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What Would Make This Solo Player Participate More In Cw

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#41 Latorque

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Posted 12 January 2015 - 02:17 AM

View PostCathy, on 05 January 2015 - 04:23 AM, said:

If they took it offline and spent half they year making it less boring.

People said they found the factory map dull because it channels and limits people movements, though this is probably being said by non jump mech players.

CW maps have either three or two channels to attack through and you have to defend or attack through the same map over and over.. whoopie


This, and i have several jump capable lights in my mechbays. There's simply no tactics involved except for looking up metabuilds and abusing inherent flaws in the mechanics to guarantee a win. I wouldn't even care about earnings or a little waiting time in the qeues; but the meat grinder is plain boring. As weird as this might sound; but i see more tactical thinking in PUG and group drops than in CW occasionally. Little wonder though; the maps aren't that confined.

#42 RockmachinE

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Posted 12 January 2015 - 06:07 AM

Shorter waiting times

#43 Joseph Mallan

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Posted 12 January 2015 - 06:11 AM

View PostCathy, on 05 January 2015 - 04:23 AM, said:

If they took it offline and spent half they year making it less boring.

People said they found the factory map dull because it channels and limits people movements, though this is probably being said by non jump mech players.

CW maps have either three or two channels to attack through and you have to defend or attack through the same map over and over.. whoopie
:huh: I had no idea that narrow streets and or Hallways Would do such a thing... IN A INDUSTRIAL SETTING!!!!
Posted Image

#44 Kjudoon

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Posted 12 January 2015 - 06:14 AM

View PostRevorn, on 05 January 2015 - 06:37 AM, said:

Simple

Solo vs Solo only Que. :wub:

No real Solodropper needs this so called "competive" Groups to have Fun. And with the UnitTags, it would be even easier to prevent Syncdrops.

So, its no big Sience to make CW more atraktive for Solodroppers. Imho.

It's nice, but lets pull back the curtain on this... you already have it. it's called the Public Queue Solo mode.

If you're not part of a unit or faction, you're not advancing any agenda
If you want to play 'lone gunman' without consequences, you're really advocating for Solaris Arena... aka Public Queue.

If this is what you want.... and I say this with a lot of regret because I wondered if this would be good too... but have changed my mind... you don't want to play CW.

View PostJoseph Mallan, on 12 January 2015 - 06:11 AM, said:

:huh: I had no idea that narrow streets and or Hallways Would do such a thing... IN A INDUSTRIAL SETTING!!!!
Posted Image

I guess I had an advantage from driving commercial vehicles on both narrow city streets AND old industrial settings that helps me understand this concept. Also, if a map like this was made, imagine the screaming when light mechs get bottled up by that dire whale blocking up all the terrain between and they can't get overhim with the speed he's moving.

#45 Joseph Mallan

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Posted 12 January 2015 - 06:48 AM

View PostKjudoon, on 12 January 2015 - 06:14 AM, said:

It's nice, but lets pull back the curtain on this... you already have it. it's called the Public Queue Solo mode.

If you're not part of a unit or faction, you're not advancing any agenda
If you want to play 'lone gunman' without consequences, you're really advocating for Solaris Arena... aka Public Queue.

If this is what you want.... and I say this with a lot of regret because I wondered if this would be good too... but have changed my mind... you don't want to play CW.


I guess I had an advantage from driving commercial vehicles on both narrow city streets AND old industrial settings that helps me understand this concept. Also, if a map like this was made, imagine the screaming when light mechs get bottled up by that dire whale blocking up all the terrain between and they can't get overhim with the speed he's moving.

Licensed HiLo and Reach truck Driver myself. Yeah... I know! B)

#46 Kjudoon

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Posted 12 January 2015 - 06:58 AM

View PostJoseph Mallan, on 12 January 2015 - 06:48 AM, said:

Licensed HiLo and Reach truck Driver myself. Yeah... I know! B)

Got my Class A, Doubles/Triples, Passenger, Schoolbus, Tanker
Certified forklift too.

I've driven mini-tour buses, mini coaches, conventional, snubnose and flat nose 39' school buses, 40' straight and 60' articulated transit buses, motor coach, Semi with 20'/40' and triple axel intermodal chassis and so many 53' and 57' straight vans as well.

