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So. I've Figured It Out. The Clans Really Are Over-Powered.*

Balance Gameplay

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#181 Torgun

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Posted 24 June 2014 - 02:11 AM

View PostIraqiWalker, on 24 June 2014 - 02:09 AM, said:

Cherry picking is all you've done. You've been focusing on one or two aspects of the T-Wolf and calling it -and by proxy all clan tech- OP.


Ok I see there's no point discussing more with you, since you just truck on and putting words in my mouth to then prove I'm wrong by disputing thing I haven't said. Have fun discussing with yourself, which you've pretty much been doing your last 2 posts.

Edited by Torgun, 24 June 2014 - 02:12 AM.


#182 Wintersdark

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Posted 24 June 2014 - 02:35 AM

View PostTorgun, on 24 June 2014 - 02:06 AM, said:


If it's not a fair comparison, that's because the devs failed when they designed, much like the Awesome is for the assault class. But when matchmaking does its' thing with 3/3/3/3, the Dragon will be considered the same as an TW since they're both in the heavy class, now that is most certainly not fair in any way. But still there is no way to make a fast IS heavy that can equip the same amount of weapons the TW does and still move at similar speed, since the combination of clan engine+mech structure let it save several tons of weight. And on top of that, most of the clan weapons weigh less too.
the matchmaker, according to Russ and Paul, will match tonnages within weight classes. Further, ifbthey feel clans are a bit OP, they'll count clan mechs as +5 tons for this matching.

So, the TWolf is going to be matched against an Orion or Cataphract or another twolf or summoner, not a Dragon, whenever possible.

#183 Torgun

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Posted 24 June 2014 - 02:42 AM

View PostWintersdark, on 24 June 2014 - 02:35 AM, said:

the matchmaker, according to Russ and Paul, will match tonnages within weight classes. Further, ifbthey feel clans are a bit OP, they'll count clan mechs as +5 tons for this matching.

So, the TWolf is going to be matched against an Orion or Cataphract or another twolf or summoner, not a Dragon, whenever possible.


Was that in the latest matchmaker post about what's coming on 2nd of July? Because I don't recall anything about tonnage matching.

#184 IraqiWalker

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Posted 24 June 2014 - 02:43 AM

View PostTorgun, on 24 June 2014 - 02:11 AM, said:


Ok I see there's no point discussing more with you, since you just truck on and putting words in my mouth to then prove I'm wrong by disputing thing I haven't said. Have fun discussing with yourself, which you've pretty much been doing your last 2 posts.

I'm not putting any words into your mouth. Your posts are testament enough. Go back and read them. Your cherry picking has been the foundation for this debate. You keep focusing on one or two details, and I (plus many others) keep telling you that you are ignoring other details. That is by definition, cherry picking. Yet, somehow you think you're not doing it?

#185 Torgun

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Posted 24 June 2014 - 02:47 AM

View PostIraqiWalker, on 24 June 2014 - 02:43 AM, said:

I'm not putting any words into your mouth. Your posts are testament enough. Go back and read them. Your cherry picking has been the foundation for this debate. You keep focusing on one or two details, and I (plus many others) keep telling you that you are ignoring other details. That is by definition, cherry picking. Yet, somehow you think you're not doing it?


I always read through what I write before I post it, and you're most definitely claiming I'm saying things I'm not. There's really nothing more I can say on this subject, the one line I quoted in my previous post to you says just how much you're reading your own things into what I've actually said.

#186 Wintersdark

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Posted 24 June 2014 - 02:59 AM

View PostTorgun, on 24 June 2014 - 02:42 AM, said:


Was that in the latest matchmaker post about what's coming on 2nd of July? Because I don't recall anything about tonnage matching.
That's been the design all along with the 3/3/3/3, it was initially listed as a "stretch goal" but was later said to be in.

