Magnakanus, on 09 April 2014 - 11:47 PM, said:
2) Not sure what relevance that had to my previous statement. I was solely talking about team player stuff without reference to solo stuff. With all this text I guess you got something mixed up.
3) Well to put things in perspective this so far the only "game wrecker topic" I am standing behind. I can't personally be put in the pot with everyone that has an issue. This issue is my issue. All the other issues you listed for me as a former soldier fall in the category "suck it up and truck on".
4) There is still this misconception floating around about how every team likes to exploit solo players. It's the same as if you were to say all Muslims are terrorists, or all mexican's sell drugs, etc. It's just not true. Roadbeer & co. just want to play in their group vs. another group, same as I do. We are also actually open to having solo's join in if they are brave enough.
Ok, we will give this a try then with understanding the other side. This is your chance to explain the motivations, needs and desires of a solo player to a team player that is interested in listening.
What I gather so far some of it is as follows, please correct me if I have something wrong;
A) RL or other things allows little time to play MWO (maybe 1 hour per sitting). In all fairness, as a casual gaming team, we have many people that only have 30 min or so to game, or that may need to jump out at a moments notice for any number of reasons. This has still not prevented them from being on a team and these players appreciate it when their team has their back when they have to go AFK for 5 min to do whatever.
An aversion vs. "obligation". As described before, some organizations have them, some don't. Being open minded and not assuming that all organizations have oppressive obligations would be a good start. As also stated before, if you lack personal restraint and let gaming get in the way of RL that is a personal fault and not one derived from team play. Similarly any single player game is going to raise the same issues (just one more level honey, then I will come to the divorce hearing...)
C) The desire to NOT need to interact socially while gaming. Well, if people don't want to deal with people then MMO's are not really the games to play, are they? I mean, there are people here by definition, you are put on a team of 12 people and have to work together to achieve the game goals. Ok, so some may just not want to have any long-term social interaction with people and are fine with coordinating with a group of random people (e.g. AI surrogates). In that case you can't complain when things are disorganized.
Just about any reason you have named so far as a "reason" solo players may not want to be on a team, barring the simple "I just don't want to", are things people in my unit cope with and flourish despite of, and mine is not the only such out there. Casual units are VERY accommodating (but not pandering).
This has become a text wall again. LOL
All good.
2) So you made a statement about how players were coming to MW:O to be part of a team game experience. I was just highlighting the counter argument to that is that 84% are not (according to PGI).
3) OK, sure. I wasn't being personal. My statement was a broad one that everything PGI does I see in forums as "wrecking the game". They cannot win with anything it seems and yet the game is still here. We can all draw our own conclusions about that which is not to say it could not be better, just that notwithstanding all the 'wrecking' going on, the game is still here (atm).
4) I was referring to your example, not making that statement.
I'm not a SP PUG so it's kinda hard for me to be accurate. Most of my games are with freinds. I farm a little (like really, I mean a little) and can make some deductions if you like from that experience? I might do some more solo PUGgin to see what it's like nowadays soon.
a) & b ) We have to disagree. I kinda don't feel like expressing anymore personal stuff cause a certain Troll is lurking around trying to derail any intelligent conversation but trust me, it is a real factor. If you want to call someone's character into question because they feel a sense of responibility to a team they enjoy playing with, OK. Knock yourself out.
I'm not saying its right or wrong, I'm just saying its out there. You can say it doesn't exist if you like, I know it it does. Why is it relevant, well because if you disregard it or minimise it you are going to struggle to get to a middle ground without embracing it. The degree you cater to it is open for discussion, but ignoring it won't help your cause. You want to know why?, Teams are made up of people, always have been, always will be.
c) I see were you're coming from, but I don't really agree. Not every one in the world shares your motivation for playing games. Lots of people find AI dumb, they enjoy PvP for the unexpected factor, people will do funny things. That doesn't mean they want interaction. There are plenty of people who just want to dumb down for an hour after work or before <insert RL thing here> and blow *proverbial* up. If your argument is they should play another game because this is a team based game (which is the argument you hinted at already) then you can say that. But I guarantee you that commercially speaking, while they are driving revenue you can say what you like, it won't matter to the big picture. Thats the scenario we have right now.