My career got cut short by a devestating work injury on a spotter and now I earn my living telling truckers where to go and what to do when they get there. (it's also how I earned the nickname 'the one armed bandit' for playing MWO left handed only on mouse/keyboard and managing to kill a DDC solo in a damaged LRM SDH 2d2).

It's why I want to see CW evolve into the true logistics based war simulator on top of these battles we do.

So God love ya Joseph.

Edited by Kjudoon, 12 January 2015 - 06:59 AM.


#47 LtWarhound

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Posted 12 January 2015 - 11:07 AM

PGI needs to learn from its mistakes. CW stacking 12 mans vs pug groups? Sounds like a mistake they already made before.

CW needs to separate out the solo players from the groups. It also needs more than two overly simplistic maps. Well, its beta (feels more like alpha), so hopefully they will fix these two glaring top priority issues.

Until then, pass, back when its playable.

Oh, and for those claiming CW is 'teh hardcorez'? Any time you stack groups against pugs, you can't claim its hardcore. Seal clubbing is never hardcore.

#48 Joseph Mallan

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Posted 12 January 2015 - 11:22 AM

View PostLtWarhound, on 12 January 2015 - 11:07 AM, said:

PGI needs to learn from its mistakes. CW stacking 12 mans vs pug groups? Sounds like a mistake they already made before.

CW needs to separate out the solo players from the groups. It also needs more than two overly simplistic maps. Well, its beta (feels more like alpha), so hopefully they will fix these two glaring top priority issues.

Until then, pass, back when its playable.

Oh, and for those claiming CW is 'teh hardcorez'? Any time you stack groups against pugs, you can't claim its hardcore. Seal clubbing is never hardcore.

LOL. You drop in knowing you CAN fight anybody at any level of play from the top to the new, and there is nothing stopping it. It is just as fair as If our 12 man team drops against this 228 I'm hearing about. Or any other top tier team.

No if you drop in CW you should be ready for "anything and everything" and if you cannot handle that, then stay in the open Que.

I'm 1 and 16 in the CW and would not have it any other way.

View PostKjudoon, on 12 January 2015 - 06:58 AM, said:

So God love ya Joseph.

Cause nobody else will! I know, I know! :lol:

#49 Dawnstealer

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Posted 12 January 2015 - 11:24 AM

View PostTastian, on 05 January 2015 - 08:37 AM, said:


The population is too small to support the vast number of planet queues in CW. During an hour lunch break I can usually play about 6 non-CW matches. But at most I can play 1 CW match thanks to the 20 minute wait times. Forcing all players to play CW isn't the answer though. Many players don't have a drop deck. And trials aren't viable in CW. Unless you allow PUGs to fight PUGs. Or if you have a single "First Available" queue instead of queueing for specific planets.

That was my problem. Solo drop-wise, I could drop a few times before I walked out the door to work, or once I got home, after my workout, while waiting for a friend to call me back, whatever. The matches weren't a time-suck.

As soon as CW dropped, I tried doing that and missed my bus. It's an actual time-commitment you have to plan around.

#50 Utilyan

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Posted 12 January 2015 - 01:24 PM

Currently your planet info has one row of tiles each representing a invasion mode fight.

There should be 2 other rows or least one with like 4 tiles. These 4 maps/tiles make them PERSISTENT CONQUEST MAPS interconnected with each other. With the ability to choose your landing zone on each drop.

Maybe a resource/cbill/ticket system that's pinned on the player.

If you make a fight map that is always "on" folks can get on guard duty could even add some type of cbill farming system. Have it where you have to patrol the areas. Have these resource holding to have effect on tonnage or some advantages/disadvantage on the invasion maps.

A persistent map is a fight magnet. It would be like a cross between battlefield4and planetside2. The planetside2 mechanic on how it limits vehicles could work on limiting tonnage, mechs available. that way you don't have a guy respawning a pimped out atlas back to back again and again.

The more resources controlled the quicker the rate of your tonnage limit rises.

The battlefield4 aspect is simply the conquest pumps.

#51 IraqiWalker

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Posted 12 January 2015 - 09:57 PM

View PostLtWarhound, on 12 January 2015 - 11:07 AM, said:

PGI needs to learn from its mistakes. CW stacking 12 mans vs pug groups? Sounds like a mistake they already made before.

CW needs to separate out the solo players from the groups. It also needs more than two overly simplistic maps. Well, its beta (feels more like alpha), so hopefully they will fix these two glaring top priority issues.

