What Will Bring More Players Back To Cw
#1
Posted 07 January 2015 - 07:54 AM
What I will return to CW for is when they implement a rank system that actually has perks, and make planets have different bonuses and be worth something. If they make it so each planet has a cbill income and depending on your rank you get a % of the overall cut, then I would be much more inclined to queue up as a solo pug defender/attacker.
I also feel the map will be reset soon, which makes my interest in controlling planets that give me no benefits even less. I don't get a ton of time to play each week, which is why I'm staying pug for the time being, to spend my time on CW right now just doesn't have a return on investment for me.
#2
Posted 07 January 2015 - 07:58 AM
#3
Posted 07 January 2015 - 08:09 AM
Today between 1-3 pm GMT there were no more than four people looking for CW games ( on the steiner front)and there were enough online as arena fights were taking no more than 20second to drop even in a heavy mech.
Simple fact is this at the end of the day.
If you make a part of the game that is unfriendly to 85% of your player base and also dull, tactic wise, then only around 25% will use it on a regular basis.
I want CW to be the best part of MWO but its clearly failing and needs a rebuild and no amount of bitching and saying suck it up by the big organised clans/regiments is going to make it work, its going to make it even less populated.
You also need a big carrot (socking filler) and at the moment there is no carrot, and the leet 12mans are just using a vocal stick which is just going to make things worse
Edited by Cathy, 07 January 2015 - 08:19 AM.
#4
Posted 07 January 2015 - 08:20 AM
They're going to have to put in 4v4 and 8v8 queues for smaller lances/units. They need that global chat, and better queueing system. They'll need to solve ghost winning in some way; they might bandaid it, but i feel like it's going to need a rework.
Command wheel and other organization tools (voip, better rewards for following orders) will help as well, along with general game balance (maps, mechs/quirks, game modes).
What people aren't doing is taking CW for face value. They see what it can/should be, and think that's how it has to be right now. CW is so ridiculously young it's not even fair. I'm glad they have that beta tag on it.
It's very much a beta, and it's going to take a lot of work to keep CW engaging and meaningful...
Edited by MoonUnitBeta, 07 January 2015 - 08:31 AM.
#5
Posted 07 January 2015 - 08:33 AM
MechWarrior/BattleTech was always a niche game in the PC/Xbox market so many at Microsoft and FASA looked at what was fun about the games from players and first and foremost was the social atmosphere of players playing solo or on teams on in-game servers.So they built the MSN Gamming Zone which became a HIT with players of all ages.
MWO has no! true social environment for a community to grow and be part of the game to be immersive in role-play in the BattleTech/MechWarrior game world. Plus the fact players really have no control over drops maps or even to form 3rd party league like the older PC MechWarrior games offered.
If I was PGI I would start talking to players like me and many others that played PC MechWarrior/BattleTech games for 20+ years on how to fix MWO not ban us from the forums and games because they are unwilling to listen to reason before MWO goes belly up.
KingCobra
Edited by JackkyChan, 07 January 2015 - 08:34 AM.
#6
Posted 07 January 2015 - 08:38 AM
Edited by Ripper X, 07 January 2015 - 08:38 AM.
#7
Posted 07 January 2015 - 08:44 AM
I think the real issue is that players don't want to have to wait 20 minutes at a time in order to drop. No more, no less.
I think an easy way to do so is to double-up the number of planets that can be attacked in a given phase, but have one of those planets act like a "General drop" planet, where if there are enough players in the general drop cue for two conflicting factions, they could potentially be dropped into a match against each other that means something to CW. Whether it would be Skirmish, Assault, Conquest, or Community Warfare mission, the player would be able to drop within a couple short minutes of clicking the "Launch" button.
Edited by ice trey, 07 January 2015 - 08:44 AM.
#8
Posted 07 January 2015 - 08:47 AM
#9
Posted 07 January 2015 - 08:53 AM
#10
Posted 07 January 2015 - 08:59 AM
1) shoot as many mechs as possible while defending.
2) mob rush the objective and blow it up.
There's no real "fight" in this game mode. I have won and lost on both sides of the fence and find I really get no sense of accomplishment or that my contributions mattered to winning the planet. The only thing I think when I see the galaxy map is, “oh look that pixel is now a different color than it was yesterday." It is just a shallow game mode with nothing to do other than the two points above.
Personally I was hoping for something where both sides fight to control points across the map. Kind of a stepped capture-point where the defender owns points up to the gate. The attackers have to destroy/capture the gate and multiple points to the final objective. The defenders win by ultimately protecting the end objective, the attackers win by taking/destroying the points to the objective. The result is both sides actually have to fight over the objectives.
I’d also like to see more game modes. Something like “destroy supply line”, “capture drop ship”, etc… Something that leads to greater objectives/affects.
While it’s a good start and I understand it is currently in beta, I’m really trying to find a reason I would want to play this game mode more.
Edited by TamCoan, 07 January 2015 - 09:01 AM.
#11
Posted 07 January 2015 - 09:09 AM
Not having 90% of the playerbase realize they can't actually afford to compete in CW would also help. This is shorthand for 'why didn't you abolish Paulconomoy and rewards 2.1 early, oh my god, you guys are so stupid.'