#187 Torgun

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Posted 24 June 2014 - 03:04 AM

View PostWintersdark, on 24 June 2014 - 02:59 AM, said:

That's been the design all along with the 3/3/3/3, it was initially listed as a "stretch goal" but was later said to be in.


I'll make sure to take end of match screenshots after the next patch and see how often this actually happens, because I have a feeling we don't have enough players to actually make all these matchmaking parameters work without really long wait times.

#188 Ozric

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Posted 24 June 2014 - 03:07 AM

OK so I have been testing IS vs Clans for days now, and while it remains impossible to tell if or how OP Clan tech is over IS due to numerous factors, I will certainly been switching to Clan mechs for all roles on the battlefield as soon as I get the chance based on this experience.

It just seems to me that they are better tools for every job, and that little extra damage and engagement range is enough to make them a clear tier above IS mechs as many of us had predicted. This is not necessarily a bad thing, but without further balances power creep to Clan mechs is inevitable. PGI seem to be going for an expanded quirk system, not yet implemented, where as I have always championed the unpopular mix-tech rule system that does not fit the timeline. Whatever they do, something must be done to keep IS chassis relevant other than the cost, or they will be relegated to little more than noob mechs.

The truth, one way or another, will only become clear once the first serious tournament post-Clans occurs, so no earlier than October. Although I'm sure that plenty of the players who are enjoying their pre-orders already have a good idea of how the balance dice have really landed.

#189 QuaxDerBruchpilot

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Posted 24 June 2014 - 03:23 AM

View PostBishop Steiner, on 21 June 2014 - 12:12 PM, said:

*snip*


So you are suggesting everyone just should use brain when playing? I think you should get a forum ban for issuing such ideas ...

:)

Edited by Quax1102, 24 June 2014 - 03:24 AM.


#190 IraqiWalker

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Posted 24 June 2014 - 03:35 AM

View PostTorgun, on 24 June 2014 - 02:47 AM, said:


I always read through what I write before I post it, and you're most definitely claiming I'm saying things I'm not. There's really nothing more I can say on this subject, the one line I quoted in my previous post to you says just how much you're reading your own things into what I've actually said.



Spoiler


Notice a common theme amongst these posts? (I admit I mistook a couple of Duran's posts to be yours) You focused almost completely on comparing the T-Wolf to heavies, as long as they can run the same speed as the T-Wolf. Ignoring many other factors such as hitboxes, hardpoint arrangement and locations, variable engine ratings, weaponry choice, and most importantly, the mech's role. I hope you see how that can be considered cherry picking, even if you don't think it is.


EDIT: The discussion is done, so no need to respond to this post. Good luck on the battlefield, and hopefuly the next few weeks will make things clearer.


View PostOzric, on 24 June 2014 - 03:07 AM, said:

The truth, one way or another, will only become clear once the first serious tournament post-Clans occurs, so no earlier than October. Although I'm sure that plenty of the players who are enjoying their pre-orders already have a good idea of how the balance dice have really landed.


Yeah, the tournament is still gonna be dominated by Dragon Slayer poptarts. With the possible addition of Highlanders if PGI buffs their maneuverability a bit.

Edited by IraqiWalker, 24 June 2014 - 03:41 AM.


#191 Foster Bondroff

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Posted 24 June 2014 - 03:44 AM

I will just comment the opening post and none of the answers.

Bishop, what you describe as "the cure" is acutually the baseline for anyone that wants to win. And that is "play to your strength and not to your weaknesses" or "force your game upon your opponent an not vise versa".

If you are able to do that while you are piloting an IS mech, you will very likely be able to do the same while your are piloting a Clan mech. And more important. You will most likely have won your games, because your ability to force your terms on your opponent is greater than his.

But its not a good point from which to compare IS Tech to Clan Tech. The only way to really measure this is eliminate personal skill and personal tactical knowledge from the equation. One way maybe is to simply think of a fight of yourself against yourself and decide from your experience using both Techs with which you think it will be easier to force your game upon your opponent - in this case urself.

