Let´s have a closer look at CW gameplay , behaviour of players , use of basic tactics, emotional aftermath of a CW match, CW´s influence on the so called " competitive scene",let me start with CW experience summary. I experienced a lot of stale gameplay, because it´s always the same stuff happening in a CW match. You can expect one of the following gameplays in a CW match:1) team A smashes B. In attack mode it leads to a quick win or a senseless farming party for attackers - it´s attackers choice what happens. Superiour defenders must either watch the closed gates for 30 minutes or jump the gates and farm the attackers´ spawn for horrible 20 minutes. (wasn´t the match already decided after 3 minutes? Why this useless slaughtering)2)PUG-matches: HORRIBLE GAMEPLAY! 24 more or less bloddy rookies celebrate a tie at closed gates and enjoy firing missiles over a closed gate for 30 minutes (very impressive).Second option is brainless "zerg-rushing" with more or less success.This is called a GG then, because many mechs got wrecked ("mummy: did you see this - so cooOOOOl").Third option: one high-ELO players acts as a one-man-army, doing 20 kills,3000+ dmg and decides the game solo. On sulfur it still can be a loss because some guard omega by simply watching it and calling it scouting when their dot on the map disappears after a "4 man rush in assaults" (lol) reached the middle of the base unnoticed.( yeah - this tactical depth is so stunning!)Let´s talk about individual skill in CW matches: worse than public queue! Torso twisting feels like gaining advantage by hacking, using a cool-down module is hacking too: "cos nobody can alpha strike like that without hacking!" ( i really heard that BS with fingers pointing at my team).About tactical understanding, example: Fight at only opened gate going on; six attackers die; conclusion: there can´t be more than 6 other attackers still in front of the gate; but performing a 12 vs 6 counter-push that wrecks enemies is not happening. Only option is herd leading: two players with brain call for counterattack and lead the charge - they will most likely die in 6 vs 2 fight until defenders dripple in; final result: gate safe ,12vs 10 kills.Rookies cheer:"well done -awesome", but it was purely an aweful performane.WTF! There´s still a huge list of basic tactical understanding and basic skill issues missing, but the list is too long...i´ll stop here.All these issues lead into a lot of bad feelings in many important players (YES: everyone is important! the masses just like the HIGH-ELO players). They are all customers. Bad players enjoy longer fights vs PUGs but get too often kind of desillusioned/angry/depressed... for being stomped on regular basis, good players are bored as .... without competition. Please community, dont get me wrong. The whole player base´s mainly bad performance is not the community´s fault- although it´s the community playing this game.I AM POINTING MY FINGER INTO THE FACE OF PGI !And now it´s time to include the headline. Kaspar Hauser spent his first 16 years of existence in a dark chamber, fed with only bread n water, no one ever tought him anything, no one ever had a conversation with him. When he finally was allowed to leave his chamber of isolation and darkness, the people considered him being ********, lacking any kind of skill and basic education like even talking or the ability to walk. It was all but Kaspar´s fault that people considered him that way. It was MOM´s and DAD´s fault! Teaching basics is their job! ...back to MWO...To PGI: Your "competitive" universe of Community Warfare is crowded by bloody rookies, solo-rambos, kiddies and whatever you like to describe them.They are charging gates in trial XL-stalkers with LRMs,firing unlocked LRMs in minimum range while bravely fighting 1 vs 6... No one ever tought the vast majority of the community how to torso twist properly, how to aim at weak components, how to walk and get a position to fight 4 vs 1 and roll opponents... You might wonder why CW is kind of a fail - i know why: You threw rookies and pros alike into the same pot without teaching them anything ,without offering lessons, without emotional benefits for performing good, without preparation or organising.You,PGI simply didn´t offer a school of warfare that emotionally benefits improvement step by step. You locked the players into a dark chamber with a conveyer belt that destroys mechs, cos all the gamemodes were always the same. There was never an honest feedback on performance. It was even possible to optimize income by suicide farming, to win "world championship tournaments" by LRM boating (huge grind included)...YOU NEVER GAVE THEM THE PROPER PLAYGROUND FOR FIGHTING LESSONS - AN ARENA WITH RATINGS, TRUE PRICES, EMOTIONAL BENEFITS, HONORABLE CHAMPIONSHIPS, OFFICIAL TUTORIALS PRODUCED BY PROS...It could have been so easy to raise a competitive community that was able to crowd community warfare by developing the right tools for it without wasting so much time in superficial stuff like new mechs, new maps and useless stuff that reduces your field of view...If only you (PGI)had started with a simple arena environment with some really different and challenging modes and with an ingame rating,and leagues, and true tournaments, and true substantial emotional feedback,then CW would have had chances to work... This would have been the right order of development for ingame content/ game-modules: 1)start with cage fight bashing - successful2)implement arena and ingame ratings (your stats are horrible, because useless and not visible)And i mean real ratings based on usefull stats like damadge per kill, damadge per component destruction, average health in % before receiving the killing blow (damadge spreading skill)... not such BS like KDR that is affected by teammates , solo or group, friendly fire, ecm-only-player, hiding cowards and game prolonging . You know, simply some REAL stats! Finally some arena achievements- 5x1st price ...bla bla bla.Organise it in leagues and lock bloody rookies like this:achievement " league/tournament access" - play 100 hours and win X public games with at least 3rd best player stats.achievement "CW access" - join a unit and win 100 games with a 4man-lance of teammates make it e.g. 5 leagues: one star players to five star players. And any star league must offer MC prices, even if it´s only 10 MC for " one star tournaments " once a week and 50 for "five star tournament" winners once a week. Include a public access spectator module like in so many other successful games - you already own that toy!And finally, give them something highly emotional as price for winning a GRAND FINAL TOURNAMENT with winners only and real salvage and losses (real Hardcore mode only once a month). There are hundreds of miles between me and my ts3-pals but i see their eyes shining when i talk about this: Win this final / a hardcore tournament and fight for the chance to own this, publicly visible on your MWO-forum profile ( they know that they will lose 20 c-bill mechs before having the lucky day, but they all are itching for this) [LORD]Proton´s Gladiatorsalvadged in the glorious Solaris final grand championship december 3050Motivate your scholars by giving access to something that will make them proud forever- like tournament winner skins, really unique stuff, personalized stuff like a players´salvadged mech. So many would start working,training hard for this. Another thing: " do you,PGI, think that NGNG TV would still lurk around with 300 viewers only if spectators could watch a real world championship?!?!" You forgot to make your players and high-quality gameplay your best advertisment! Besides: Does everyone know a popular sport without stats and leagues or tournaments??And so many more disciplines could be implemented easily, divided in star-leagues to let everyone participate and win sth at his skill level:- free for all : 24 start - one survives-Wingman / 12x two brothers in arms-6 lances vs each other: clan-rivalry-12 vs 12 officially-"protect the commanders´mech - mode" / win without losing it with whatever objective.