

Why Community Warfare Is D.o.a...
#1
Posted 23 February 2014 - 07:39 PM
I'm not some hotshot mech jock. I'm not master at this game. I'm a recreational player who has a job, kids, a mortgage, etc...
...But 27 losses is a bit excessive.
The "PUG", or "Lone Wolf", is the death of MWO. Why? Well, there is no "TEAM".
Nobody takes command (and when they do, nobody listens). 90% of the players out there either close head-on to brawl, or sit back and snipe/LRM until they're just weaponless hunks of metal, running around in circles. There isn't any strategy. There isn't any real benefit to even ACT as a team. So why should PGI/IGP even invest in a dynamic that will never be used by 90% of the players?
Reading every week about so many complaining about the lack of "Community Warfare" honestly makes me laugh. PGI/IGP is making money hand-over-fist by promising something they honestly SHOULD NOT implement. Why should they spend profits adding to a system where most people SHUN team play? Maybe if people started ACTING like MWO was a TEAM game, they'd be more likely to deliver.
As for now: Community Warfare is useless. Its a pipe-dream that's dead before it even gets implemented. And we all have OURSELVES to thank for it.
#2
Posted 23 February 2014 - 07:43 PM
#3
Posted 23 February 2014 - 07:44 PM
1% ppl playing 12vs12 ppc-arty-fests and only 14% generally playing in (small) groups shows exactly, that there are just no systems in the game to make it what it wants to be...
0/27 never happened to me, i think most people i know, including myself are around 50/50 win/loss... but in a not-so-fatalistic way i tend to agree with your concerns
Edited by Alex Warden, 23 February 2014 - 07:54 PM.
#4
Posted 23 February 2014 - 07:47 PM
p8ragon, on 23 February 2014 - 07:43 PM, said:
Agreed, blew me away to hear them say that Comms were critical to success in the game when they were defending MM / ELO a month or so ago, but they apparently had no idea that 84% of their players were solo PUGS and not using Voice Comms.
I mean seriously, that's a stat that basically screams out "Our Players are not getting the entertainment we think they should be out of the game".
But they know now, maybe it becomes a priority.
#5
Posted 23 February 2014 - 07:49 PM
EDIT: Grammar
Edited by 101011, 24 February 2014 - 04:38 AM.
#6
Posted 23 February 2014 - 07:54 PM
if you wanted to complain about lack of team work in pugs etc you should've just wrote that in the title.
#7
Posted 23 February 2014 - 07:56 PM
Craig Steele, on 23 February 2014 - 07:47 PM, said:
Agreed, blew me away to hear them say that Comms were critical to success in the game when they were defending MM / ELO a month or so ago, but they apparently had no idea that 84% of their players were solo PUGS and not using Voice Comms.
you know, the funny thing is...i remember from end of 2013 that PGI stated " most people play in small groups"... now, 14% are "most people"? something is wrong...
#8
Posted 23 February 2014 - 07:57 PM
- people turning off voice comms
- people not listening to orders/advice/suggestions over voice comms
- people yelling or singing random stupid stuff over voice comms
I would hope that isn't the case most of the time, but I know what to expect.
#10
Posted 23 February 2014 - 08:00 PM
Let's start with an intuitive command system with higher level players having having the preference to command..
Command should be rewarded btw and of course following commands should be rewarded as well...
Pipe dream to get from now to there though....
#11
Posted 23 February 2014 - 08:03 PM
CapperDeluxe, on 23 February 2014 - 07:57 PM, said:
- people turning off voice comms
- people not listening to orders/advice/suggestions over voice comms
- people yelling or singing random stupid stuff over voice comms
I would hope that isn't the case most of the time, but I know what to expect.
In my experience most people play to play.
Sure there are some idiots but mostly I find people just want to have fun and get some entertainment.
A mute button is a must, but even if it's only a handful of sentances in game a contact report or a warning of an artillery strike, comms is still going to be a big force multiplier as PGI have said.
#12
Posted 23 February 2014 - 08:05 PM
Alex Warden, on 23 February 2014 - 08:00 PM, said:
yep, guess you´re right

Add individual mute toggles for every player. If you start mouthing off at the team in voice chat, let me mute you and keep going. Everybody wins (even the mouthy players can still hear unless they also mute people).
They should add mute for text chat, anyway; having it for voice chat is a no-brainer.
#13
Posted 23 February 2014 - 08:06 PM
#14
Posted 23 February 2014 - 08:09 PM
Typing orders is often very successful, but you can't always do that in game. My only suggestion is to try to lead yourself.
I don't think that CW is DOA though, but I have nothing to back that up. I just know a lot of people that are taking breaks until it arrives.
#15
Posted 23 February 2014 - 08:19 PM
On topic, as a solo player 99% of the time, I have a 50/50 win loss rate. I also have a positive overall KDR. The only thing voice comms improves is speed of communication.
Also, as far as built in voice comms go, jump into Battlefield, CoD or Halo's voice comms, tell me how much strategy and tactics is talked about.
