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Cw Feels Like It's On Life Support


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#61 Soldryn

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Posted 23 January 2015 - 10:01 AM

ya know, people complain about not having a challenge, pugs complain about getting stomped by unit teams. 3 things i have noticed that i feel are killing CW the WORST: (and yes fulfilling objectives are fine, but DO NOT whine about never getting a challenge, and then gen rush when u finally get one, that's just pathetic.)

1 faction refuses to fight anything EXCEPT disorganized pugs because "RP".

another faction has given up almost completely on CW BECAUSE they cant get any disorganized pugs to beat on, it was too hard for them to fight units.

and a third faction has a unit that makes up approx. 10-15% of their total faction population who gen rushes, and ghost drops, rather than fight when faced with a real challenge.

and what do u know? they all CLAN FACTIONS.

I think that even more than pugstomping, ghost dropping, gen rushing, TDRs, TBRs, SCRs, quirks and hitscan:

WALKING AROUND WITH YOUR RPNESS FIRMLY LODGED IN YOUR WRECKTEM IS KILLING CW.

Edited by Soldryn, 23 January 2015 - 10:02 AM.


#62 Koniving

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Posted 23 January 2015 - 10:05 AM

View PostCathy, on 23 January 2015 - 09:06 AM, said:

Broken link, I wanna see the island !

Redid the image by hosting it myself. Does it work now?

I feel the caption is very fitting; the paradise island landscape outside was just an unintended bonus I noticed after the fact.

#63 Mystere

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Posted 23 January 2015 - 10:16 AM

View PostTastian, on 23 January 2015 - 06:16 AM, said:

PUGs outnumber 12-mans 4 to 1.
12-mans stomp PUGs, insult them, tell the to join a group or quit.
PUGs ask for solo queue in CW but are denied.
PUGs don't play CW.
CW is a ghost town.


How about a pair of alternative views?

[1]
CW has only 1 game mode.
CW has only 2 maps.
People stopped playing because they are tired, bored, and/or waiting for new maps and game modes.
CW is a ghost town. (allegedly -- see below)

[2]
Mystere is currently sick.
Mystere is currently not playing CW (or anything else for that matter) until Mystere gets well enough.
:(


Full Disclosure: I am only a solo player and have been since Closed Beta.

#64 Mystere

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Posted 23 January 2015 - 10:24 AM

View PostJackkyChan, on 23 January 2015 - 09:03 AM, said:

Mr.OP MWO was built for the brain dead kids who don't care how many repeatable battles they do as long as they think there is some end game.MWO was not built as a fun simulation of the BattleTech or MechWarrior universe with true characters to play in ground battles and battle armor to spice up the ground wars.


Then you have mechs to promote the pilot to as the ultimate end game. PVE missions and PVE tutorials would have been nice as well for new players. But I have said this all at the beginning of closed beta and much more. But the DEVS are blind fools that will soak up every penny they can and close the servers down before they change there core game design.

I and all my friends have quit MWO we were a old Clan from Mechwarrior2-4 over 100 strong and im the last one posting on the forums all have moved on to WOT,WarThunder or games they can play together and competitively without all the BS.

PGI/DEVS should have made a part of MWO like MechWarrior4 Multiplayer was with a new chat/lobby launcher system but they refused to do so in there ultimate ignorance they lost thousands of paying MechWarrior2-4 players from this IP's past.So basically PGI can go to hellll I won't pay them another dime ever.


Then kindly give everyone left the courtesy of you leaving silently and without further drama.

#65 mania3c

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Posted 23 January 2015 - 10:32 AM

View PostJoseph Mallan, on 23 January 2015 - 09:40 AM, said:

So a 12 man fulfilling the PRIMARY objective is bad game play? :huh:

it's just one of the many failed designs in our beloved CW..

#66 AdamBaines

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Posted 23 January 2015 - 10:46 AM

View PostKoniving, on 23 January 2015 - 08:56 AM, said:

Posted Image (Note: the girl narrating is the comatose one on the bed). Sound familiar? (Just thought of another fun fact: This image is on an island.)