-Infiltration / reach an easily capable point with only one of your team´s mechs (scouting& baiting-teamwork / community either forgot those skills or lost it)These kinds of gamemodes would offer a sandbox for guided learning, raise MWO´s popularity and population, offer emotional benefits that bind your customers and make them proud of participating ,make them love MWO instead of only grinding it. Turn them into real BattleTech fans! ( Give us some charm and hire George Ledoux again!)Since this stuff or something euqivalent is still missing since three years, i forecast a gloomy future for MWO and BT in general.CW IMO failed because your work hasn´t met the requirements for competition itself. Finally i have to admit i´ve still got some hope inside me:"MWO is the most shiny, most detailed, and best BattleTech simulator that was ever developed! I´m just sad to state that the monotone gameplay of cage-fight-bashing and lack of challenge makes it the 2nd-worst gameplay experience of all times in BT history!"I know it sounds super hard. But PGI is this game´s mum ´n´dad and they must know that the community deserves teaching and a sandbox and some candy for doing-well. It´s their true responsibility! Teach the community! or all those Kaspar Hausers will be the only ones left in MWO.LORD CYBORXGGclose(d soon ???) Let´s have a closer look at CW gameplay , behaviour of players , use of basic tactics, emotional aftermath of a CW match, CW´s influence on the so called " competitive scene",let me start with CW experience summary. I experienced a lot of stale gameplay, because it´s always the same stuff happening in a CW match. You can expect one of the following gameplays in a CW match:1) team A smashes B. In attack mode it leads to a quick win or a senseless farming party for attackers - it´s attackers choice what happens. Superiour defenders must either watch the closed gates for 30 minutes or jump the gates and farm the attackers´ spawn for horrible 20 minutes. (wasn´t the match already decided after 3 minutes? Why this useless slaughtering)2)PUG-matches: HORRIBLE GAMEPLAY! 24 more or less bloddy rookies celebrate a tie at closed gates and enjoy firing missiles over a closed gate for 30 minutes (very impressive).Second option is brainless "zerg-rushing" with more or less success.This is called a GG then, because many mechs got wrecked ("mummy: did you see this - so cooOOOOl").Third option: one high-ELO players acts as a one-man-army, doing 20 kills,3000+ dmg and decides the game solo. On sulfur it still can be a loss because some guard omega by simply watching it and calling it scouting when their dot on the map disappears after a "4 man rush in assaults" (lol) reached the middle of the base unnoticed.( yeah - this tactical depth is so stunning!)Let´s talk about individual skill in CW matches: worse than public queue! Torso twisting feels like gaining advantage by hacking, using a cool-down module is hacking too: "cos nobody can alpha strike like that without hacking!" ( i really heard that BS with fingers pointing at my team).About tactical understanding, example: Fight at only opened gate going on; six attackers die; conclusion: there can´t be more than 6 other attackers still in front of the gate; but performing a 12 vs 6 counter-push that wrecks enemies is not happening. Only option is herd leading: two players with brain call for counterattack and lead the charge - they will most likely die in 6 vs 2 fight until defenders dripple in; final result: gate safe ,12vs 10 kills.Rookies cheer:"well done -awesome", but it was purely an aweful performane.WTF! There´s still a huge list of basic tactical understanding and basic skill issues missing, but the list is too long...i´ll stop here.All these issues lead into a lot of bad feelings in many important players (YES: everyone is important! the masses just like the HIGH-ELO players). They are all customers. Bad players enjoy longer fights vs PUGs but get too often kind of desillusioned/angry/depressed... for being stomped on regular basis, good players are bored as .... without competition. Please community, dont get me wrong. The whole player base´s mainly bad performance is not the community´s fault- although it´s the community playing this game.I AM POINTING MY FINGER INTO THE FACE OF PGI !And now it´s time to include the headline. Kaspar Hauser spent his first 16 years of existence in a dark chamber, fed with only bread n water, no one ever tought him anything, no one ever had a conversation with him. When he finally was allowed to leave his chamber of isolation and darkness, the people considered him being ********, lacking any kind of skill and basic education like even talking or the ability to walk. It was all but Kaspar´s fault that people considered him that way. It was MOM´s and DAD´s fault! Teaching basics is their job! ...back to MWO...To PGI: Your "competitive" universe of Community Warfare is crowded by bloody rookies, solo-rambos, kiddies and whatever you like to describe them.They are charging gates in trial XL-stalkers with LRMs,firing unlocked LRMs in minimum range while bravely fighting 1 vs 6... No one ever tought the vast majority of the community how to torso twist properly, how to aim at weak components, how to walk and get a position to fight 4 vs 1 and roll opponents... You might wonder why CW is kind of a fail - i know why: You threw rookies and pros alike into the same pot without teaching them anything ,without offering lessons, without emotional benefits for performing good, without preparation or organising.You,PGI simply didn´t offer a school of warfare that emotionally benefits improvement step by step. You locked the players into a dark chamber with a conveyer belt that destroys mechs, cos all the gamemodes were always the same. There was never an honest feedback on performance. It was even possible to optimize income by suicide farming, to win "world championship tournaments" by LRM boating (huge grind included)...YOU NEVER GAVE THEM THE PROPER PLAYGROUND FOR FIGHTING LESSONS - AN ARENA WITH RATINGS, TRUE PRICES, EMOTIONAL BENEFITS, HONORABLE CHAMPIONSHIPS, OFFICIAL TUTORIALS PRODUCED BY PROS...It could have been so easy to raise a competitive community that was able to crowd community warfare by developing the right tools for it without wasting so much time in superficial stuff like new mechs, new maps and useless stuff that reduces your field of view...If only you (PGI)had started with a simple arena environment with some really different and challenging modes and with an ingame rating,and leagues, and true tournaments, and true substantial emotional feedback,then CW would have had chances to work... This would have been the right order of development for ingame content/ game-modules: 1)start with cage fight bashing - successful2)implement arena and ingame ratings (your stats are horrible, because useless and not visible)And i mean real ratings based on usefull stats like damadge per kill, damadge per component destruction, average health in % before receiving the killing blow (damadge spreading skill)... not such BS like KDR that is affected by teammates , solo or group, friendly fire, ecm-only-player, hiding cowards and game prolonging . You know, simply some REAL stats! Finally some arena achievements- 5x1st price ...bla bla bla.Organise it in leagues and lock bloody rookies like this:achievement " league/tournament access" - play 100 hours and win X public games with at least 3rd best player stats.achievement "CW access" - join a unit and win 100 games with a 4man-lance of teammates make it e.g. 5 leagues: one star players to five star players. And any star league must offer MC prices, even if it´s only 10 MC for " one star tournaments " once a week and 50 for "five star tournament" winners once a week. Include a public access spectator module like in so many other successful games - you already own that toy!And finally, give them something highly emotional as price for winning a GRAND FINAL TOURNAMENT with winners only and real salvage and losses (real Hardcore mode only once a month). There are hundreds of miles between me and my ts3-pals but i see their eyes shining when i talk about this: Win this final / a hardcore tournament and fight for the chance to own this, publicly visible on your MWO-forum profile ( they know that they will lose 20 c-bill mechs before having the lucky day, but they all are itching for this)[LORD]Proton´s Gladiatorsalvadged in the glorious Solaris final grand championship december 3050Motivate your scholars by giving access to something that will make them proud forever- like tournament winner skins, really unique stuff, personalized stuff like a players´salvadged mech. So many would start working,training hard for this. Another thing: " do you,PGI, think that NGNG TV would still lurk around with 300 viewers only if spectators could watch a real world championship?!?!" You forgot to make your players and high-quality gameplay your best advertisment! Besides: Does everyone know a popular sport without stats and leagues or tournaments??And so many more disciplines could be implemented easily, divided in star-leagues to let everyone participate and win sth at his skill level:- free for all : 24 start - one survives-Wingman / 12x two brothers in arms-6 lances vs each other: clan-rivalry-12 vs 12 officially-"protect the commanders´mech - mode" / win without losing it with whatever objective.