#192 Mercules

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Posted 24 June 2014 - 05:18 AM

View PostFoster Bondroff, on 24 June 2014 - 03:44 AM, said:

But its not a good point from which to compare IS Tech to Clan Tech. The only way to really measure this is eliminate personal skill and personal tactical knowledge from the equation. One way maybe is to simply think of a fight of yourself against yourself and decide from your experience using both Techs with which you think it will be easier to force your game upon your opponent - in this case urself.


The issue is that a lot of people are trying to simplify it far too much. They pick a single Clan mech and a single IS mech and then compare the two based on "paper stats". They ignore the fact that the majority of the maps and match goals will allow for play which supports the IS front loaded damage to be as effective if not more than the Clan DPS. They ignore the fact that while something like a TBR will be a bit faster than than an ON1 it also can't drop it's engine weight a bit if it is being built for a purpose that doesn't require as much maneuverability like say, Indirect Fire Support.

The clan mechs are a weird juxtaposition of having "more customization" and "less customization".

#193 Wintersdark

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Posted 24 June 2014 - 06:03 AM

View PostMercules, on 24 June 2014 - 05:18 AM, said:

The issue is that a lot of people are trying to simplify it far too much. They pick a single Clan mech and a single IS mech and then compare the two based on "paper stats". They ignore the fact that the majority of the maps and match goals will allow for play which supports the IS front loaded damage to be as effective if not more than the Clan DPS. They ignore the fact that while something like a TBR will be a bit faster than than an ON1 it also can't drop it's engine weight a bit if it is being built for a purpose that doesn't require as much maneuverability like say, Indirect Fire Support.

The clan mechs are a weird juxtaposition of having "more customization" and "less customization".

This. SmurfyWarrior is really hurting people, as they invariably end up comparing stats and not considering the whole picture.
Sadly, however, because Clans ARE overpowered when you have poor/new players vs. other poor/new players, I suspect we'll see some sort of nerfs. The problem with this, of course, is that once you have decent/experienced players involved, Clan mechs will simply be fully outclassed by IS mechs to the point where they are only used "for fun". As things stand now, the Timberwolf is decent, comparing well with the 3D, there are no serious competitive Assaults, the mediums are alright but not Shadowhawks, and the lights... well, the Kit Fox has utility, but ECM Spiders/Ravens and Jenners are still kings of the lights.

They say that doing well with clans requires more skill, and they are theoretically right: If you want Clan DOT weapons to perform as well as IS PPFLD weapons you'd require substantially more skill. But they neglected the much, much more common situation: At low levels of skill, the Clan Weapons are grossly superior, and at moderate to high levels of skill they are grossly inferior. In order for those DOT weapons to outmatch PPFLD weapons at high end play, you'd have to be unreasonably more skilled than your opponents... at which point if you got into a PPFLD mech you'd clean house effortlessly.

#194 Lostdragon

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Posted 24 June 2014 - 06:27 AM

Clan tech has changed the game for light mechs, in my opinion. Mediums that can do 70 point alphas can rip components off lights without much time on target. The insane amounts of damage flying around make the already stressful job of piloting a light even more stressful (lights are the only mech I've actually gotten an adrenaline rush in). I find myself having to play much more conservatively and mostly unable to put up the damage numbers I used to with IS lights.

The Clan lights can equip much heavier weapon loadouts but are much slower and thus have to be played very differently than IS lights. My experience is in Kit Foxes, and I find them to be fragile and not good at spreading damage. If I play smart, though, I can hang back in a fire support role and still do well, but it is not as much fun to me as mixing it up high speed at close range and ripping out the backs of assault mechs with an Ember.

#195 IraqiWalker

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Posted 24 June 2014 - 06:39 AM

View PostLostdragon, on 24 June 2014 - 06:27 AM, said:

Clan tech has changed the game for light mechs, in my opinion. Mediums that can do 70 point alphas can rip components off lights without much time on target. The insane amounts of damage flying around make the already stressful job of piloting a light even more stressful (lights are the only mech I've actually gotten an adrenaline rush in). I find myself having to play much more conservatively and mostly unable to put up the damage numbers I used to with IS lights.

