#21
Posted 03 April 2014 - 04:31 AM
A premade team isn't automatically a granted success - because even if you drop in premades - you still don't know if behind the next ridge is a execution squad of heavy mechs - when the other non premade team members don't tell you or scout - if your premade lance don't have scouts.
In short - if you did played the game once in a coordinated team - you already know everything that is necessary to be a enrichment for your team - even without voice com - dropping as solo player.
you know (the red arrows on the map is the enemy.... and a red arrow near a blue or green arrow means that there may a comrade in trouble....)
Or focus fire...simple walk next to another Mech of your speed - fire at the same targets he does.
Don't walk into other firing lines - as long as its not 100% necessary.... don't stop at bottlenecks (advance through them as fast as possible and open a firing line for the next to come)
And several other things you learn in premade lances.... I admit that some "pre configurated" messages would be helpfull either.
#22
Posted 03 April 2014 - 04:31 AM
wanderer, on 03 April 2014 - 04:00 AM, said:
I resent that statement. I have eaten 4-mans introducing themselves in chat as clan so-n-so with PUG companions. Even despite the lack of VoIP when running solo you still have an "instinctual combat mind" shared by others in your PUG team.
I work on both sides of the fence here, both solo and in a unit, so have no misconceptions. You have damned good PUG players and you have damned good 4-mans. You also have dregs on both sides. Just because some guys like being social and playing with friends does not make them elite PUG-stompers. Yes, there are people out there that exist that band together to do just that because they love their cruel fun, but those are of a very different generation and mindset than the people that love this IP. PUG-stompers come directly from the CoD/FPS ranks who really don't care what game they use to boost their ego's with. Have no misconceptions either that groups like this tend to sync-drop a dozen or more members at a time, each solo, and group those solo players in their TS when they end up in the same game.
Ever heard of the term "if you cant beat them join them"? Join a group and gain some first hand experience in the matter and then come back and relay your experiences. Make some friends to game with together and things become a lot more bearable.
#23
Posted 03 April 2014 - 04:32 AM
We were actually all eager for community warfare; but atm i couldn't care less about it; since warfare in general in MWO holds currently no fun at all.
Edited by Latorque, 03 April 2014 - 04:32 AM.
#24
Posted 03 April 2014 - 04:35 AM
Disapirro, on 03 April 2014 - 04:19 AM, said:
Matches are a crapshoot of being on the pug exclusive side or the side with a group on comms, with the win being positively related to being on the side with the group and comms, no 5hit I know team op, yada yad. Still very frustrating to the pug player none the less.
Ultimately this game aspires to deliever a combat gaming experieince, and so team work and comms should have a appreciable impact on that vision. Good teamwork and Comms shoudl be a force multiplier.
The problem is they don't provide it, and have worked out that the majority of their players are not who they have aimed the game at. Rightly or wrongly they assumed most players were doign they same thing they were as developers, using third party systems to cover the gaps and enjoying the game they thought they had brought to life.
Heck I remember Paul justifying some MM results on the basis of one team had better comms so they clearly thought that it was important, and assumed it in place to justify some match outcomes .
Then they found out that the majoirty of players were not fitting the player demographic they had envisaged. And so they are making changes.
@Joseph, my group of friends use Skype, Vent and C3. Every time we want to play as a group we need to co ordinate who to get on what system ra ra ra. If I am playing with randoms, I don't worry about chat. Its just another system I have to run.
#25
Posted 03 April 2014 - 04:36 AM
#26
Posted 03 April 2014 - 04:37 AM
Craig Steele, on 03 April 2014 - 04:14 AM, said:
Joining a group means both that you get to find at least 5 such friends when not more and you provide the others in that unit one more friend to drop with in their groups. The more people that join a group the more that group will be able to field at any given time of day. Most "mainstream" groups have over 100 active members and at least 1 I know of has 500.
As to finding a unit, there are tons of recruitment threads on the forums here. Reading through those posts are no more effort than participating in this one. Contacting those people is also not an effort greater than participating in this thread.
And Teamspeak is really not that hard to find, download, and install. You found MWO, downloaded, and installed and it worked just fine.
#27
Posted 03 April 2014 - 04:40 AM
Craig Steele, on 03 April 2014 - 04:35 AM, said:
Edited by Joseph Mallan, 03 April 2014 - 04:41 AM.