-Infiltration / reach an easily capable point with only one of your team´s mechs (scouting& baiting-teamwork / community either forgot those skills or lost it)These kinds of gamemodes would offer a sandbox for guided learning, raise MWO´s popularity and population, offer emotional benefits that bind your customers and make them proud of participating ,make them love MWO instead of only grinding it. Turn them into real BattleTech fans! ( Give us some charm and hire George Ledoux again!)Since this stuff or something euqivalent is still missing since three years, i forecast a gloomy future for MWO and BT in general.CW IMO failed because your work hasn´t met the requirements for competition itself. Finally i have to admit i´ve still got some hope inside me:"MWO is the most shiny, most detailed, and best BattleTech simulator that was ever developed! I´m just sad to state that the monotone gameplay of cage-fight-bashing and lack of challenge makes it the 2nd-worst gameplay experience of all times in BT history!"I know it sounds super hard. But PGI is this game´s mum ´n´dad and they must know that the community deserves teaching and a sandbox and some candy for doing-well. It´s their true responsibility! Teach the community! or all those Kaspar Hausers will be the only ones left in MWO.LORD CYBORXGGclose(d soon ???)Let´s have a closer look at CW gameplay , behaviour of players , use of basic tactics, emotional aftermath of a CW match, CW´s influence on the so called " competitive scene",let me start with CW experience summary. I experienced a lot of stale gameplay, because it´s always the same stuff happening in a CW match. You can expect one of the following gameplays in a CW match:1) team A smashes B. In attack mode it leads to a quick win or a senseless farming party for attackers - it´s attackers choice what happens. Superiour defenders must either watch the closed gates for 30 minutes or jump the gates and farm the attackers´ spawn for horrible 20 minutes. (wasn´t the match already decided after 3 minutes? Why this useless slaughtering)2)PUG-matches: HORRIBLE GAMEPLAY! 24 more or less bloddy rookies celebrate a tie at closed gates and enjoy firing missiles over a closed gate for 30 minutes (very impressive).Second option is brainless "zerg-rushing" with more or less success.This is called a GG then, because many mechs got wrecked ("mummy: did you see this - so cooOOOOl").Third option: one high-ELO players acts as a one-man-army, doing 20 kills,3000+ dmg and decides the game solo. On sulfur it still can be a loss because some guard omega by simply watching it and calling it scouting when their dot on the map disappears after a "4 man rush in assaults" (lol) reached the middle of the base unnoticed.( yeah - this tactical depth is so stunning!)Let´s talk about individual skill in CW matches: worse than public queue! Torso twisting feels like gaining advantage by hacking, using a cool-down module is hacking too: "cos nobody can alpha strike like that without hacking!" ( i really heard that BS with fingers pointing at my team).About tactical understanding, example: Fight at only opened gate going on; six attackers die; conclusion: there can´t be more than 6 other attackers still in front of the gate; but performing a 12 vs 6 counter-push that wrecks enemies is not happening. Only option is herd leading: two players with brain call for counterattack and lead the charge - they will most likely die in 6 vs 2 fight until defenders dripple in; final result: gate safe ,12vs 10 kills.Rookies cheer:"well done -awesome", but it was purely an aweful performane.WTF! There´s still a huge list of basic tactical understanding and basic skill issues missing, but the list is too long...i´ll stop here.All these issues lead into a lot of bad feelings in many important players (YES: everyone is important! the masses just like the HIGH-ELO players). They are all customers. Bad players enjoy longer fights vs PUGs but get too often kind of desillusioned/angry/depressed... for being stomped on regular basis, good players are bored as .... without competition. Please community, dont get me wrong. The whole player base´s mainly bad performance is not the community´s fault- although it´s the community playing this game.I AM POINTING MY FINGER INTO THE FACE OF PGI !And now it´s time to include the headline. Kaspar Hauser spent his first 16 years of existence in a dark chamber, fed with only bread n water, no one ever tought him anything, no one ever had a conversation with him. When he finally was allowed to leave his chamber of isolation and darkness, the people considered him being ********, lacking any kind of skill and basic education like even talking or the ability to walk. It was all but Kaspar´s fault that people considered him that way. It was MOM´s and DAD´s fault! Teaching basics is their job! ...back to MWO...To PGI: Your "competitive" universe of Community Warfare is crowded by bloody rookies, solo-rambos, kiddies and whatever you like to describe them.They are charging gates in trial XL-stalkers with LRMs,firing unlocked LRMs in minimum range while bravely fighting 1 vs 6... No one ever tought the vast majority of the community how to torso twist properly, how to aim at weak components, how to walk and get a position to fight 4 vs 1 and roll opponents... You might wonder why CW is kind of a fail - i know why: You threw rookies and pros alike into the same pot without teaching them anything ,without offering lessons, without emotional benefits for performing good, without preparation or organising.You,PGI simply didn´t offer a school of warfare that emotionally benefits improvement step by step. You locked the players into a dark chamber with a conveyer belt that destroys mechs, cos all the gamemodes were always the same. There was never an honest feedback on performance. It was even possible to optimize income by suicide farming, to win "world championship tournaments" by LRM boating (huge grind included)...YOU NEVER GAVE THEM THE PROPER PLAYGROUND FOR FIGHTING LESSONS - AN ARENA WITH RATINGS, TRUE PRICES, EMOTIONAL BENEFITS, HONORABLE CHAMPIONSHIPS, OFFICIAL TUTORIALS PRODUCED BY PROS...It could have been so easy to raise a competitive community that was able to crowd community warfare by developing the right tools for it without wasting so much time in superficial stuff like new mechs, new maps and useless stuff that reduces your field of view...If only you (PGI)had started with a simple arena environment with some really different and challenging modes and with an ingame rating,and leagues, and true tournaments, and true substantial emotional feedback,then CW would have had chances to work... This would have been the right order of development for ingame content/ game-modules: 1)start with cage fight bashing - successful2)implement arena and ingame ratings (your stats are horrible, because useless and not visible)And i mean real ratings based on usefull stats like damadge per kill, damadge per component destruction, average health in % before receiving the killing blow (damadge spreading skill)... not such BS like KDR that is affected by teammates , solo or group, friendly fire, ecm-only-player, hiding cowards and game prolonging . You know, simply some REAL stats! Finally some arena achievements- 5x1st price ...bla bla bla.Organise it in leagues and lock bloody rookies like this:achievement " league/tournament access" - play 100 hours and win X public games with at least 3rd best player stats.achievement "CW access" - join a unit and win 100 games with a 4man-lance of teammates make it e.g. 5 leagues: one star players to five star players. And any star league must offer MC prices, even if it´s only 10 MC for " one star tournaments " once a week and 50 for "five star tournament" winners once a week. Include a public access spectator module like in so many other successful games - you already own that toy!And finally, give them something highly emotional as price for winning a GRAND FINAL TOURNAMENT with winners only and real salvage and losses (real Hardcore mode only once a month). There are hundreds of miles between me and my ts3-pals but i see their eyes shining when i talk about this: Win this final / a hardcore tournament and fight for the chance to own this, publicly visible on your MWO-forum profile ( they know that they will lose 20 c-bill mechs before having the lucky day, but they all are itching for this)[LORD]Proton´s Gladiatorsalvadged in the glorious Solaris final grand championship december 3050Motivate your scholars by giving access to something that will make them proud forever- like tournament winner skins, really unique stuff, personalized stuff like a players´salvadged mech. So many would start working,training hard for this. Another thing: " do you,PGI, think that NGNG TV would still lurk around with 300 viewers only if spectators could watch a real world championship?!?!" You forgot to make your players and high-quality gameplay your best advertisment! Besides: Does everyone know a popular sport without stats and leagues or tournaments??And so many more disciplines could be implemented easily, divided in star-leagues to let everyone participate and win sth at his skill level:- free for all : 24 start - one survives-Wingman / 12x two brothers in arms-6 lances vs each other: clan-rivalry-12 vs 12 officially-"protect the commanders´mech - mode" / win without losing it with whatever objective.-Infiltration / reach an easily capable point with only one of your team´s mechs (scouting& baiting-teamwork / community either forgot those skills or lost it)These kinds of gamemodes would offer a sandbox for guided learning, raise MWO´s popularity and population, offer emotional benefits that bind your customers and make them proud of participating ,make them love MWO instead of only grinding it. Turn them into real BattleTech fans! ( Give us some charm and hire George Ledoux again!)Since this stuff or something euqivalent is still missing since three years, i forecast a gloomy future for MWO and BT in general.CW IMO failed because your work hasn´t met the requirements for competition itself. Finally i have to admit i´ve still got some hope inside me:"MWO is the most shiny, most detailed, and best BattleTech simulator that was ever developed! I´m just sad to state that the monotone gameplay of cage-fight-bashing and lack of challenge makes it the 2nd-worst gameplay experience of all times in BT history!"I know it sounds super hard. But PGI is this game´s mum ´n´dad and they must know that the community deserves teaching and a sandbox and some candy for doing-well. It´s their true responsibility! Teach the community! or all those Kaspar Hausers will be the only ones left in MWO.LORD CYBORXGGclose(d soon ???)Let´s have a closer look at CW gameplay , behaviour of players , use of basic tactics, emotional aftermath of a CW match, CW´s influence on the so called " competitive scene",let me start with CW experience summary. I experienced a lot of stale gameplay, because it´s always the same stuff happening in a CW match. You can expect one of the following gameplays in a CW match:1) team A smashes B. In attack mode it leads to a quick win or a senseless farming party for attackers - it´s attackers choice what happens. Superiour defenders must either watch the closed gates for 30 minutes or jump the gates and farm the attackers´ spawn for horrible 20 minutes. (wasn´t the match already decided after 3 minutes? Why this useless slaughtering)2)PUG-matches: HORRIBLE GAMEPLAY! 24 more or less bloddy rookies celebrate a tie at closed gates and enjoy firing missiles over a closed gate for 30 minutes (very impressive).Second option is brainless "zerg-rushing" with more or less success.This is called a GG then, because many mechs got wrecked ("mummy: did you see this - so cooOOOOl").Third option: one high-ELO players acts as a one-man-army, doing 20 kills,3000+ dmg and decides the game solo. On sulfur it still can be a loss because some guard omega by simply watching it and calling it scouting when their dot on the map disappears after a "4 man rush in assaults" (lol) reached the middle of the base unnoticed.( yeah - this tactical depth is so stunning!)Let´s talk about individual skill in CW matches: worse than public queue! Torso twisting feels like gaining advantage by hacking, using a cool-down module is hacking too: "cos nobody can alpha strike like that without hacking!" ( i really heard that BS with fingers pointing at my team).About tactical understanding, example: Fight at only opened gate going on; six attackers die; conclusion: there can´t be more than 6 other attackers still in front of the gate; but performing a 12 vs 6 counter-push that wrecks enemies is not happening. Only option is herd leading: two players with brain call for counterattack and lead the charge - they will most likely die in 6 vs 2 fight until defenders dripple in; final result: gate safe ,12vs 10 kills.Rookies cheer:"well done -awesome", but it was purely an aweful performane.WTF! There´s still a huge list of basic tactical understanding and basic skill issues missing, but the list is too long...i´ll stop here.All these issues lead into a lot of bad feelings in many important players (YES: everyone is important! the masses just like the HIGH-ELO players). They are all customers. Bad players enjoy longer fights vs PUGs but get too often kind of desillusioned/angry/depressed... for being stomped on regular basis, good players are bored as .... without competition. Please community, dont get me wrong. The whole player base´s mainly bad performance is not the community´s fault- although it´s the community playing this game.I AM POINTING MY FINGER INTO THE FACE OF PGI !And now it´s time to include the headline. Kaspar Hauser spent his first 16 years of existence in a dark chamber, fed with only bread n water, no one ever tought him anything, no one ever had a conversation with him. When he finally was allowed to leave his chamber of isolation and darkness, the people considered him being ********, lacking any kind of skill and basic education like even talking or the ability to walk. It was all but Kaspar´s fault that people considered him that way. It was MOM´s and DAD´s fault! Teaching basics is their job! ...back to MWO...To PGI: Your "competitive" universe of Community Warfare is crowded by bloody rookies, solo-rambos, kiddies and whatever you like to describe them.They are charging gates in trial XL-stalkers with LRMs,firing unlocked LRMs in minimum range while bravely fighting 1 vs 6... No one ever tought the vast majority of the community how to torso twist properly, how to aim at weak components, how to walk and get a position to fight 4 vs 1 and roll opponents... You might wonder why CW is kind of a fail - i know why: You threw rookies and pros alike into the same pot without teaching them anything ,without offering lessons, without emotional benefits for performing good, without preparation or organising.You,PGI simply didn´t offer a school of warfare that emotionally benefits improvement step by step. You locked the players into a dark chamber with a conveyer belt that destroys mechs, cos all the gamemodes were always the same. There was never an honest feedback on performance. It was even possible to optimize income by suicide farming, to win "world championship tournaments" by LRM boating (huge grind included)...YOU NEVER GAVE THEM THE PROPER PLAYGROUND FOR FIGHTING LESSONS - AN ARENA WITH RATINGS, TRUE PRICES, EMOTIONAL BENEFITS, HONORABLE CHAMPIONSHIPS, OFFICIAL TUTORIALS PRODUCED BY PROS...It could have been so easy to raise a competitive community that was able to crowd community warfare by developing the right tools for it without wasting so much time in superficial stuff like new mechs, new maps and useless stuff that reduces your field of view...If only you (PGI)had started with a simple arena environment with some really different and challenging modes and with an ingame rating,and leagues, and true tournaments, and true substantial emotional feedback,then CW would have had chances to work... This would have been the right order of development for ingame content/ game-modules: 1)start with cage fight bashing - successful2)implement arena and ingame ratings (your stats are horrible, because useless and not visible)And i mean real ratings based on usefull stats like damadge per kill, damadge per component destruction, average health in % before receiving the killing blow (damadge spreading skill)... not such BS like KDR that is affected by teammates , solo or group, friendly fire, ecm-only-player, hiding cowards and game prolonging . You know, simply some REAL stats! Finally some arena achievements- 5x1st price ...bla bla bla.Organise it in leagues and lock bloody rookies like this:achievement " league/tournament access" - play 100 hours and win X public games with at least 3rd best player stats.achievement "CW access" - join a unit and win 100 games with a 4man-lance of teammates make it e.g. 5 leagues: one star players to five star players. And any star league must offer MC prices, even if it´s only 10 MC for " one star tournaments " once a week and 50 for "five star tournament" winners once a week. Include a public access spectator module like in so many other successful games - you already own that toy!And finally, give them something highly emotional as price for winning a GRAND FINAL TOURNAMENT with winners only and real salvage and losses (real Hardcore mode only once a month). There are hundreds of miles between me and my ts3-pals but i see their eyes shining when i talk about this: Win this final / a hardcore tournament and fight for the chance to own this, publicly visible on your MWO-forum profile ( they know that they will lose 20 c-bill mechs before having the lucky day, but they all are itching for this)[LORD]Proton´s Gladiatorsalvadged in the glorious Solaris final grand championship december 3050Motivate your scholars by giving access to something that will make them proud forever- like tournament winner skins, really unique stuff, personalized stuff like a players´salvadged mech. So many would start working,training hard for this. Another thing: " do you,PGI, think that NGNG TV would still lurk around with 300 viewers only if spectators could watch a real world championship?!?!" You forgot to make your players and high-quality gameplay your best advertisment! Besides: Does everyone know a popular sport without stats and leagues or tournaments??And so many more disciplines could be implemented easily, divided in star-leagues to let everyone participate and win sth at his skill level:- free for all : 24 start - one survives-Wingman / 12x two brothers in arms-6 lances vs each other: clan-rivalry-12 vs 12 officially-"protect the commanders´mech - mode" / win without losing it with whatever objective.-Infiltration / reach an easily capable point with only one of your team´s mechs (scouting& baiting-teamwork / community either forgot those skills or lost it)These kinds of gamemodes would offer a sandbox for guided learning, raise MWO´s popularity and population, offer emotional benefits that bind your customers and make them proud of participating ,make them love MWO instead of only grinding it. Turn them into real BattleTech fans! ( Give us some charm and hire George Ledoux again!)Since this stuff or something euqivalent is still missing since three years, i forecast a gloomy future for MWO and BT in general.CW IMO failed because your work hasn´t met the requirements for competition itself. Finally i have to admit i´ve still got some hope inside me:"MWO is the most shiny, most detailed, and best BattleTech simulator that was ever developed! I´m just sad to state that the monotone gameplay of cage-fight-bashing and lack of challenge makes it the 2nd-worst gameplay experience of all times in BT history!"I know it sounds super hard. But PGI is this game´s mum ´n´dad and they must know that the community deserves teaching and a sandbox and some candy for doing-well. It´s their true responsibility! Teach the community! or all those Kaspar Hausers will be the only ones left in MWO.LORD CYBORXGGclose(d soon ???)Let´s have a closer look at CW gameplay , behaviour of players , use of basic tactics, emotional aftermath of a CW match, CW´s influence on the so called " competitive scene",let me start with CW experience summary. I experienced a lot of stale gameplay, because it´s always the same stuff happening in a CW match. You can expect one of the following gameplays in a CW match:1) team A smashes B. In attack mode it leads to a quick win or a senseless farming party for attackers - it´s attackers choice what happens. Superiour defenders must either watch the closed gates for 30 minutes or jump the gates and farm the attackers´ spawn for horrible 20 minutes. (wasn´t the match already decided after 3 minutes? Why this useless slaughtering)2)PUG-matches: HORRIBLE GAMEPLAY! 24 more or less bloddy rookies celebrate a tie at closed gates and enjoy firing missiles over a closed gate for 30 minutes (very impressive).Second option is brainless "zerg-rushing" with more or less success.This is called a GG then, because many mechs got wrecked ("mummy: did you see this - so cooOOOOl").Third option: one high-ELO players acts as a one-man-army, doing 20 kills,3000+ dmg and decides the game solo. On sulfur it still can be a loss because some guard omega by simply watching it and calling it scouting when their dot on the map disappears after a "4 man rush in assaults" (lol) reached the middle of the base unnoticed.( yeah - this tactical depth is so stunning!)Let´s talk about individual skill in CW matches: worse than public queue! Torso twisting feels like gaining advantage by hacking, using a cool-down module is hacking too: "cos nobody can alpha strike like that without hacking!" ( i really heard that BS with fingers pointing at my team).About tactical understanding, example: Fight at only opened gate going on; six attackers die; conclusion: there can´t be more than 6 other attackers still in front of the gate; but performing a 12 vs 6 counter-push that wrecks enemies is not happening. Only option is herd leading: two players with brain call for counterattack and lead the charge - they will most likely die in 6 vs 2 fight until defenders dripple in; final result: gate safe ,12vs 10 kills.Rookies cheer:"well done -awesome", but it was purely an aweful performane.WTF! There´s still a huge list of basic tactical understanding and basic skill issues missing, but the list is too long...i´ll stop here.All these issues lead into a lot of bad feelings in many important players (YES: everyone is important! the masses just like the HIGH-ELO players). They are all customers. Bad players enjoy longer fights vs PUGs but get too often kind of desillusioned/angry/depressed... for being stomped on regular basis, good players are bored as .... without competition. Please community, dont get me wrong. The whole player base´s mainly bad performance is not the community´s fault- although it´s the community playing this game.I AM POINTING MY FINGER INTO THE FACE OF PGI !And now it´s time to include the headline. Kaspar Hauser spent his first 16 years of existence in a dark chamber, fed with only bread n water, no one ever tought him anything, no one ever had a conversation with him. When he finally was allowed to leave his chamber of isolation and darkness, the people considered him being ********, lacking any kind of skill and basic education like even talking or the ability to walk. It was all but Kaspar´s fault that people considered him that way. It was MOM´s and DAD´s fault! Teaching basics is their job! ...back to MWO...To