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Are you really this new to the internet?
Of course it's not impossible... It is quite comical how a team of talented developers that can create such a complex game can't for the love of god implement party queueing.
Maybe it is not such a big deal in regions where everyone speaks english, but in Europe you have another minigame before even attempt joining the server is finding one where English is not just an optional side knowledge.
major point here is... that you cant create a squad outside of the server and then join in all together.
you would also have to wait until one side is in a clear playercount disadvantage to make that work for most games.
that would contradict the reason = to increase the chance and join faster together.
of course there is also the language that would have to be filtered in someway ^^ people already oversee if a server is requiring to speak a certain language.
i tried that several times with friends in BF4 or BFBC2 - it doesnt work as you say.
if we made a party at first, then the leader chose a server, we could all join, but often on different sides depending on how big the party is.
and you also arent together in a 4player squad the rest if more have to open another squad anyway ^^
to OP... one way is to chose an empty or nearly empty server and then join the one side that the first has chosen when more people join in to the other team. will still take some time ^^
or you create a clan and pay for a server, become a VIP on existing clans and join by VIP slots, but that wont let you all in one team either.
the idea of matchmaking is only possible if there are small playercounts (like 8-10 per side) and no server limitations (privat servers or without any specific rule sets).
then a software could generate instances for you with random people.
You know I hadn't considered the player count disadvantage. Very excellent point. But I could still see a party system working quite well if it was just capped at 6 players max for a party. Say a match was 32-30 in terms of players(2 player difference is the current maximum allowed JOINABLE difference between teams, excluding scenarios where everyone is already in a team and the other team just has people quit), a squad of 6 would at max then leave the balance being 32-36, a 4 player difference (which to me isn't much of a difference than just 2 players), and just keep the implementation that then NO ONE ELSE can join on the side of 36 until the other team has at least 35. And hell (let loose), even if THAT is too much of a disparity then cap the party size limit at 4. It's just so annoying that we're always staggered by join times in our favorite/populated servers, and it's even MORE annoying when you join a seeding server hoping the playercount goes up only to watch it continue to shrink, leaving you to completely start over the search.
I'd even be happy if they just redid the server searching features in general honestly. Should be some better filtering tools/functions just to make it easier to FIND a good server. And I think it'd be helpful if they put Match Time Remaining on the server listings as well, because then you can at least see which servers are about to have some spots free up on a quick read.
But for the languages, they could just add that as a flagged parameter on server infrastructure and implement it as part of the search function.
My biggest gripe in general is just how archaic the server filter/finding system is. Really doesn't seem like it'd be difficult to have a team update that, but then again I'm not privy to what their development structure is so I don't want to judge too harshly. But if QoL updates are on their roadmap, I think THIS should be somewhere on that list.