If your unit is "flourishing" what are you arguing about? If your guild is prospering in the current environment I get the game could be better, and maybe it will in time, but honestly you must be happy that the current game state is enabling the health of the unit?
This whole line of discussion stems from your question to me as to why I think (personally) the Team player ratio is where it is.
I think that smaller teams (4 and less) / solo players are the predominate segment of the the total gaming population so I am not surprised that PGI trot out a stat of 16% teams and 84% solo for MW:O. I have expressed my doubt for the actual ratio, but I am not surprised.
My reasons are;
A lot of the gaming population are not serious hard core gamers, gaming fills in time between RL. This is probably exasperated with an IP like BT cause the die hard fans have more than a few years under their belt. They have partners, kids, jobs etc.
Historically the majority of successful MMO have focussed on smaller teams (RPG's. Dota etc) and I attribute some of their success to getting the demographic right.
Statistically speaking, a massive growth in player numbers effecting different behaviours in the game will by pure volumes, dilute that statistics reviewed prior to their arrival.
Ergo, I come to the conclusion that "team play" is not a majority in MW:O and I and my freinds are in the minority. I thought I was clear that it was a personal opinion, I'm happy to review it but I think I have considered it a lot before I got there. I'm not trying to convince you I am right. You asked for my opinion and I provided it in the hope that my anecdotal experience might help you in assessing yours. That critical thinking process I talked about before.
Magnakanus, on 10 April 2014 - 12:39 AM, said:
If PGI wants to base its actions on stats they need to use fully fleshed out stats. If they did what I fear they did, just count up the number of drops and separate out the # of group drops, then their data based on all of the extenuating factors is purely crap.
It also has to be taken into consideration that the drop frequency in groups is going to be lower than those of solo's. A group of 4 is going to wait until the end of the match for the rest of the group before exiting, you need to have all 4 people ready before you hit the drop button, and so on. A solo is going to be able to "spam" their drop frequency faster than a group and further skew the numbers.
In all honesty, for a decent stat to be generated either an in-game check box (Unit or solo) should be used. I would advise against a stat based on forum participants just because the solo player that has so little time to play is less likely to be on the forums to represent themselves.
Like I said before, if you don't count in all or the majority of the factors influencing your statistics, you numbers are pure crud. The more info I gather on the subject the more I am convinced that 84/16 is in no way representative of the population as a whole, let alone the actual ACTIVE population that has gone beyond logging in, trying out the product, and not returning (who further dramatically skew the numbers).
Well you know what the obvious response to this is right?
It's PGI's decision to rely on whatever stats they feel like relying and and their decision how the run the company. Just because they only release certain stats that doesn't mean they have not looked at others, just that those are the ones that are driving their decision. It's their decision what stats they release because it's their property. It is actually their company, they are the management and the owners.
You might think it's crap, but they clearly don't.
You really have only three options if that is your view.
You can either build a substanital argument supported by a large and varied slice of the player base (petition or whatever) but thats going to take people embracing all parts of the demographic and potentially compromising some loved and cherished ideals.
You can vote with your wallet (I am in this boat atm)
Or you can just deal with it and either move on or play it for what its worth to you.
There might be other options but complaining about it with people who are already in agreeance with you will get you exactly no where, imo anyway.
EDIT: On the stats my understanding is it is a measure of player activity, not player affiliation. So for example, of 1,200 drops 1,008 of them will be done solo PUG, 72 will be pairs, 48 will be triples, 4 8 (roughly?) will be quads and 12 will be a 12 man.
Later in the thread Roadbeer has a different view.
Edited by Craig Steele, 10 April 2014 - 01:35 AM.