Obviously my biggest gripe with the game currently is the upcoming launch module. Now lets do a little history review. This is a lengthy post and contains links and a lot of information from previous CC posts so if you're a TL;DR, don't bother.
New CW Launch Mechanics
http://mwomercs.com/...-launch-module/
The new cycle is much more user friendly, allows players to continually play against each other if they choose, allows them to rejoin matches and game instances if they crash out, and allows the matchmaker to fill in missing spots as players leave, or quit the game.
Ok so let's look at this. So you join a lobby, you can stick with the same group of players you were randomly pitted with as your team. One of the main reasons group limits claim to be remaining is because it's "unfair and imbalances games too much" So will someone please explain to me how, if this is true, PGI expects this system to work any differently.
If I find a pug team I like playing with and we plan to stick together what is the difference in that 12man jumping on a TS server and becoming an "premade" by using TS and just playing through several matches again, then rinsing and repeating.
This also fails to explain how (since it's universally accepted we don't have "huge" player population here) that after a month or two you don't get to know the majority of players in your faction and just jump on TS whenever you get enough players together on the same team. So even if we "pug" and drop solo, what's to stop us from joining a TS server after we get to know one another? This is especially true when it comes to small units and Mercs.
here's another question. How the hell is this going to stop mercs from doign exactly what PGI is claiming will happen if they allow premades to jump into a game with no group limit?
Project Update: Lobbies
Community Warfare
Engineering is currently working on the new Lobby system required for faction matches. This is no small feat as a Lobby is a completely new state of the game in which players are not just sitting in the UI/Front End and they are not connected to a dedicated game server. It is essentially a game state in which players can communicate together and prepare before dropping into a match. This game state will eventually allow us to have players reconnect to lobbies from which they have accidentally been disconnected from. This is also the game state in which players will be able to vote on game modes/maps prior to the match starting (pending final design). Lobbies will eventually be used for private matches that you've hear of from Bryan's earlier posts. More details to come as development is moving forward but I thought I'd update you with this exciting new feature in the works right now.
Ok so we have a reaffirmation that we have lobbies players can rejoin and after each match they can stick with that lobby if they want to. Most of what they're doing sounds VERY similar to how Black Ops works. You join a lobby and you can stick with that lobby and players until you choose to exit and search for a new one. You can also map vote and majority wins whether that be remap or the map currently up.
So please, again, someone explain to me how this prevents the above scenario and doesn't completely destroy the "premades are "op" and therefore we can't allow them to mix with gen pop" because I'm failing to see how the "vision" coincides with what they've stated.
2013 State of the I.S.
http://mwomercs.com/...e-inner-sphere/
Next we should discuss a refresher on what Community Warfare really means, it has evolved to mean a lot of things, but for most it boils down into being able to compete directly with other units for possession of territory. This roadmap just shared with you does incorporate a significant amount of Community Warfare functionality in systems like UI 2.0, achievements, and the launch module. This will allow players to have any size groups 2-12 which are completely balanced via weight tonnage limits; including clan mechs balanced via both weapon design and tonnage restrictions. Players will also have the lobby like system and of course private matches allowing the first major layer of Community Warfare and competitive play. For many merc units out there in MWO land this is significant news that by the month of April they will be able to have competitive play with other merc units.
I bolded and underlined the the most important part for me. Now keep in mind this is posted this past December about 4 months ago (December 16 to be exact directly from Russ). Again, it shows and reinforces the notion that paying customers are going to get this. This wasn't an isolated "Well me might do this in the future", this was a repeated announcement of core fundamental features that MANY paying customers spent money in good faith on. So again I ask, how (even WITH group limits) does ANY of this STOP people from teaming up on TS after joining a lobby and figuring out who the rest of their team is??? Please PGI, I really want to understand your recent decisions.
On December 2 we got this from Paul
http://mwomercs.com/...date-dec-22013/
Community Warfare:
The first set of features for Community Warfare have been broken down and reviewed by engineering. The systems engineers have a roadmap and schedule in which they will start addressing the needs of all new systems required by Community Warfare and are working on the core layout for faction/unit gameplay. What this sums up is… engineering has done all project management breakdowns and specs for the upcoming feature and code clean-up and preparation is being worked on in a special new branch build (much like PTS). Some of the core new features, like database sharding for improved load handling, have been completed and are in that branch now.
We will update as each feature of Community Warfare enters development so you will know what order to expect things to start appearing. Right now all development is heavily, under the hood.
Another feature that will be updated is the Match Maker. A full analysis has been performed on the current system and fixes/updates are now planned. This is not a trivial update and may be included with the release of Phase 1 Community Warfare. Tonnage limits, grouping, Elo calculations are all reliant on these changes and we will fill you in with more detail, as these tasks move into production.
So again, I'd like to know how any customers are supposed to expect such a drastic change in philosophy when it comes to premade groups 5-11?
"Surprising" Stats
http://mwomercs.com/...93-feb-27-2014/
I'm not going to quote this one because it's just too long. Everyone should know the basics of what it says anyhow. NOW we get told we're going to have permanent group limits? 3-4 months after clan packs were announced??? After big purchases were made? Again, show me how this launch module (and any company that regularly checks its metrics is "surprised" by stats like this) prevents ANY of the situations I laid out earlier in this post.
So now we have a recent timeline of the group and launch module fiasco. Now in the name of "balance" 5-11 mans are prevented from dropping into games but we have lobbies that keep a team together if they want to stick with their teammates? So then they can just jump on TS and become a "premade" using voip?
BS
Period
I've said many times since the announcement that the "new" launch module does NOTHING to prevent, mitigate, or otherwise slow down roflstomps. It does NOTHING to address the NPE, and it sure as heck doesn't prevent people from teaming up on TS after joining a lobby. This isn't going to balance anything. It's the wrong way to go about it and I've shown how PGI has absolutely NO idea how to attack this particular issue.
Now with that said, I'd love to hear from PGI and solo players on just how exactly this "new" launch module prevents "evil premades from ruining" your game...

