PGI: Your "competitive" universe of Community Warfare is crowded by bloody rookies, solo-rambos, kiddies and whatever you like to describe them.They are charging gates in trial XL-stalkers with LRMs,firing unlocked LRMs in minimum range while bravely fighting 1 vs 6... No one ever tought the vast majority of the community how to torso twist properly, how to aim at weak components, how to walk and get a position to fight 4 vs 1 and roll opponents... You might wonder why CW is kind of a fail - i know why: You threw rookies and pros alike into the same pot without teaching them anything ,without offering lessons, without emotional benefits for performing good, without preparation or organising.You,PGI simply didn´t offer a school of warfare that emotionally benefits improvement step by step. You locked the players into a dark chamber with a conveyer belt that destroys mechs, cos all the gamemodes were always the same. There was never an honest feedback on performance. It was even possible to optimize income by suicide farming, to win "world championship tournaments" by LRM boating (huge grind included)...YOU NEVER GAVE THEM THE PROPER PLAYGROUND FOR FIGHTING LESSONS - AN ARENA WITH RATINGS, TRUE PRICES, EMOTIONAL BENEFITS, HONORABLE CHAMPIONSHIPS, OFFICIAL TUTORIALS PRODUCED BY PROS...It could have been so easy to raise a competitive community that was able to crowd community warfare by developing the right tools for it without wasting so much time in superficial stuff like new mechs, new maps and useless stuff that reduces your field of view...If only you (PGI)had started with a simple arena environment with some really different and challenging modes and with an ingame rating,and leagues, and true tournaments, and true substantial emotional feedback,then CW would have had chances to work... This would have been the right order of development for ingame content/ game-modules: 1)start with cage fight bashing - successful2)implement arena and ingame ratings (your stats are horrible, because useless and not visible)And i mean real ratings based on usefull stats like damadge per kill, damadge per component destruction, average health in % before receiving the killing blow (damadge spreading skill)... not such BS like KDR that is affected by teammates , solo or group, friendly fire, ecm-only-player, hiding cowards and game prolonging . You know, simply some REAL stats! Finally some arena achievements- 5x1st price ...bla bla bla.Organise it in leagues and lock bloody rookies like this:achievement " league/tournament access" - play 100 hours and win X public games with at least 3rd best player stats.achievement "CW access" - join a unit and win 100 games with a 4man-lance of teammates make it e.g. 5 leagues: one star players to five star players. And any star league must offer MC prices, even if it´s only 10 MC for " one star tournaments " once a week and 50 for "five star tournament" winners once a week. Include a public access spectator module like in so many other successful games - you already own that toy!And finally, give them something highly emotional as price for winning a GRAND FINAL TOURNAMENT with winners only and real salvage and losses (real Hardcore mode only once a month). There are hundreds of miles between me and my ts3-pals but i see their eyes shining when i talk about this: Win this final / a hardcore tournament and fight for the chance to own this, publicly visible on your MWO-forum profile ( they know that they will lose 20 c-bill mechs before having the lucky day, but they all are itching for this)[LORD]Proton´s Gladiatorsalvadged in the glorious Solaris final grand championship december 3050Motivate your scholars by giving access to something that will make them proud forever- like tournament winner skins, really unique stuff, personalized stuff like a players´salvadged mech. So many would start working,training hard for this. Another thing: " do you,PGI, think that NGNG TV would still lurk around with 300 viewers only if spectators could watch a real world championship?!?!" You forgot to make your players and high-quality gameplay your best advertisment! Besides: Does everyone know a popular sport without stats and leagues or tournaments??And so many more disciplines could be implemented easily, divided in star-leagues to let everyone participate and win sth at his skill level:- free for all : 24 start - one survives-Wingman / 12x two brothers in arms-6 lances vs each other: clan-rivalry-12 vs 12 officially-"protect the commanders´mech - mode" / win without losing it with whatever objective.-Infiltration / reach an easily capable point with only one of your team´s mechs (scouting& baiting-teamwork / community either forgot those skills or lost it)These kinds of gamemodes would offer a sandbox for guided learning, raise MWO´s popularity and population, offer emotional benefits that bind your customers and make them proud of participating ,make them love MWO instead of only grinding it. Turn them into real BattleTech fans! ( Give us some charm and hire George Ledoux again!)Since this stuff or something euqivalent is still missing since three years, i forecast a gloomy future for MWO and BT in general.CW IMO failed because your work hasn´t met the requirements for competition itself. Finally i have to admit i´ve still got some hope inside me:"MWO is the most shiny, most detailed, and best BattleTech simulator that was ever developed! I´m just sad to state that the monotone gameplay of cage-fight-bashing and lack of challenge makes it the 2nd-worst gameplay experience of all times in BT history!"I know it sounds super hard. But PGI is this game´s mum ´n´dad and they must know that the community deserves teaching and a sandbox and some candy for doing-well. It´s their true responsibility! Teach the community! or all those Kaspar Hausers will be the only ones left in MWO.LORD CYBORXGGclose(d soon ???)Let´s have a closer look at CW gameplay , behaviour of players , use of basic tactics, emotional aftermath of a CW match, CW´s influence on the so called " competitive scene",let me start with CW experience summary. I experienced a lot of stale gameplay, because it´s always the same stuff happening in a CW match. You can expect one of the following gameplays in a CW match:1) team A smashes B. In attack mode it leads to a quick win or a senseless farming party for attackers - it´s attackers choice what happens. Superiour defenders must either watch the closed gates for 30 minutes or jump the gates and farm the attackers´ spawn for horrible 20 minutes. (wasn´t the match already decided after 3 minutes? Why this useless slaughtering)2)PUG-matches: HORRIBLE GAMEPLAY! 24 more or less bloddy rookies celebrate a tie at closed gates and enjoy firing missiles over a closed gate for 30 minutes (very impressive).Second option is brainless "zerg-rushing" with more or less success.This is called a GG then, because many mechs got wrecked ("mummy: did you see this - so cooOOOOl").Third option: one high-ELO players acts as a one-man-army, doing 20 kills,3000+ dmg and decides the game solo. On sulfur it still can be a loss because some guard omega by simply watching it and calling it scouting when their dot on the map disappears after a "4 man rush in assaults" (lol) reached the middle of the base unnoticed.