Until then, pass, back when its playable.

Oh, and for those claiming CW is 'teh hardcorez'? Any time you stack groups against pugs, you can't claim its hardcore. Seal clubbing is never hardcore.

No, but CW is supposed to be hardcore mode. Using your analogy, the seals are not only showing up, they are handing us the clubs too.

(By the way, the majority of my CW matches are probably solo right now)

There is literally no excuse for a solo player to not be on comms in CW:

1- TS is free
2- EVERY house, and clan has a public TS3 server that you can use
3- Headsets are cheap (you can buy a pair for 10 bucks off amazon)
4- You improve your chances of having a better experience on every level, and vector.

No one is asking you to join a unit, or have a commitment. We're asking the solo players to stop playing like individualistic idiots who only care about themselves, and help play for the objective.

If you want rambo play, the public queue is for that. If you want quick matches, the public queue is for that. If you want high earnings, the public queue is for that. (I can wrap up 2.5 pub matches for every CW match if I drop instantly in CW, and get 25% more C-Bills, and I'm at best, an average player). If you want to play as a team, and have objective focused play that relies on tactical coordination, then play CW.

It's the one mode that is explicitly aimed at group play. It has COMMUNITY in the name (Faction, actually, but you know what I'm talking about). There is literally no downside to using comms for the couple of drops you're in. Yet solo players, time and again insist on not doing it, and then whine when they get killed by an organized team.

How about this: Let's make CW solo queue only. Do you know what will happen? The exact same thing. People will still whine, because unit players are synching together, and still rolling them. At the end of the day, nothing beats coordination and working as a team.

This is the one mode that should NEVER change to accommodate the player. Rather, the players need to change to adapt to it. Put simply, it's supposed to be hard mode, and doubly so if you insist on playing as a lone wolf, and being individualistic in an excruciatingly team-oriented mode.

So in short:

PuGs need to learn from their mistakes. Going 1v12 is never going to work out. None of you is Kai Allard Liao at Twycross, and even he (considered the best battlemech pilot of all time), wasn't dumb enough to do it with a mech (blew up a canyon and buried the Falcon guard under the rubble). Get organized, and start playing like a team.

I'm getting fed up with all of this incessant whining and over entitled idiocy of "I can't be bothered to play the game mode, so PGI punish those that do" players. They can either stick to the public queue, or grow up, and learn to play with others, and come to CW.

We're not even pushing people to join our units. We're just begging people to get on comms, and coordinate, because this mode is all about teamwork, and the fastest way to get a group of players that's new to CW organized, and up to date is through comms.

A few days ago I was dropping on the clan border, and we had a bunch of Steiner and Davion pilots there, along with three Marik pilots. We all (more like 8 of us) jumped to a TS3 server together, and the rest of the team agreed to follow our chat instructions. We played the hell out of that match, and had a lot of fun. Most of them were not unit affiliated, and we were all just goofing around and pulling shenanigans. It was a fun half hour, we lost at the last 2 minutes, and we all said our GGs, and went our separate ways. It was a great match, we got organized, and we put the bears through hell and back.

Just solo players working together against a 6 man, and we almost beat them, if it wasn't for some poor starting mech choices.

#52 Slapshot

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Posted 13 January 2015 - 06:25 AM

I think they could add smaller drops than just 12 vs 12. What about small raids and other smaller unit actions? These could allow smaller groups to have an affect on the overall battle.

#53 operatorZ

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Posted 13 January 2015 - 06:49 AM

View PostVassago Rain, on 05 January 2015 - 08:21 AM, said:

The population is too small to support a solo ghetto for CW.

Rather, PGI needs to remove the ghetto completely, and make all drops CW drops. CW isn't gonna work if it's some kind of optional mode for the elite 1% who own every mech, every module, and have full guilds of friends who can go stomping with them.


Dammit Vass......+1

#54 GreyNovember

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Posted 13 January 2015 - 06:56 AM

Echoing what other people said, just let me play faster.

I already pilot lights and have all the boxes ticked for solo drops. I'm not particularly picky on whether I'm in a group with premade teams, or if I'm going to get stomped this match or not. I just want to try and coordinate with people in a mode that isn't Assault, Skirmish or Conquest.

Sure it doesn't work most of the time, but when it does it's (almost) worth the wait time.

