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Publictest Matchmaker Update
#101
Posted 26 June 2014 - 07:32 PM
just a thought... but if you want people to test then you need to have the test longer... make it a 24 hour period and you will get your data
#102
Posted 26 June 2014 - 08:13 PM
Karl Berg, on 24 June 2014 - 11:05 PM, said:
Yes, I will definitely be bringing up incentives the next time we consider running a PTS that requires a large population turnout.
edit: And to everyone else with similar feedback, thanks for your suggestions as well! I will certainly be passing them on.
Smart response. I personally can't justify running PTS while at the same time my premium time burns down in PROD.....
#103
Posted 26 June 2014 - 08:15 PM
N0MAD, on 26 June 2014 - 02:41 PM, said:
MW deserves a better community.
You reap what you sow PGI.
This is the community you dumped your dedicated MW fanbase for...
This was the same reason why SWG became the way it was ... Sony listened to the wrong group and got fried when they implimented the NGE.
Read on it PGI, because it was a valuable lesson learnt by many companies afterwards .. especially when such a mistake cost Sony just shy of three quarters of it's player base.
Edited by snessuk, 26 June 2014 - 08:16 PM.
#104
Posted 27 June 2014 - 02:00 AM
snessuk, on 26 June 2014 - 08:15 PM, said:
This was the same reason why SWG became the way it was ... Sony listened to the wrong group and got fried when they implimented the NGE.
Read on it PGI, because it was a valuable lesson learnt by many companies afterwards .. especially when such a mistake cost Sony just shy of three quarters of it's player base.
SWG.... what an innovative original desgin. Then they wrecked it... I paid $10 for the beta CDs (to beta test it) back in 2003 and still have them
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#105
Posted 27 June 2014 - 05:50 AM
#106
Posted 27 June 2014 - 05:54 AM
#107
Posted 27 June 2014 - 10:11 AM
Cimarb, on 27 June 2014 - 05:54 AM, said:
I think a few people have, but they probably don't post here.
If there are no changes made, let's just say Lights will self-leg themselves quite a bit... similar to the days where they added leg damage to mechs in Open Beta. Nothing good came out of that.
#108
Posted 27 June 2014 - 10:24 AM
Deathlike, on 27 June 2014 - 10:11 AM, said:
I think a few people have, but they probably don't post here.
If there are no changes made, let's just say Lights will self-leg themselves quite a bit... similar to the days where they added leg damage to mechs in Open Beta. Nothing good came out of that.
i read this today in the feedback for the falling damage and if this end up being true....I agree with all feedback that lights will be useless because they'd be even more fragile...they better not let that happen as I am one of the seemingly few (based on those percentages) that actually use light mechs and I use them almost exclusively. Locust being one that I used the most.
Edited by Bigbacon, 27 June 2014 - 10:24 AM.
#109
Posted 27 June 2014 - 12:00 PM
NRP, on 25 June 2014 - 02:42 PM, said:
If you feel entitled to complain about the matchmaker or the game mechanics, then you kind of have an obligation to help PGI test changes to said game systems. Being able to help test this game is a privilege, not a mere burden on your goddamn precious time.
/rant off
I was personally on public test for this and every other one I was able to play for. This isn't about *me* specifically, it's about getting a large population to play this. And frankly, I've sunk more money into this game than any other single game in my life, so this isn't about wanting a damn handout. I was attempting to offer a suggestion as to what would get more people to actually test if in fact the goal is to get large numbers on there.
Fact is, a lot of people aren't going to test if a) the gameplay isn't any more than marginally different from production and
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#110
Posted 27 June 2014 - 03:43 PM
Tynan, on 27 June 2014 - 12:00 PM, said:
I was personally on public test for this and every other one I was able to play for. This isn't about *me* specifically, it's about getting a large population to play this. And frankly, I've sunk more money into this game than any other single game in my life, so this isn't about wanting a damn handout. I was attempting to offer a suggestion as to what would get more people to actually test if in fact the goal is to get large numbers on there.
Fact is, a lot of people aren't going to test if a) the gameplay isn't any more than marginally different from production and
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Cbills and xp aren't the issue really if you are F2P only. However those like myself who are losing premium time to do so is. For a straight F2P player you are losing just grind time. I on the other hand am losing paid time.
Simple solution: Each PTS = 1 day premium time
#111
Posted 30 June 2014 - 07:37 AM
N0MAD, on 26 June 2014 - 02:41 PM, said:
MW deserves a better community.
You reap what you sow PGI.
This is the community you dumped your dedicated MW fanbase for...
Neg. Equivalent exchange should suffice. Sure mech bays or bonus stuff is nice, but all I want is to get back what I give in premium time.
Burning a day of premium time should equal gaining a day of premium time. Give X days premium time to those who participate in Y number of matches. There's a few ways you could do this... but all in all, what I want is just to be reimbursed the time I spend testing to be given back in premium time somehow.
#112
Posted 30 June 2014 - 07:47 AM
Frankly for me, if you want this to work do it over a full weekend. Open it up, see what the data shows. Window was ill timed and too short and I didn't log in.
(quick edit: realizing this would be abused, you should also require a minimum number of drops or time logged in, otherwise folks would log on once, play one game for premium time and go back to the regular server, also defeating the purpose)
Edited by Why Run, 30 June 2014 - 07:48 AM.
#113
Posted 30 June 2014 - 05:33 PM
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