The Clan lights can equip much heavier weapon loadouts but are much slower and thus have to be played very differently than IS lights. My experience is in Kit Foxes, and I find them to be fragile and not good at spreading damage. If I play smart, though, I can hang back in a fire support role and still do well, but it is not as much fun to me as mixing it up high speed at close range and ripping out the backs of assault mechs with an Ember.


The clan streaks are the main threat to lights right now. the ERMLs don't do much against a light going 150+ Kph.

However, Make your job as an IS light mech, hunting down clan assaults, as they are slower than a turtle on it's back (especially the Daishi). That, or Clan lights that have no missile points. Other than that, always skirmish. Only close distance when you know the coast is clear and they have no 5xSSRM6 Stormcrows running around. If you think a streak cat hurts, wait until this guy smacks you.

#196 Mercules

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Posted 24 June 2014 - 06:40 AM

View PostLostdragon, on 24 June 2014 - 06:27 AM, said:

The Clan lights can equip much heavier weapon loadouts but are much slower and thus have to be played very differently than IS lights. My experience is in Kit Foxes, and I find them to be fragile and not good at spreading damage. If I play smart, though, I can hang back in a fire support role and still do well, but it is not as much fun to me as mixing it up high speed at close range and ripping out the backs of assault mechs with an Ember.


I loaded a KFX-D up with a SSRM 6 and SSRM 4 in each arm. Tossed on an Active Probe and have found it to be a very interesting build to play. Is it good? Eh, but it it is fun. The IS Lights, even with ECM don't stick around long since one volley typically leaves them orange on almost every hitbox. the AP cuts through ECM.

I move with the bigger mechs, supporting them and chasing off annoying lights/mediums and unload on the bigger targets they are fighting while they are hammering them as well. I've actually run into a lance of mechs moving under cover of a Spider's ECM and killed the spider before his teammates could focus me down so they are not totally fragile.

#197 RickySpanish

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Posted 24 June 2014 - 07:59 AM

I think PGI's biggest problem, as with another "F2P" game I play, is the community an F2P model fosters is an incredibly harsh one. As soon as you introduce the concept of paying for discrete portions of a game you run the risk of having your carcass dragged over hot coals the moment you introduce new features available only through real money purchase (even if only for a time period). PGI know this and they don't care, they deliberately introduced an already controversial element of lore to a community and game that's already in a "bit of a state" (summarizing hugely there) and then made that element only available to paying players. This is a piss poor PR move if I ever saw one.

Personally, I'm not concerned about the clans themselves, heck I haven't even played a match for months. But the anger people are expressing on the forums is certainly understandable given that:

* A new feature has been introduced to the game that rewrites the rules of engagement for many players (depending on skill of course)

* This feature is only available to a select, "elite" group of players and PGI are treating them as such

* The community is split between those who own this new feature, and those who do not

I'd like to point out that someone, somewhere at PGI knew this would happen, and somehow thought it would be ok.

And that, folks, is why I shan't be spending another penny on this game.

Edited by RickySpanish, 24 June 2014 - 08:05 AM.


#198 Fang01

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Posted 24 June 2014 - 09:14 AM

View PostDunning Kruger Effect, on 23 June 2014 - 11:13 PM, said:

I love how people use random personal or one-off examples to justify their points.

"I die all the time in my Timberwolf, therefore it cannot be OP"

"I did 900 damage in an IS Mech today, therefore IS frontloaded damage is superior"

"I kill clan mechs all the time. Therefore they are balanced."


Its more about the meat than the metal bud. I do well in both, therefore I am an excellent test control. You also missed the fact that I racked that number in one of the most maligned mechs in the game...