Awwwww....come on now Koniving. Your better then that! :P ;)

#67 Big Tin Man

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Posted 23 January 2015 - 10:50 AM

Issues that have caused the current CW population drop off:

1. The shiny is gone. 2 maps, 1 game mode for a month. It's not shiny anymore, and not worth the wait for pugs
2. Rewards for attacking and rushing the PRIMARY OBJECTIVE stink. An attacking win should net at least 500k, even if it is done in 2 minutes.
3. Losing territories provides greater rewards (i.e. FRR, Liao with 100% bonus on contracts)
4. Taking territories provides no reward, other than seeing more of your faction on the map. Further, it reduces the chances of receiving a contract bonus.
5. Exponential loyalty point reward scale encourages jumping, but many players will be stuck around level 8-10 after making a circuit of all factions.
6. Loyalty point rewards not fully implemented. Earning mechbays and MC for playing CW will bring hordes of people.
7. No encouragement from PGI for us to continue testing and providing feedback on a feature that needs significant work (i.e. long-term CW testing challenge. Play 100-500 invasion matches and post 5 constructive comments in the feedback forums and get a cookie.)

Edited by Big Tin Man, 23 January 2015 - 10:51 AM.


#68 _Comrade_

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Posted 23 January 2015 - 10:52 AM

I agree with the OP , I don't really want to tell my RL friends about this game cause they don't have the meta cheese to play and because they will curb stomp if they go in there with trial mechs. I understand the PGI is trying to get players to communicate and group together , but having 12 mans TBolt PPC roll / or streak crow roll them is not the way to do it. PGI needs to give new players a reason to play. At least have some kind of ELO system

#69 Augustus Martelus II

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Posted 23 January 2015 - 10:54 AM

I ve played CW a few times, i m a pug yes. I didnt like the experience.

I was thinking that it would look like MWLL kind of maps with many bases, huge maps, a lot more of strategy but its just a longer waiting time for a gameplay that look like in the normal queue (group up and destroy the attackers).
Only a few mechs or variants are good and its mostly always the same strategy that will win. They should have check MWLL wich was only a mod (yeah an hell of a great mod and i think the best MW gameplay i ever play).

RIP MWLL you were good but because that you were a mod, you didn't have a lot of player... :(

For me CW is dead.

Edited by Augustus Martelus II, 23 January 2015 - 11:01 AM.


#70 Joseph Mallan

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Posted 23 January 2015 - 10:55 AM

View Postmania3c, on 23 January 2015 - 10:32 AM, said:

it's just one of the many failed designs in our beloved CW..

Dude. Seriously? There is more to a game than just fighting. :rolleyes:

#71 Koniving

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Posted 23 January 2015 - 11:05 AM

View PostAdamBaines, on 23 January 2015 - 10:46 AM, said:


Awwwww....come on now Koniving. Your better then that! :P ;)

I'm just largely disappointed that the concepts we were sold on have yet to be mentioned as "in the pipeline." (Edit: Since the beginning of this iteration of CW.) They've taken entirely different directions from what they proposed in the video introduction of CW, much like they did with the original Dev Blogs 0 through 5...

A simple example from there is that instead of an all inclusive skill tree, it would be a system of 2 to 3 choices per upgrade, where what you choose will change the fate of your machine.

Examples of that:
Do you want higher threshold or better cooling? Do you want a faster firing rate, better range or slightly reduced heat per shot? Faster twisting or better twisting range? Better acceleration or better brakes? Choose. You can't have everything.
Making it different, unique, instead of all the same and min/maxed with everything piled up in one ship.

Instead, we have a simple system where the skill tree might have tried to ask "Do you want this or this?"
And the only answer we can possibly give is "Yes."
"Which one!?"
"Yes."
"Why don't you take all of it?"
"...Yes."
"You'll be crippling overpowered and will complain for years at how ridiculously short time to kill is becoming."
(Please god let me say no.) "Yes." (Crap.)

