Nick Makiaveli, on 08 February 2014 - 03:32 PM, said:
First off, it's not cannot, it's I haven't had the time nor inclination to dig it out.
Second, you are taking this way too damn personally. It's like getting pissed that they are only focusing on mech combat and leaving out the far more common conventional warfare.
The game (as pertains to CW) is focused around controlling planets. The merc units will be taking them. House units, based on available info, will fight to help take control. LW players will drop into random matches, again based on available info.
That's it. No judgement, no elitism etc. WTF has a plan to make sure that LW are a faction to be reckoned with, and that's a good thing. But the fact of the matter is there are players who care nothing for the lore, and really don't give a damn that these are mechs and not frames, or suits etc. They just want to drop and shoot stuff. LW is the perfect faction for them as they can just fight and never have to join a unit etc. No groups, no leaders, just fight. That's not me, but it's good they included the option so as to increase the player base.
Lastly, how is it possible that you are a Founder and don't know all this? Did you pony up the case without having a clue?
More projections and fabrications. How can I really be taking this personally, when the content we have been discussing is with respect to you being miss-guided about PGI's use of definitions?
You seem to miss undertsand that all I have complained about is your insinuations that PGI didn't give more awareness to the definition of LWs as a faction. In fact I have gone out of may way to make this distinction that irrespective of anyone's in game application and optional choice as to how players use this catergorisation that it is only your miss representation of how PGI originally supplied this category with the use of speculation to suggest it was just for game play styles.
Nor have I attempted to confirm or deny players right to choose how to play. In fact I have stated above how variable this can be in how much RP a player exercises if any and also that as a result PGI can also be accommodating to these interests without diluting the possibility of an immersive experience. A point I made sure to include before. None of what I was discussing actually confirms or denies the attitudes of players or how they interact with the game then. Only that the definition of a LW factions has more purpose that just an MWO game play category as per your statement.
I don't know why "you" now bring elitism into the equation about these distinctions. But these seemingly are your issues to contend with not mine.
And insults aside, I'm perfectly happy and content with my experience and knowledge of MWO. You only have to read back in this thread to see that the subject material concerning CW you mention I have already covered in context.
If anything if loyalty then has any real purpose in CW I would propose that even anyone associated as a LW in PUG matches will still likely accumulate loyalty distinctions and as a result of this faction requiring some choice in terms of personal direction because this metric exists in MWO. This to provide an understanding of associations and pursue rewards to players for their efforts and that even solo players will be able to choose sides even if more temporary an association than being involved with a house.
There may be random matches they can fit into based on the affiliations they choose on a temporary basis or even battle lines, but I don't see PUGs just randomly appearing all over the IS or not being able to have some determination of how they progress in the game. It is then economical incentives gathered from affiliations that then provide bonuses with organisations to show loyalty or allegiance. House factions and Mercs then exploring more rewards and opportunities with their further options in CW.
And I'm also intrigued then why medallions of different metals are being supplied from the Phoenix project with loyalty bonuses if there is no real benefit from exercising loyalty with anything but a random process. Since even with a positive skewed progression I can see some negative impact in loyalty from fighting alongside an enemy of theirs. Still awaiting details as to how this will impact neutral parties or whether there may be more bias for shifts if associated with houses, and presumably some dispensation to Merc corps as they operate in this way (it being business) and the idea that the houses can utilise them as needs of course. Loyalty would be meaningless then if there wasn't some way to "break it" or show disloyalty surely by definition?
Will await the details for CW to see how this all actually interplays, but happy to consider that PGI have more understanding with the use of lore and its meaning than just arbitrary game play mechanics.