View PostLostdragon, on 24 June 2014 - 06:27 AM, said:

Clan tech has changed the game for light mechs, in my opinion. Mediums that can do 70 point alphas can rip components off lights without much time on target. The insane amounts of damage flying around make the already stressful job of piloting a light even more stressful (lights are the only mech I've actually gotten an adrenaline rush in). I find myself having to play much more conservatively and mostly unable to put up the damage numbers I used to with IS lights.

The Clan lights can equip much heavier weapon loadouts but are much slower and thus have to be played very differently than IS lights. My experience is in Kit Foxes, and I find them to be fragile and not good at spreading damage. If I play smart, though, I can hang back in a fire support role and still do well, but it is not as much fun to me as mixing it up high speed at close range and ripping out the backs of assault mechs with an Ember.


Its actually easier without all of the ppfld IS cancer boats running around. Sure you still see the occasional dual gauss or ac40 but you arent seeing 6-9 of them on the other team any more and that is fabulous news (that aint gonna last when the shiney wears off. bet)

Much of your lower damage should be attributed to the recent HSR changes as well as the slightly lower ttk that has shown in the post clan drop. Theres a ton of new and havent played in forever guys on the field now that are lost in the sauce and skewing the perceptions.

View PostIraqiWalker, on 24 June 2014 - 06:39 AM, said:


The clan streaks are the main threat to lights right now. the ERMLs don't do much against a light going 150+ Kph.

However, Make your job as an IS light mech, hunting down clan assaults, as they are slower than a turtle on it's back (especially the Daishi). That, or Clan lights that have no missile points. Other than that, always skirmish. Only close distance when you know the coast is clear and they have no 5xSSRM6 Stormcrows running around. If you think a streak cat hurts, wait until this guy smacks you.


When has the sole purpose of the IS light been anything BUT killing assaults and wreaking havoc? ;)

Yesterday

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#199 Bishop Steiner

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Posted 24 June 2014 - 11:30 AM

View PostFoster Bondroff, on 24 June 2014 - 03:44 AM, said:

I will just comment the opening post and none of the answers.

Bishop, what you describe as "the cure" is acutually the baseline for anyone that wants to win. And that is "play to your strength and not to your weaknesses" or "force your game upon your opponent an not vise versa".

If you are able to do that while you are piloting an IS mech, you will very likely be able to do the same while your are piloting a Clan mech. And more important. You will most likely have won your games, because your ability to force your terms on your opponent is greater than his.

But its not a good point from which to compare IS Tech to Clan Tech. The only way to really measure this is eliminate personal skill and personal tactical knowledge from the equation. One way maybe is to simply think of a fight of yourself against yourself and decide from your experience using both Techs with which you think it will be easier to force your game upon your opponent - in this case urself.



look to the quotes from Mercules and Wintersdark, below yours.

View PostMercules, on 24 June 2014 - 05:18 AM, said:

The issue is that a lot of people are trying to simplify it far too much. They pick a single Clan mech and a single IS mech and then compare the two based on "paper stats". They ignore the fact that the majority of the maps and match goals will allow for play which supports the IS front loaded damage to be as effective if not more than the Clan DPS. They ignore the fact that while something like a TBR will be a bit faster than than an ON1 it also can't drop it's engine weight a bit if it is being built for a purpose that doesn't require as much maneuverability like say, Indirect Fire Support.

The clan mechs are a weird juxtaposition of having "more customization" and "less customization".

View PostWintersdark, on 24 June 2014 - 06:03 AM, said:

This. SmurfyWarrior is really hurting people, as they invariably end up comparing stats and not considering the whole picture.
Sadly, however, because Clans ARE overpowered when you have poor/new players vs. other poor/new players, I suspect we'll see some sort of nerfs. The problem with this, of course, is that once you have decent/experienced players involved, Clan mechs will simply be fully outclassed by IS mechs to the point where they are only used "for fun". As things stand now, the Timberwolf is decent, comparing well with the 3D, there are no serious competitive Assaults, the mediums are alright but not Shadowhawks, and the lights... well, the Kit Fox has utility, but ECM Spiders/Ravens and Jenners are still kings of the lights.

