Just like to start this off with the community puts community in Community Warfare. It's not all on PGI but there is always room for constructive feedback/criticism.
I am calling on everyone to make themselves heard.
These are just some community warfare issues that I have heard or thought about but you may have others to discuss which I missed here.
Low population, wait times, pools, empty planets, shortage of IS players
Seems like CW is slowing down bigtime and people are quitting for various reasons. Could be burnout, frustration, or just waiting for new features. Empty queues and wait times are a big one I suppose.
Tired of repetitive skirmish mode with MOBA lanes, gates, and chokepoints
This is a tricky one because I think its impossible to take the meatgrinder out of MWO. What do people expect here? Both sides have 48 mechs to fight with and all they can do is move and shoot. Did people think they were going to run around in stock Raven-3Ls and do tabletop roleplay or something? Base rushing got abused as much as it possibly could so now that has been nerfed again. The objective is still there but you have to fight harder to work the base objectives.
Regarding map design, I see a lot of criticism in the forums. If we had wide open maps, the attrition standoffs would be even worse. If you think you hate the current "cookie cutter"(i hate it when people invoke cookie cutter so much, especially when they do 297 damage and I offer to help) meta, wait until you get a load of big open maps where you can pick your loadout. At least with some choke points and gates we see mostly intermediate attrition LPL, LL, ERML, Gauss, and have a chance for some close quarters weapons to work too.
People tired of losing, tired of stomping, tired of stacked teams, and want a match maker to make it fair.
There seems to be a general community stubbornness over adapting to the CW learning curve and a refusal to mimic successful players or units. There are a good deal of solos with no units or participation in faction hubs.
Again with the community thing. PGI isn't going to hold your hands through this. If you are the underdog, stop repeating the same stuff that doesn't work. If you don't know what works, start with emulating someone else that does know what works.
I suggested to some struggling players that they should check out my CW guide. The one that said "No Thanks" did 297 damage. I wonder if people realize they have 4 mechs sometimes.
CW needs a mandatory tutorial so badly it almost hurts.
Regarding a matchmaker: These pool sizes make Elo impossible. CW is about factions and planetary control and was meant to be more hardcore than the previous parts. It's not the "I don't give a bleep I just want 2 mechbays mode."
Maybe PGI will make adjustments but the players need to up their game too. I mean, there certainly is room for players to grow right? I see LRM Atlases(plz stahp), stock throwback bracket builds, random experiment mix of the day carnival builds, or worse(yes there is worse, I saw an Awesome-8Q w/ 1 PPC). There is nothing PGI can do to make generalist throwback builds stand toe to toe with tier 1 and 2 specialist customs.
Burnout, Lack of depth, players want reasons to take planets, unit coffer/expenses/dropships/economy?
Some people are burned out, maybe just taking a break until phase 3 or major updates. I think most of this gets improved in phase 3 but we don't have any details yet. What is anyone even hoping is in phase 3 anyways? Turret upgrades, planetary rewards, merc unit contracts? What is important for depth on the faction map rather than in the combat portion?
Should CW have any basic prerequisites like finishing 75 drops or something?
That is like 8-10 hours of play just so they can get their first mech, try the mechlab, and get familiar with handling and weapon groups down.
Anyways, if you have other related stuff about CW that you want to discuss, do it.
Edited by Catalina Steiner, 23 June 2015 - 05:45 PM.