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Will Community Warfare Be A Huge Fail?


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#61 Grantham Besat

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Posted 21 September 2014 - 11:31 PM

It is amusing that people want to have a large role in CW but it to be casual. The reality is that this a form of competition and will be dominated by well organizrd large groups who fuction well as a teams. Atleast you can play here even if it will be as targets for those of us who put in the effort to be in a unit. World of tanks made it easy for casual people to make a clan and do CW. We farmed them for daily doubles in our tier tens. Casual has no chance against organized teams

#62 Quxudica

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Posted 21 September 2014 - 11:44 PM

View PostGrantham Besat, on 21 September 2014 - 11:31 PM, said:

It is amusing that people want to have a large role in CW but it to be casual. The reality is that this a form of competition and will be dominated by well organizrd large groups who fuction well as a teams. Atleast you can play here even if it will be as targets for those of us who put in the effort to be in a unit. World of tanks made it easy for casual people to make a clan and do CW. We farmed them for daily doubles in our tier tens. Casual has no chance against organized teams


The "casuals" are the lifeblood of any F2P game, push them away and a game will become a graveyard with nothing but the most dedicated diehards left in the shell of what was it's community.

Also for a great many people, it has nothing to do with effort - they just don't have much free time between work, family and other activities.

#63 Grantham Besat

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Posted 21 September 2014 - 11:56 PM

View PostQuxudica, on 21 September 2014 - 11:44 PM, said:


The "casuals" are the lifeblood of any F2P game, push them away and a game will become a graveyard with nothing but the most dedicated diehards left in the shell of what was it's community.

Also for a great many people, it has nothing to do with effort - they just don't have much free time between work, family and other activities.
That does nothing to change the fact that casual cant compete on a serious level. Games die because they do not have any thing to aim for. So I am sorry but as a person who has a family, a full time job, and who is in college I can still play the game seriously enough to have a unit and drop with them for hours at a time so i can be ready for CW. In my WOT clan I had to attend nightly meetings at 9pm and own all of the meta tanks. The pay off was being top dog on the CW map.

Edited by Grantham Besat, 21 September 2014 - 11:58 PM.


#64 Training Instructor

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Posted 22 September 2014 - 12:03 AM

I think a great measure of success will be the following:
  • retains casual paying players, who are a far bigger portion of the financial pie than hardcore gamers
  • Give organized, competitive teams a chance to roleplay and dress up in fancy paints
  • crushes the hopes of small groups by repeatedly feeding them into games against competitive teams
  • gives disproportionate awards for minor accomplishments, and minuscule rewards for heroic actions
  • pits 10 nerfed clan mechs against 12 totally customizable IS mechs


#65 Quxudica

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Posted 22 September 2014 - 12:07 AM

View PostGrantham Besat, on 21 September 2014 - 11:56 PM, said:

That does nothing to change the fact that casual cant compete on a serious level. Games die because they do not have any thing to aim for. So I am sorry but as a person who has a family, a full time job, and who is in college. I can still play the game seriously enough to have a unit and drop with them for hours at a time so i can be ready for CW. In my WOT clan I had to attend nightly meetings at 9pm and own all of the meta tanks. The pay off was being top dog on the CW map.



At that point it's no longer a game, just another job, to me anyway. but to each their own.

The solution in my mind is what I posted earlier - use a priority and ranking system. High priority targets can only be dropped by groups with a high rank, medium priority is open to small groups and solo, low priority can only be dropped by solo queue with some specifically limited to people of low rank, synch dropping in low priority targets would have to be a reportable offense with harsh punishments. A potential ranking system could be used so only people of the requisite rank level can drop on a target.

Further, if a premade of enough of the requisite rank are not available to defend a high priority target, it could be opened to small groups and then solo queue with the advantage that the defenders get more mechs in this situation. The premade has the advantage of organization in this case but the the other side has the defenders advantage of more bodies.

Maybe their are better solutions but something like this seems the only way to do this system and still keep things balanced. Otherwise it's just going to be the same PuG stomping borefest we had back in beta before the refinements to the MM.

Also, better communication and group building tools absolutely need to be implemented inside the game. Integrated voip is, to me, an absolute minimum requirement. It's great that Mumble/Ventrillo/Teamspeak exist, but you shouldn't be using that as an excuse to omit a pretty crucial feature from a competitive team game.

#66 Grantham Besat

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Posted 22 September 2014 - 12:34 AM

Maybe small clans in wot do play but they dont have the power to impact the map. Even if you rank stuff a good sized organized group or alliance of groups win. I have never seen a game yet that stops the try hards. A dev may work 40 hours a week to fix his game but for everyone of him there are hundreds of bright people who will put in many many hours to break it and power game. That is that fun to us and after power gaming every game I have touched for 15 years it never gets old.

Edited by Grantham Besat, 22 September 2014 - 12:37 AM.


#67 CHH Badkarma

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Posted 22 September 2014 - 12:51 AM

15 Jun 2012

"Russ: Community Warfare within 90 days of Open Beta!"


I would say it failed already

Edited by CHH Badkarma, 22 September 2014 - 12:52 AM.


#68 Reno Blade

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Posted 22 September 2014 - 02:05 AM

I expect CW to evolve somewhat with economy in a later phase like this:
http://mwomercs.com/...and-cw-effects/

But for phase2:
It was said that if a defending merc-team did not make it in time, the faction players (faction loyalists) will fill defending slots for the planets.
I still have one thing unclear to me:

Will each player (pug/team) need to click on any flashing planet (in Faction mode) to choose it and join a team there and then select the mech that is left for them (say only light spots are left for the last 2 players) to match the enemy limits, or:
- do all faction players in the public queue (in public mode) automatically join CW mode as faction defenders too?
- do teams have un-even setups for attack/defend? (defenders can choose any mech they want) ?





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