Here we were supposed to have 3 types of players.
Faction Loyalist. (Has many perks and benefits, great for the typical MWO player).
Mercenary Corporation. (Has incredible perks coupled with incredible risks, fantastic for the hardcore / competitive MWO player).
Lone Wolf (a single merc that gets some of both worlds but the best of none, able to function just comfortably but left with just enough yearning to make a decision and take the plunge in one direction or the other. Ideal for the casual player).

Not a single hint of development on these fronts or a 'coming soon' tidbit. Instead, everything is forced under "Faction Loyalist" as far as what was supposed to happen, and the only difference between a "true faction loyalist" and "everyone else" is whether or not you locked yourself on a permanent contract and a tiny increase in the percentage of loyalty points which is a finite quirk that will expire eventually -- but you are now permanently lodged and can't break free without paying obscene amounts of cbills, locking you from other content...

You can imagine why it would discourage me. (A strikingly fitting caption from a sequel to the same franchise as the last image).
Posted Image

To note: I understand it is a beta. I know they have a lot of issues to tackle now. But the 'foundation' is missing. They're building. Great! But where is the foundation? Akin to the skill tree, they built it but never laid in the foundation, dooming them to have to almost permanently deviate from their intentions. Here, there's no sign of the foundation. Groups and individual players alike are tied to factions as little more than the worst of mercs and of faction loyalist with not even the least bit of suggestive hope within either the game or the files (thus far).

I'm fine with waiting, I'm fine with things being changed or deviating somewhat from the original plan. Right now, however, it seems like these things were thrown together in a rush. PGI seems so worried about making the rewards functional and analyzing the metrics that it feels like the thing is built on a thin concrete slab placed on dirt and grass without a proper and secure foundation upon which to build. Or worse, a 'temporary' foundation like a number of the other mechanics we received were built on, without the foresight of how we'll never be able to go back and replace the temporary one with the real intended one.

I'm foreseeing a repeat of past mistakes, a rush to get 'something out' and not a genuine intelligent thought on the consequences behind it. Perhaps I'm wrong and they have put out the ground work, but I am not seeing it here. I want to see it. I want it to mean something. At the moment it's just a nice map and a delayed queue system that leads me to a new game mode, in which I'm forced into being a half baked combination of two of the three classes of players we were supposed to be able to be.

(More on the "3 types of players" here.)

Edited by Koniving, 23 January 2015 - 12:24 PM.


#72 ExplodedZombie

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Posted 23 January 2015 - 11:27 AM

Totally understandable. It was a beta of a vertical slice. We got a taste, now we wait for more.

#73 Fox Kell

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Posted 23 January 2015 - 11:37 AM

View PostJoseph Mallan, on 23 January 2015 - 10:55 AM, said:

Dude. Seriously? There is more to a game than just fighting. :rolleyes:


Not when its called MechWarrior. ;)

#74 Joseph Mallan

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Posted 23 January 2015 - 11:40 AM

View PostFox Kell, on 23 January 2015 - 11:37 AM, said:

Not when its called MechWarrior. ;)

LOL If thats what you think. ;)

#75 Mystere

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Posted 23 January 2015 - 11:45 AM

View Postmania3c, on 23 January 2015 - 10:32 AM, said:

it's just one of the many failed designs in our beloved CW..


Why?

The primary objective of the Israeli raid at Entebbe was to rescue the hostages, not to kill any and all of the opposition they met. Would you rather they forced a fight with the entire Ugandan Armed Forces?

#76 Mystere

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Posted 23 January 2015 - 11:49 AM

View PostGrimwill, on 23 January 2015 - 10:52 AM, said:

I agree with the OP , I don't really want to tell my RL friends about this game cause they don't have the meta cheese to play and because they will curb stomp if they go in there with trial mechs. I understand the PGI is trying to get players to communicate and group together , but having 12 mans TBolt PPC roll / or streak crow roll them is not the way to do it. PGI needs to give new players a reason to play. At least have some kind of ELO system


As I have been saying all this time, the solution is more and better maps and game modes. Creating an Elo-based matchmaking system is not the best solution.