( yeah - this tactical depth is so stunning!)Let´s talk about individual skill in CW matches: worse than public queue! Torso twisting feels like gaining advantage by hacking, using a cool-down module is hacking too: "cos nobody can alpha strike like that without hacking!" ( i really heard that BS with fingers pointing at my team).About tactical understanding, example: Fight at only opened gate going on; six attackers die; conclusion: there can´t be more than 6 other attackers still in front of the gate; but performing a 12 vs 6 counter-push that wrecks enemies is not happening. Only option is herd leading: two players with brain call for counterattack and lead the charge - they will most likely die in 6 vs 2 fight until defenders dripple in; final result: gate safe ,12vs 10 kills.Rookies cheer:"well done -awesome", but it was purely an aweful performane.WTF! There´s still a huge list of basic tactical understanding and basic skill issues missing, but the list is too long...i´ll stop here.All these issues lead into a lot of bad feelings in many important players (YES: everyone is important! the masses just like the HIGH-ELO players). They are all customers. Bad players enjoy longer fights vs PUGs but get too often kind of desillusioned/angry/depressed... for being stomped on regular basis, good players are bored as .... without competition. Please community, dont get me wrong. The whole player base´s mainly bad performance is not the community´s fault- although it´s the community playing this game.I AM POINTING MY FINGER INTO THE FACE OF PGI !And now it´s time to include the headline. Kaspar Hauser spent his first 16 years of existence in a dark chamber, fed with only bread n water, no one ever tought him anything, no one ever had a conversation with him. When he finally was allowed to leave his chamber of isolation and darkness, the people considered him being ********, lacking any kind of skill and basic education like even talking or the ability to walk. It was all but Kaspar´s fault that people considered him that way. It was MOM´s and DAD´s fault! Teaching basics is their job! ...back to MWO...To PGI: Your "competitive" universe of Community Warfare is crowded by bloody rookies, solo-rambos, kiddies and whatever you like to describe them.They are charging gates in trial XL-stalkers with LRMs,firing unlocked LRMs in minimum range while bravely fighting 1 vs 6... No one ever tought the vast majority of the community how to torso twist properly, how to aim at weak components, how to walk and get a position to fight 4 vs 1 and roll opponents... You might wonder why CW is kind of a fail - i know why: You threw rookies and pros alike into the same pot without teaching them anything ,without offering lessons, without emotional benefits for performing good, without preparation or organising.You,PGI simply didn´t offer a school of warfare that emotionally benefits improvement step by step. You locked the players into a dark chamber with a conveyer belt that destroys mechs, cos all the gamemodes were always the same. There was never an honest feedback on performance. It was even possible to optimize income by suicide farming, to win "world championship tournaments" by LRM boating (huge grind included)...YOU NEVER GAVE THEM THE PROPER PLAYGROUND FOR FIGHTING LESSONS - AN ARENA WITH RATINGS, TRUE PRICES, EMOTIONAL BENEFITS, HONORABLE CHAMPIONSHIPS, OFFICIAL TUTORIALS PRODUCED BY PROS...It could have been so easy to raise a competitive community that was able to crowd community warfare by developing the right tools for it without wasting so much time in superficial stuff like new mechs, new maps and useless stuff that reduces your field of view...If only you (PGI)had started with a simple arena environment with some really different and challenging modes and with an ingame rating,and leagues, and true tournaments, and true substantial emotional feedback,then CW would have had chances to work... This would have been the right order of development for ingame content/ game-modules: 1)start with cage fight bashing - successful2)implement arena and ingame ratings (your stats are horrible, because useless and not visible)And i mean real ratings based on usefull stats like damadge per kill, damadge per component destruction, average health in % before receiving the killing blow (damadge spreading skill)... not such BS like KDR that is affected by teammates , solo or group, friendly fire, ecm-only-player, hiding cowards and game prolonging . You know, simply some REAL stats! Finally some arena achievements- 5x1st price ...bla bla bla.Organise it in leagues and lock bloody rookies like this:achievement " league/tournament access" - play 100 hours and win X public games with at least 3rd best player stats.achievement "CW access" - join a unit and win 100 games with a 4man-lance of teammates make it e.g. 5 leagues: one star players to five star players. And any star league must offer MC prices, even if it´s only 10 MC for " one star tournaments " once a week and 50 for "five star tournament" winners once a week. Include a public access spectator module like in so many other successful games - you already own that toy!And finally, give them something highly emotional as price for winning a GRAND FINAL TOURNAMENT with winners only and real salvage and losses (real Hardcore mode only once a month). There are hundreds of miles between me and my ts3-pals but i see their eyes shining when i talk about this: Win this final / a hardcore tournament and fight for the chance to own this, publicly visible on your MWO-forum profile ( they know that they will lose 20 c-bill mechs before having the lucky day, but they all are itching for this)[LORD]Proton´s Gladiatorsalvadged in the glorious Solaris final grand championship december 3050Motivate your scholars by giving access to something that will make them proud forever- like tournament winner skins, really unique stuff, personalized stuff like a players´salvadged mech. So many would start working,training hard for this. Another thing: " do you,PGI, think that NGNG TV would still lurk around with 300 viewers only if spectators could watch a real world championship?!?!" You forgot to make your players and high-quality gameplay your best advertisment! Besides: Does everyone know a popular sport without stats and leagues or tournaments??And so many more disciplines could be implemented easily, divided in star-leagues to let everyone participate and win sth at his skill level:- free for all : 24 start - one survives-Wingman / 12x two brothers in arms-6 lances vs each other: clan-rivalry-12 vs 12 officially-"protect the commanders´mech - mode" / win without losing it with whatever objective.-Infiltration / reach an easily capable point with only one of your team´s mechs (scouting& baiting-teamwork / community either forgot those skills or lost it)These kinds of gamemodes would offer a sandbox for guided learning, raise MWO´s popularity and population, offer emotional benefits that bind your customers and make them proud of participating ,make them love MWO instead of only grinding it. Turn them into real BattleTech fans! ( Give us some charm and hire George Ledoux again!)Since this stuff or something euqivalent is still missing since three years, i forecast a gloomy future for MWO and BT in general.CW IMO failed because your work hasn´t met the requirements for competition itself. Finally i have to admit i´ve still got some hope inside me:"MWO is the most shiny, most detailed, and best BattleTech simulator that was ever developed! I´m just sad to state that the monotone gameplay of cage-fight-bashing and lack of challenge makes it the 2nd-worst gameplay experience of all times in BT history!"I know it sounds super hard. But PGI is this game´s mum ´n´dad and they must know that the community deserves teaching and a sandbox and some candy for doing-well. It´s their true responsibility! Teach the community! or all those Kaspar Hausers will be the only ones left in MWO.LORD CYBORXGGclose(d soon ???)Let´s have a closer look at CW gameplay , behaviour of players , use of basic tactics, emotional aftermath of a CW match, CW´s influence on the so called " competitive scene",let me start with CW experience summary. I experienced a lot of stale gameplay, because it´s always the same stuff happening in a CW match. You can expect one of the following gameplays in a CW match:1) team A smashes B. In attack mode it leads to a quick win or a senseless farming party for attackers - it´s attackers choice what happens. Superiour defenders must either watch the closed gates for 30 minutes or jump the gates and farm the attackers´ spawn for horrible 20 minutes. (wasn´t the match already decided after 3 minutes? Why this useless slaughtering)2)PUG-matches: HORRIBLE GAMEPLAY! 24 more or less bloddy rookies celebrate a tie at closed gates and enjoy firing missiles over a closed gate for 30 minutes (very impressive).Second option is brainless "zerg-rushing" with more or less success.This is called a GG then, because many mechs got wrecked ("mummy: did you see this - so cooOOOOl").Third option: one high-ELO players acts as a one-man-army, doing 20 kills,3000+ dmg and decides the game solo. On sulfur it still can be a loss because some guard omega by simply watching it and calling it scouting when their dot on the map disappears after a "4 man rush in assaults" (lol) reached the middle of the base unnoticed.