Not being paid peanuts would help.
Knowing how many people are actually on each planet, so you don't waste your time because of mysterious 30/26 numbers.
Playing on actual maps, not MOBA stages, might also attract some players.
Things like that.
#12
Posted 07 January 2015 - 09:11 AM
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I guess for some the truth is hard to swallow? and they deny the inevitable to justify there mistakes? This is a recurring theme with the PGI Devs playing the blame game on someone IGP-PlayBase_ETC. What I have posted is a time tested winning combination for past MechWarrior/BattleTech games what worked then would still apply and work for MWO today.
Edited by JackkyChan, 07 January 2015 - 09:12 AM.
#13
Posted 07 January 2015 - 09:24 AM
But don't expect anything from the forums to be addressed any time soon , PGI will just do what they want to do, just like always! (make up some reason or other why they are doing things a certain way).
#14
Posted 07 January 2015 - 09:32 AM
But don't expect anything from the forums to be addressed any time soon , PGI will just do what they want to do, just like always! (make up some reason or other why they are doing things a certain way).
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I know I tried to talk to the devs long ago before MWO was built then again in closed beta and up until a year ago about MWO.
But anyone they perceive as a threat they just ignore on this forums-facebook-or twitter. So its pointless to even try to reason with them about any aspect of MWO they only listen to there own staff and a few PAL cronies they seam bent on pleasing.
#15
Posted 07 January 2015 - 09:46 AM
Cathy, on 07 January 2015 - 08:47 AM, said:
I think there is a market for both, the issue is building a unified design that works well for both user groups. The casual players want something thats quick and rewarding, effectively popcorn. But the mechanics need to have depth and complexity in their options to allow people to become immersed in the title enough to lose time in it.
A very simple example of this is a game like FTL or Don't Starve. Both new(er) indie titles with a very simple surface, challenging gameplay, and rigorous depth of mechanics and complexity through randomization. Now randomization isn't always the way to go for getting that but it certainly does add a bit of flair.
While I've made a lot of comparisons to between MWO and MMOs in the past, I think part of the issue behind CW and it's lack of allure is beyond the first 20 or so games there isn't lot of complexity or variety to the gameplay, compared to if you look back and Mechwarrior 4 and the NBT league rules for planetary assaults there is a change of gameplay pace and variety from stage to stage making it so each encounter while following the same rules felt more unique. Though the sheer number of maps for that also warranted variety unto itself for much of the gameplay. Even then the battle types for the league varied for the number of pilots and weight limits as to what could be used for each further adding variety to that environment. Being a player run and operated league did account for much of that in the sense they could drive it anywhere they wanted to.
None the less, my hope for CW was to get something along those lines built into a new virtual space with the pretty new map for CW but ended up with a basic skeleton that overtime might reach that magnitude. I just don't think variety for the battle types was in the books for PGI. Because I could see taking a planet for CW consisting of different battle types with the ultimate final "Defense" of the planet being what we have now. While the filler in between could be a whole lot more.
#16
Posted 07 January 2015 - 09:57 AM
CW is, as far as I'm concerned, 20% done at best.
Players have fled it because there's just one game mode, two maps, and of those two maps, one has a significant advantage to the defenders if they bring long range weapons. Also the time to find a match is pretty bad. Even with tricks and re-queuing every 5 minutes to get a game, its awful.
Also, having a public queue full of random mix-tech and CW splits the community. IMO, both should be rolled up into one thing. All matches played on Skirmish, Assault and Conquest should count towards CW in some way. This means no mixed tech until the time line advances.
And the people who insist on mixing tech in their group? Give them a Solaris server to do that stuff on. Charge them a c-bill fee to enter a match on Solaris and give them some kind of pay out depending on how they do and be done with it. Furthermore, limit groups on Solaris to <= 4 and solo players to make MM easier.
#17
Posted 07 January 2015 - 10:11 AM
#18
Posted 07 January 2015 - 10:17 AM
Max 5 minutes (and I'm quite patient, right?)
#19
Posted 07 January 2015 - 10:36 AM
The majority of the playerbase soils itself at the idea of organized play, and would rather go into the solo queue where they can play bad builds and be special snowflakes.
You -could- build smaller CW maps off the current non-CW ones, and reduce numbers accordingly and CW shifts/rewards as well. Fewer targets, smaller targets. 15 minute time limits.
Call them "raiding" contracts vs. the current world-conquering/defending ones. 4-man (same drop deck) groups, maximum "group size" of two, meaning it'd be almost exclusively PUGsville, but you could team up with -one- friend. 5% of the world-effect of a full contract for conquest purposes,15% of the full contract/loyalty rewards, and you don't get a unit tag on the world (raids don't count, only a full contract would).
#20
Posted 07 January 2015 - 10:40 AM
wanderer, on 07 January 2015 - 10:36 AM, said:
Are you saying this is bad? Should people not be allowed to play games the way they want to play games? Are you suggesting that people should be shoehorned into a specific mold or go home?
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