#28
Posted 03 April 2014 - 04:47 AM
#29
Posted 03 April 2014 - 04:50 AM
Joseph Mallan, on 03 April 2014 - 04:40 AM, said:
Sure, ofc it can be done. And to be frank when I do play MW:O it is exactly that. We set aside a time and all log in progressivily and away we go.
But thats maybe once a fortnight?
The point is that it's an effort to organise. I have an option, not everyone else does.
They come home, the office has sucked, the SO has gone out and left dinner in the microwave. I want to log on and blow proverbial up. I don't want to spend 30 minutes setting up a game, seeing who is on and logging into different systems. Plug and Play me.
If its not ready to go when the microwave goes bing and the Scotch is splashing on the rocks, I got better things to do.
#30
Posted 03 April 2014 - 04:52 AM
Craig Steele, on 03 April 2014 - 04:50 AM, said:
Sure, ofc it can be done. And to be frank when I do play MW:O it is exactly that. We set aside a time and all log in progressivily and away we go.
But thats maybe once a fortnight?
The point is that it's an effort to organise. I have an option, not everyone else does.
They come home, the office has sucked, the SO has gone out and left dinner in the microwave. I want to log on and blow proverbial up. I don't want to spend 30 minutes setting up a game, seeing who is on and logging into different systems. Plug and Play me.
If its not ready to go when the microwave goes bing and the Scotch is splashing on the rocks, I got better things to do.
Oddly, As a Lawman... That was all the time I needed to find a group, and hit launch... or decide to go PUG cause there was no openings in the dropships.
#33
Posted 03 April 2014 - 04:57 AM
Magnakanus, on 03 April 2014 - 04:37 AM, said:
As to finding a unit, there are tons of recruitment threads on the forums here. Reading through those posts are no more effort than participating in this one. Contacting those people is also not an effort greater than participating in this thread.
And Teamspeak is really not that hard to find, download, and install. You found MWO, downloaded, and installed and it worked just fine.
So if we assume MW:O has 1m players (at one stage they talked about 1.6m from memory) and that 70% are pure solo PUG's, your solution to those 700k people is "Make an effort guys"?
Have I read that right?
#34
Posted 03 April 2014 - 05:05 AM
Quote
If you can't handle LRMs at low levels of play, you won't be able to handle actual play at any level beyond bottom-feeding.
No joke. That's what missiles do- simulate at a weaker level what gameplay is like later on, the difference being at higher levels of play, you will die faster when exposing yourself that broadly to fire and it'll come in AC/PPC concentrated flavor vs. the wash of missile fire.
If that's what it took to get you out of playing, you're better off doing it now before being exposed to the harsher realities later on when people actually play as a team with more efficient weapons than missiles...or you could actually get good. There's plenty of people who don't die in the rain. You could learn to play and join them, or keep feeling sad.
And to tie this in, solo players don't get the benefit of having multiple and oft-more-experienced minds applied to a problem on a regular basis. That leads to more cases of people like me not going "get good" when people look at molehills and think they're mountains, not seeing the actual meta-mountains in the distance. Premades and groups make it easier to get over those bumps to the real challenges and help add a sense of scale, more perspectives to get around obstacles to becoming a better player.
#36
Posted 03 April 2014 - 05:12 AM
Do I think team play should be forced, no. I drop solo when I do not have time to drop with my regiment. However the absolute resentment out there for anyone trying to help the team is rampant. its got to the point now I do not try. PUG's are PUG's and very few will change. If they do not want to listen to the voice(s) of experience then they will die. Just understand that this is a team game and if you go it alone, your experience and life will be cut short.
#37
Posted 03 April 2014 - 05:14 AM
wanderer, on 03 April 2014 - 05:05 AM, said:
No joke. That's what missiles do- simulate at a weaker level what gameplay is like later on, the difference being at higher levels of play, you will die faster when exposing yourself that broadly to fire and it'll come in AC/PPC concentrated flavor vs. the wash of missile fire.
If that's what it took to get you out of playing, you're better off doing it now before being exposed to the harsher realities later on when people actually play as a team with more efficient weapons than missiles...or you could actually get good. There's plenty of people who don't die in the rain. You could learn to play and join them, or keep feeling sad.
And to tie this in, solo players don't get the benefit of having multiple and oft-more-experienced minds applied to a problem on a regular basis. That leads to more cases of people like me not going "get good" when people look at molehills and think they're mountains, not seeing the actual meta-mountains in the distance. Premades and groups make it easier to get over those bumps to the real challenges and help add a sense of scale, more perspectives to get around obstacles to becoming a better player.
