My PC gaming history harkens back to a time when single-player games were the norm and "online gaming" was still in it's infancy and truly was not mainstream. Hell, I was still a Prodigy noob and perish the thought of playing anything online with that damn 14.4 baud modem.

As such, I was a late adopter to "online gaming"... Initially wooed by FPS but eventually combat flight sims where I had my first experience with being part of a virtual squadron and team-based play.
That said... I had more than enough bad "online experiences" to be soured to venture into that environant again... or so I thought.
Enter MW:O...
I went into this game dead set to be an unwavering advocate of being a lone-wolf solo player. Early on I was pretty vocal over the evils of premades which were largely pre-conceived boogiemen I manifested secondary to past experiences as previously noted.
I was eventually befriended by Joseph and the experienced a manture® premade environment which quickly showed me two important things... 1.) My fears were largely unfounded. 2.) MW:O is fun / enjoyable on an entirely grander scale. Eventually I found kindred souls in the FWL and more specifically in the Redmoon Angles and the rest is recent history.
The point of this rambling post is this...
Since I registered on this forum in anticipation of it's release and eventually being allowed access to the closed beta game-play... premades have been the scapegoat for any number of this games "issues" and unabashedly I have to now admit undeservingly. Sadly still they are propagated, regurgitated and recycled much to the detriment of this community and more importantly to the divisive nature of game-play metrics.
(The point Zur... Get to the point already)

We are at an important precipit with MW:O, community warfare and the recently announced drop module. PGI has made some, what many consider unqualified decisions regarding the direction to take these pillar aspects based on metrics that seem to indicate the lions share of this community is content with solo drops.
I am not going to belabor the number of qualifiers that I can numberate that refute this premise but that's an argument I do not wish to argue or discuss here... (please)
What I do wish to impress upon the apparently copious number of solo players is that there is much-much more to MW:O, and the universe it draws life from that what is derived from solo game play that team-play inspires. I'm talking about depth of strategy, enough roleplaying to give actions meaning and a sense of comradery earned through friendships.
I challenge solo players... new and old. Give some serious consideration to the value and values of joining a team / clan or if you are party to a disbanded and or dormant team or clan, rally them and reinvigorate the core intent of MW:O and help show PGI the error in their fractured metrics...
TL-DR: Find a reason to invigorate team-play and let's give PGI a reason to re-evaluate their metrics. There's universe of enjoyment waiting to be unleashed... that said, it'll only happen if PGI believes it's in the best interest in the future of MW:O.
We can reluctantly continue to be part of the problem or we can be the solution... The end result lies largely in our hands.
Thank-You for wading through this wandering outpouring of concern.