They say that doing well with clans requires more skill, and they are theoretically right: If you want Clan DOT weapons to perform as well as IS PPFLD weapons you'd require substantially more skill. But they neglected the much, much more common situation: At low levels of skill, the Clan Weapons are grossly superior, and at moderate to high levels of skill they are grossly inferior. In order for those DOT weapons to outmatch PPFLD weapons at high end play, you'd have to be unreasonably more skilled than your opponents... at which point if you got into a PPFLD mech you'd clean house effortlessly.



It's not JUST about people not applying common sense. It's pointing out that people who were unable to play smart in IS mechs before, are going to play just as bad now. Because instead of actually looking at the problems, they are going to declare anything that beats them, as OP. Or anything they cannot access right this moment as OP and P2W. These are the very same players crying about how OP LRMs currently are.

For the players who exercised commonsense, they don't have the same issues. Because instead of wanting everything made to EZMode, so they never have to adjust, they identify the problems, and by doing so, the solutions. Clans DO have better XLs. Many Weapons are Lighter, so it is not hard to pack on more firepower.

BUT.

They almost universally, due to hardpoint designs, run hotter. In many cases, to use that firepower, WAY Hotter. (just 4 UAC2 and a UAC20, with a couple medium lasers, can push you to auto shutdown in 5 seconds flat on the hotter maps). Most have mediocre hardpoints, which go a long way to comping for the XL, because they can't zombie like many IS mechs can. They play out more theoretical DPS (though usually very low "sustained DPS") which is misleading, because good warriors don't stare at each other and eat DPS. Good pilots already used cover, twisting and such. With the exception of basically one Direwolf build, the IS utterly owns the PP-FLD war. (TWOlf Poptart is good, DS is still better), and that PP-FLD advantage cannot be overstated, when the majority of the damage from the clans is DoT.

There are a handful of areas the clans do need tweaks and balance adjustments. So do the IS. The point, which over 100 people obviously got, by the "likes" is that the chicken littles crying that the sky is falling, by and large were the same ones who were crying the same thing, and asking for everything to be nerfed, BEFORE the Clans were launched.

#200 Bishop Steiner

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Posted 24 June 2014 - 11:34 AM

View PostRickySpanish, on 24 June 2014 - 07:59 AM, said:

I think PGI's biggest problem, as with another "F2P" game I play, is the community an F2P model fosters is an incredibly harsh one. As soon as you introduce the concept of paying for discrete portions of a game you run the risk of having your carcass dragged over hot coals the moment you introduce new features available only through real money purchase (even if only for a time period). PGI know this and they don't care, they deliberately introduced an already controversial element of lore to a community and game that's already in a "bit of a state" (summarizing hugely there) and then made that element only available to paying players. This is a piss poor PR move if I ever saw one.

Personally, I'm not concerned about the clans themselves, heck I haven't even played a match for months. But the anger people are expressing on the forums is certainly understandable given that:

* A new feature has been introduced to the game that rewrites the rules of engagement for many players (depending on skill of course)

* This feature is only available to a select, "elite" group of players and PGI are treating them as such

* The community is split between those who own this new feature, and those who do not

I'd like to point out that someone, somewhere at PGI knew this would happen, and somehow thought it would be ok.

And that, folks, is why I shan't be spending another penny on this game.

So your suggestion would have been what? General free release? Because I can promise you, that would have netted IGP/PGI next to no sales, and sales, much as our pirating generation hate to admit it, are what keeps the lights on.

If the Clans actually offered any net advantage, I could agree. They don't. The REAL reason most people are crying, is the same reason most people think it's just dandy to torrent their favorite bands albums off the internet, instead of buying it (whatever robin hood claims people want to make) which is, people today feel entitled to have everything, and to have it now, and for free.

And anything that keeps that from happening unleashes a tsunami of buttburt.





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