So long range fire support is for the Noobs... You've told it to a Marine and you were found wanting. I am good, But I know the need and use of Missiles in this Universe. If you can dismiss them offhand... THEY ARE NOT powerful enough. A good missile barrage should make you concerned. Sure you know how to avoid them I do to. But if you are this Cavalier about them they are not good enough yet.
Lukoi, on 03 April 2014 - 05:06 AM, said:
My vote is submitted.
#38
Posted 03 April 2014 - 05:21 AM
Teamwork is fun.
Easy teamwork is fun for everyone.
I have a circle of close online friends with whom i have played many games - we all met in WoW but have stayed together through every MMO we've played since.
This is where i go offtopic a bit perhaps...
In all these games teamwork was easy because there were:
1. Clearly defined roles within the team
- tank/healer/ranged+melee dps
- arty/scout/med/heavy
- tackler/suppression/gank/repper
- etc
2. Well designed interface to interact with team mates
- health bar/status display (usually persistant)
- threat meters, possibly
- targettable allies
- quick-commands
- etc
Note that built-in VOIP is not necessary to be able to interact with team mates, and in fact the whole idea of having random strangers yabbering bollocks down the mic at me is repulsive.
Yes - my friends and i enjoying using skype/TS to have converstaions whilst we co-ordinate strategy in games. This is not generally necessary for teamwork (exception - wow raiding)
I highlighted quick-commands in my list there, as it is this single feature that allows me to play a game like World of Tanks as a solo pugger and still have co-ordination with my team for almost zero-effort and (usually) a active response from the team, eg below:
F1 "attack my target"
F2 "back to base"
F3 "help"
F4 "affirmative"
F5 "negative"
MWO would work as a pug-team game with 5 additional keybinds.
I do NOT want voip with strangers.
I want Easy Teamwork
I know this has been suggested elsewhere, so sorry for having an opinion.
When MWO was first discussed and i dropped money on a founders pack i thought "hey - World of Tanks with Mechs - Awesome!"
Some people think WoT is anathema, and that's fine, but there's plenty of things that work that would do well here. (I'm talking about pug-teamwork, not tiers, or peek-round-corners-3pv)
#39
Posted 03 April 2014 - 05:22 AM
Darian DelFord, on 03 April 2014 - 05:12 AM, said:
Do I think team play should be forced, no. I drop solo when I do not have time to drop with my regiment. However the absolute resentment out there for anyone trying to help the team is rampant. its got to the point now I do not try. PUG's are PUG's and very few will change. If they do not want to listen to the voice(s) of experience then they will die. Just understand that this is a team game and if you go it alone, your experience and life will be cut short.
The counter to this is I have had many many missions where someone gives an order that is either completely ridiculous or cannot be executed with my load out.
Notwithstanding your personal competence, issuing anything but the most basic of instructions is a matter of luck when the commander has no idea of the capabilities of the unit he is trying to instruct.
I've had guys tell me to defend the middle of the river in the open in my ML equipped Jenner.
I've been ordered to hold the flank with my lance when the entire company is clearly on scope coming towards us.
I've been told to fall back and defend our base in an Atlas 2 thirds of the way across the map to their objective.
Personally I never bad mouth when it goes wrong, but 'correct' and 'timely' instructions in MW:O is absolute luck in PUG play. It's certainly not the anyones 'fault'.
#40
Posted 03 April 2014 - 05:29 AM
Craig Steele, on 03 April 2014 - 04:14 AM, said:
But this is kind'a germaine to my point... It's carrot to the stick proposition.
PGI seems to be reading their game-play metrics in a extremely myopic fashion and, having limited resources, are willing to leverage MW:O development on the premise that this community is happy with shallow game-play and the assumption everyone is also happy playing solo. As such, why vet operational costs into developing core game function to support "teams" and depth of strategy when the metrics appear to show otherwise.
MW:O was conceptually envisioned to be team centric... For various reasons, to include their own shortsightedness and the fallout that resulted, this community swung from being strong advocates of teams to strong advocates of solo.
Solo must be supported for all reasons listed and 102 yet to be discussed... That said, I think it's highly assumptive on PGIs part to not appreciate the number of "solo" players they've included in their metrics that are truly "team" players that have lost their will and desire to "be" a team because PGI seems to now be leaning heavily in the direction of solo-drop game design and ignoring the more granular needs of the team players.
Edited by DaZur, 03 April 2014 - 05:30 AM.
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