Duke Nedo, on 13 October 2014 - 11:12 PM, said:
The core problem is that the game is in development imo. We (hopefully) want more depth to tactical gameplay, more variation and more fun. The way I see it, conquest is an not-very-successful attempt at that. So, what we should do is to make it better, much better, instead of sulking and only playing deathmatch.
What could make conquest better?
The hotfix: Greatly reduce the time to flip the cap point. 50 secs could be ok to take it down, but the flipping part of it needs to be much faster.
True fix: Imo, conquest modes of game play are better suited when you have respawns, or when you can spawn units using resources. Now, I am not suggesting respawn, really I don't. In the single match mode we have now though, a better type of objectives would imo be utility points that you can capture, and when you own them you get benefits that help you fight the other team. It could be radar stations for intel, comm arrays for enabling air/arty strikes or something along those lines. It's not easy to create truly viable game modes when there is no respawn/resources since you can always win by shooting the other robots and that is ultimately what the teams will try to do. It will be interesting to see how the CW game modes plays out, hopefully they are fun and has the extra depth that is lacking currently.
Anyways, it would be nice if we could somehow turn this into: what can we do to improve the game modes instead. Only playing deathmatch is to step back into closed beta again imo.
N0MAD, on 13 October 2014 - 11:26 PM, said:
Nomad's right.
What is it that makes players here sound 'entitled'? Simple. Choice. Their money and their time is mobile and will go to the place they derive the highest entertainment value for their money, time or both. No one's required to play this game. Nor is this game the only choice on the block. If the game ceases to be enjoyable, they will just go elsewhere. That is why one must be responsive to the desires of the consumer in a consumer centered culture based on the purchase and use of a luxury like MWO, and believe you me, all MMO games are luxuries.
You may as well try to demand people enjoy eating caviar, fois gras or truffles. All are expensive luxuries that many people do not enjoy and consider inedible yet society thinks that they should be grateful to have them if given it and something's wrong with them if they don't.
Tincan Nightmare, on 13 October 2014 - 11:53 PM, said:
So your business model for PGI and MWO is basically 'pay us real money to be able to play the game how you want, or play for free and have no choice in how or what mode you play.'
It's one business model... Don't see it succeeding well though.
Edited by Kjudoon, 13 October 2014 - 11:57 PM.