players that it's something intended to be played by using matchmaking and teaming up with strangers. Which it clearly isnt.
I gotta know the thought process behind this ask. If a matchmade group of players can get together and overcome the raid's odds why in the world should they get lesser loot?Lower-quality rewards if you play and win with randoms.
I'll play with all of you if you have a PS4!
The Vault of Glass is in many ways an activity that will build groups from the disparate people who come together to try and make their way through it. It's very much a team-building exercise.
PVP isn't *meant* be played by strangers either, nor are the co-op modes in just about every game.
Matchmaking here would end up with a mix of parties with less than six players and individuals who don't have friends with the game or don't want to deal with a clan. Put those people together and sometimes you really can forge a quality team, especially over hours of gameplay. Hell, it seems perfectly designed to turn a team of casual players into a unified force.
I gotta know the thought process behind this ask. If a matchmade group of players can get together and overcome the raid's odds why in the world should they get lesser loot?
I understand everyone's frustration about the decision to not have matchmaking in a post-matchmaking world. I also understand the limitations that this places on the activity's adoption at scale.
That barrier to entry - the requirement that you get a group of people together and venture into something that is going to challenge your ability to work together (first) and your thumbs (second) - is a barrier I was willing to erect to preserve the activity goals.
Bleeding edge hardcore groups will invest some significant amount of time in figuring out the encounters and making their way through the Vault.
I fully expect groups to beat Normal mode in the first week its available.
- This is intentional, I'd like any group that is motivated and willing to cooperate to make their way through the Raid on Normal. I've talked some about thumbskill challenge vs. investment challenge vs. cooperation challenge in some interviews, and the Normal Raid difficulty prioritizes cooperation challenge and investment challenge.
I expect Hard mode to take longer.
Once your group learns the encounters, you will be able to get through the Raid significantly faster than 3 hours.
However, the first time through, learning everything and arranging your group will take some hard-to-predict amount of time until some clan releases their strategies on YouTube.
The Vault of Glass is in many ways an activity that will build groups from the disparate people who come together to try and make their way through it. It's very much a team-building exercise.
If you're going to stream it this Fall, please feel free to let me know here. I'd love to tune in.
I gotta know the thought process behind this ask. If a matchmade group of players can get together and overcome the raid's odds why in the world should they get lesser loot?
Because those people will complain about how the Raid is bad and broken, forcing Bungie's hand to dumb down the difficulty.
I know, I know, they should make a matchmaking system for randoms, but only with the following conditions:
Voice chat should be enabled
Warning message about the Raid's difficulty and it requires teamwork and coordination.
Lower-quality rewards if you play and win with randoms.