#55 Kjudoon

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Posted 13 January 2015 - 07:34 AM

View PostLtWarhound, on 12 January 2015 - 11:07 AM, said:

PGI needs to learn from its mistakes. CW stacking 12 mans vs pug groups? Sounds like a mistake they already made before.

CW needs to separate out the solo players from the groups. It also needs more than two overly simplistic maps. Well, its beta (feels more like alpha), so hopefully they will fix these two glaring top priority issues.

Until then, pass, back when its playable.

Oh, and for those claiming CW is 'teh hardcorez'? Any time you stack groups against pugs, you can't claim its hardcore. Seal clubbing is never hardcore.

You were warned that was going to be CW. Many many MANY times.

Jan 20th there will be a 33% increase in all maps for CW. Calm down.

As for 12mans bogeymonstars... I have been involved with pug groups and mixed groups of solo players dropping in TS (not organized training units) that have kicked 12man hardcore players up through the goalposts. I've had the same done to me.

Apparently there are many solo players who play. I see them all the time filling in... often dying very badly because they don't stick with the 1-3 units they're with, but they're in there playing. Not all of them are here complaining. Some great solo pilots communicate and are talked to by the units through chat.

If you do not wish to utilize any software to communicate with people other than what is in client, that's your choice and fault for the result.

If you don't like playing with others, find a PvE game and have fun. Seriously... you're in the wrong game. We'd love to have you participating and enjoying, but if this isn't your thing, don't demand it be made into what you think your thing is.

#56 IraqiWalker

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Posted 13 January 2015 - 07:41 AM

View PostSlapshot, on 13 January 2015 - 06:25 AM, said:

I think they could add smaller drops than just 12 vs 12. What about small raids and other smaller unit actions? These could allow smaller groups to have an affect on the overall battle.


I think that would be fun. It would even allow some of the 8v8 maps we had early to be cycled into CW(Like River City, and Forest Colony). Raids could help make the next time a defense is mounted have a handicap with it. Like damaged turrets)

#57 Slapshot

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Posted 13 January 2015 - 09:31 AM

View PostIraqiWalker, on 13 January 2015 - 07:41 AM, said:


I think that would be fun. It would even allow some of the 8v8 maps we had early to be cycled into CW(Like River City, and Forest Colony). Raids could help make the next time a defense is mounted have a handicap with it. Like damaged turrets)


I never even thought of that! Damaged turrets or having one of the gates opened. They could even play around with longer or shorter respawn times.

#58 IraqiWalker

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Posted 13 January 2015 - 09:43 AM

View PostSlapshot, on 13 January 2015 - 09:31 AM, said:


I never even thought of that! Damaged turrets or having one of the gates opened. They could even play around with longer or shorter respawn times.


Right? so much tactical flexibility. Raids occupy one of the 15 drops on a planet, but after you win, you don't get to occupy a zone, just that the next defense in that zone will be handicapped, possibly stacking up to three handicaps?

#59 Zibmo

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Posted 13 January 2015 - 09:48 AM

View PostKjudoon, on 13 January 2015 - 07:34 AM, said:

You were warned that was going to be CW. Many many MANY times.

Jan 20th there will be a 33% increase in all maps for CW. Calm down.

As for 12mans bogeymonstars... I have been involved with pug groups and mixed groups of solo players dropping in TS (not organized training units) that have kicked 12man hardcore players up through the goalposts. I've had the same done to me.

Apparently there are many solo players who play. I see them all the time filling in... often dying very badly because they don't stick with the 1-3 units they're with, but they're in there playing. Not all of them are here complaining. Some great solo pilots communicate and are talked to by the units through chat.

If you do not wish to utilize any software to communicate with people other than what is in client, that's your choice and fault for the result.

If you don't like playing with others, find a PvE game and have fun. Seriously... you're in the wrong game. We'd love to have you participating and enjoying, but if this isn't your thing, don't demand it be made into what you think your thing is.


Not to quibble, but how do you get 33% of 2 and have a whole map?

#60 Lily from animove

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Posted 13 January 2015 - 09:55 AM

View PostBigbacon, on 05 January 2015 - 06:18 AM, said:

not having a bunch of tryhards bitching about them, telling them L2P, and overall treating them like dirt would be a good place to start.


thats is the way how poeple say hello in pvp games.

and gg ez get rekt is the pvp way to say "good bye"

gaming went downhill so much

q.q





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