( yeah - this tactical depth is so stunning!)Let´s talk about individual skill in CW matches: worse than public queue! Torso twisting feels like gaining advantage by hacking, using a cool-down module is hacking too: "cos nobody can alpha strike like that without hacking!" ( i really heard that BS with fingers pointing at my team).About tactical understanding, example: Fight at only opened gate going on; six attackers die; conclusion: there can´t be more than 6 other attackers still in front of the gate; but performing a 12 vs 6 counter-push that wrecks enemies is not happening. Only option is herd leading: two players with brain call for counterattack and lead the charge - they will most likely die in 6 vs 2 fight until defenders dripple in; final result: gate safe ,12vs 10 kills.Rookies cheer:"well done -awesome", but it was purely an aweful performane.WTF! There´s still a huge list of basic tactical understanding and basic skill issues missing, but the list is too long...i´ll stop here.All these issues lead into a lot of bad feelings in many important players (YES: everyone is important! the masses just like the HIGH-ELO players). They are all customers. Bad players enjoy longer fights vs PUGs but get too often kind of desillusioned/angry/depressed... for being stomped on regular basis, good players are bored as .... without competition. Please community, dont get me wrong. The whole player base´s mainly bad performance is not the community´s fault- although it´s the community playing this game.I AM POINTING MY FINGER INTO THE FACE OF PGI !And now it´s time to include the headline. Kaspar Hauser spent his first 16 years of existence in a dark chamber, fed with only bread n water, no one ever tought him anything, no one ever had a conversation with him. When he finally was allowed to leave his chamber of isolation and darkness, the people considered him being ********, lacking any kind of skill and basic education like even talking or the ability to walk. It was all but Kaspar´s fault that people considered him that way. It was MOM´s and DAD´s fault! Teaching basics is their job! ...back to MWO...To PGI: Your "competitive" universe of Community Warfare is crowded by bloody rookies, solo-rambos, kiddies and whatever you like to describe them.They are charging gates in trial XL-stalkers with LRMs,firing unlocked LRMs in minimum range while bravely fighting 1 vs 6... No one ever tought the vast majority of the community how to torso twist properly, how to aim at weak components, how to walk and get a position to fight 4 vs 1 and roll opponents... You might wonder why CW is kind of a fail - i know why: You threw rookies and pros alike into the same pot without teaching them anything ,without offering lessons, without emotional benefits for performing good, without preparation or organising.You,PGI simply didn´t offer a school of warfare that emotionally benefits improvement step by step. You locked the players into a dark chamber with a conveyer belt that destroys mechs, cos all the gamemodes were always the same. There was never an honest feedback on performance. It was even possible to optimize income by suicide farming, to win "world championship tournaments" by LRM boating (huge grind included)...YOU NEVER GAVE THEM THE PROPER PLAYGROUND FOR FIGHTING LESSONS - AN ARENA WITH RATINGS, TRUE PRICES, EMOTIONAL BENEFITS, HONORABLE CHAMPIONSHIPS, OFFICIAL TUTORIALS PRODUCED BY PROS...It could have been so easy to raise a competitive community that was able to crowd community warfare by developing the right tools for it without wasting so much time in superficial stuff like new mechs, new maps and useless stuff that reduces your field of view...If only you (PGI)had started with a simple arena environment with some really different and challenging modes and with an ingame rating,and leagues, and true tournaments, and true substantial emotional feedback,then CW would have had chances to work... This would have been the right order of development for ingame content/ game-modules: 1)start with cage fight bashing - successful2)implement arena and ingame ratings (your stats are horrible, because useless and not visible)And i mean real ratings based on usefull stats like damadge per kill, damadge per component destruction, average health in % before receiving the killing blow (damadge spreading skill)... not such BS like KDR that is affected by teammates , solo or group, friendly fire, ecm-only-player, hiding cowards and game prolonging . You know, simply some REAL stats! Finally some arena achievements- 5x1st price ...bla bla bla.Organise it in leagues and lock bloody rookies like this:achievement " league/tournament access" - play 100 hours and win X public games with at least 3rd best player stats.achievement "CW access" - join a unit and win 100 games with a 4man-lance of teammates make it e.g. 5 leagues: one star players to five star players. And any star league must offer MC prices, even if it´s only 10 MC for " one star tournaments " once a week and 50 for "five star tournament" winners once a week. Include a public access spectator module like in so many other successful games - you already own that toy!And finally, give them something highly emotional as price for winning a GRAND FINAL TOURNAMENT with winners only and real salvage and losses (real Hardcore mode only once a month). There are hundreds of miles between me and my ts3-pals but i see their eyes shining when i talk about this: Win this final / a hardcore tournament and fight for the chance to own this, publicly visible on your MWO-forum profile ( they know that they will lose 20 c-bill mechs before having the lucky day, but they all are itching for this)[LORD]Proton´s Gladiatorsalvadged in the glorious Solaris final grand championship december 3050Motivate your scholars by giving access to something that will make them proud forever- like tournament winner skins, really unique stuff, personalized stuff like a players´salvadged mech. So many would start working,training hard for this. Another thing: " do you,PGI, think that NGNG TV would still lurk around with 300 viewers only if spectators could watch a real world championship?!?!" You forgot to make your players and high-quality gameplay your best advertisment! Besides: Does everyone know a popular sport without stats and leagues or tournaments??And so many more disciplines could be implemented easily, divided in star-leagues to let everyone participate and win sth at his skill level:- free for all : 24 start - one survives-Wingman / 12x two brothers in arms-6 lances vs each other: clan-rivalry-12 vs 12 officially-"protect the commanders´mech - mode" / win without losing it with whatever objective.-Infiltration / reach an easily capable point with only one of your team´s mechs (scouting& baiting-teamwork / community either forgot those skills or lost it)These kinds of gamemodes would offer a sandbox for guided learning, raise MWO´s popularity and population, offer emotional benefits that bind your customers and make them proud of participating ,make them love MWO instead of only grinding it. Turn them into real BattleTech fans! ( Give us some charm and hire George Ledoux again!)Since this stuff or something euqivalent is still missing since three years, i forecast a gloomy future for MWO and BT in general.CW IMO failed because your work hasn´t met the requirements for competition itself. Finally i have to admit i´ve still got some hope inside me:"MWO is the most shiny, most detailed, and best BattleTech simulator that was ever developed! I´m just sad to state that the monotone gameplay of cage-fight-bashing and lack of challenge makes it the 2nd-worst gameplay experience of all times in BT history!"I know it sounds super hard. But PGI is this game´s mum ´n´dad and they must know that the community deserves teaching and a sandbox and some candy for doing-well. It´s their true responsibility! Teach the community! or all those Kaspar Hausers will be the only ones left in MWO.LORD CYBORXGGclose(d soon ???)