In my experience, it was easier to mute it to shut out the whiny ragers. Space Marine had built in voice comms too, majority of that was heavy breathing, eating sounds, frantic mouse clicking/Keyboard smashing and cursing.
You can lead a horse to water, but you can't make it drink. If your teammates are willing to listen, they will read the chat and follow along.
If they think they're MechaRambo and can carry the team solo, they will ignore you and then rage because it was your fault they died.
Like that one guy on Conquest yesterday, first to die, spent the next 7 minutes raging at us and claiming we were going to lose horribly because "we killed him", and went on to deliver a 12 - 2 victory.
#16
Posted 23 February 2014 - 08:19 PM
#17
Posted 23 February 2014 - 08:20 PM
CapperDeluxe, on 23 February 2014 - 07:57 PM, said:
- people turning off voice comms
- people not listening to orders/advice/suggestions over voice comms
- people yelling or singing random stupid stuff over voice comms
I would hope that isn't the case most of the time, but I know what to expect.
You know what, you're right on all of your points.
What you are missing though is that the players who don't do those things will more easily gravitate toward each other and START forming up into small teams to continue playing.
If I ran into a player who I liked, was helpful or good at directing a team, I would be very inclined to want to "friend" him so we could play together again sometime.
Heck, I might ask him before the match is over if he might like to group up for a few matches.
MWO is so totally lacking in tools to get to know other players, it is no wonder that metrics are showing that very few people are grouping up.
#18
Posted 23 February 2014 - 08:21 PM
In MWO, even if only one person is talking, that could be enough to make all the difference for target focus and group maneuvers.
#19
Posted 23 February 2014 - 08:30 PM
#20
Posted 23 February 2014 - 08:36 PM
T Decker, on 23 February 2014 - 07:39 PM, said:
I'm not some hotshot mech jock. I'm not master at this game. I'm a recreational player who has a job, kids, a mortgage, etc...
...But 27 losses is a bit excessive.
The "PUG", or "Lone Wolf", is the death of MWO. Why? Well, there is no "TEAM".
Nobody takes command (and when they do, nobody listens). 90% of the players out there either close head-on to brawl, or sit back and snipe/LRM until they're just weaponless hunks of metal, running around in circles. There isn't any strategy. There isn't any real benefit to even ACT as a team. So why should PGI/IGP even invest in a dynamic that will never be used by 90% of the players?
Reading every week about so many complaining about the lack of "Community Warfare" honestly makes me laugh. PGI/IGP is making money hand-over-fist by promising something they honestly SHOULD NOT implement. Why should they spend profits adding to a system where most people SHUN team play? Maybe if people started ACTING like MWO was a TEAM game, they'd be more likely to deliver.
As for now: Community Warfare is useless. Its a pipe-dream that's dead before it even gets implemented. And we all have OURSELVES to thank for it.
Here's the thing though. You're basically complaining about an entire section of players who "don't play well together" in a team game.
You're going to have a few demographics in this group
Who Cares Group: This is the portion of players that just enjoy stomping around in stompy robots and would much rather have a single player type experience. In lieu of that they play to get their stompy robot fix and could care less about teamwork, CW, metas, w/l. etc.
Anti-Social: They REALLY wanted a single player game and have no desire to play as part of a team. They just want to run around and pew pew but they DO care about stats, w/l, etc. They could care less about how the team does and are only worried about their individual stats
Hardcores: Want teamwork but for various reasons cannot or will not use TS, join a unit, etc. They are just as "passionate" and invested in the meta, CW, etc. They want teamwork, cohesion, etc.
Future Unit Members: New players that join the game and eventually find a unit. They're just as invested in the game and CW, metas, etc. They desire more coordinated teamwork, cohesion, etc.
Now I have no idea what % each of those would make up and it's definitely an over simplification of player and personality types but I think it gives a general idea at least. Now they have to come up with a way to balance everything for the majority (whichever type that might be) then they have to adjust and tweak other areas for the rest without upsetting balances for the majority.
CW should be a blast and I can't wait for it to get here personally. Keep in mind though that statements like what the OP has made, were made in CB about dozens of other things that were either D.O.A. or going to ruin and/or kill the game. Thankfully they were wrong, all of them (otherwise we wouldn't be here ahving this conversation would we?)
I'd also ask, how is this gameplay balance? What exactly is unbalanced? You lost 27 games. Ok, so what caused those losses? What created that situation? Was it you? (of course not right?) Was it your team? Was it your mechs? Was it MM? Was it weapons? Was it tactics? Was it consumables? Was it.... Well you get the point.
So I would ask the OP just what exactly are you hoping to accomplish with your post? What exactly are you suggesting PGI do to make your game experience better? What is it that would help prevent that?
All you did was essentially post "CW is dead, I laugh at and mock those that want it and I lost 27 matches in a row" So what exactly is that supposed to accomplish and how exactly is that suppose to help improve the game for you?
101011, on 23 February 2014 - 07:49 PM, said:
exactly
Alex Warden, on 23 February 2014 - 07:56 PM, said:
So a year ago things were different. Why is that so hard to accept as opposed to alluding to some ulterior motive?
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