(And it's "Elo", as in "Arpad Elo")

#77 bobF

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Posted 23 January 2015 - 12:13 PM

All PGI had to do was make CW basically the FPS equivalent of the table top set of Succession Wars. All the rules were written, the system fully built, they just had to turn it into a computer game.

Dammit PGI, you had just one job. But hey, the urbanmech is coming out, right???!!!! /facepalm

#78 Basilisk222

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Posted 23 January 2015 - 12:15 PM

Lets just take a look at this objectively shall we?

View PostbobF, on 22 January 2015 - 11:21 AM, said:

This is a serious post.

All this glorious warfare, politicking, smacktalking, merc betrayal, merc loyalism, pug stomping, actual ggclose 12man fights and fun in TS seems like it's coming to a close.


I've heard this time and time again, for close to two years now, Lasers, hit detection, assault mode, this, that, you name it, someone's said this about it. It's still here, and it's still improving, things they be changing, and for some reason everyone has to tell the dev DON'T CHANGE THINGS THEY'LL KILL THE GAME! Just sit back, and watch, this has happened before.


View PostbobF, on 22 January 2015 - 11:21 AM, said:

Dunno about you guys, but the game seems to be driving everyone off, leaving a few pugs for stomping, but mostly 12 mans (or assorted units on comms) to ghost drop on attack or wait for the new Last 15 Minute Defense to keep planets from flipping.

It's gotten so bad that both factions and mercs are coalescing into a system of cease fires and known allies, just so there's a concentration of forces to have some combat.


Think about what you're saying here, you're saying that factions are getting together, locking noggins and coordinating a strike defense or offense in a way that will gain or save them a planet, and this is a bad thing? Pug stomps might be less fun for the Pugs, but this is called "Community" Warfare. I mean, we have people acting as factions and coordinating attack windows? In a tank simulator? I can't get my coworkers to get that kind of synergy going.


View PostbobF, on 22 January 2015 - 11:21 AM, said:

There are two important realities that everyone needs to absorb, and internalize: 1) pugs make the world go round. Every PvP game is mostly pugs. Every GAME is mostly casual players. While I will agree 9000% with some of you that these scrubs should just git gud, the reality is that people just want to play a video game on medium difficulty, and not be frustrated getting curbstomped every match. 2) PvP is competition, and someone has to lose. Just as I spoke to my fellow elite neckbeards in point 1, I now address all casual players. You're not going to always win, even if you were dropped into a perfectly balanced match. Learn to love the struggle and ultimate satisfaction of getting good at something. Reach out to those neckbeards for pro tips, or to become part of their unit. I promise you won't regret it.


I understand where you're coming from here and I respect this point of view. I think your overall viewpoint herein is verbatim what I believe.


View PostbobF, on 22 January 2015 - 11:21 AM, said:

Those two things being said, the following NEEDS to be done to save CW:

1) THIS IS THE #1, NUMERO UNO HIGHEST PRIORITY: PGI, in order for your factional groups to come to real fruition, the game NEEDS CHAT LOBBYS. All these casual players could immediately be brought up to speed in like 5mins having a simple chat convo with a helpful vet. TS info could be readily spammed on these chat channels. Groups coordinated. Etc. PGI, this is a must-have, mission-critical feature for building community.


This is confirmed to being worked on and is slated to being pushed in a future patch From what I understand, they want to incorporate a global chat system (think wow) accessible when not in battle. So they are working to do what you say, also VOIP is at least 2 patches out, but has been indicated to possibly be in the first feb patch.


View PostbobF, on 22 January 2015 - 11:21 AM, said:

2) the pug queue HAS to be integrated into CW. Sorry elite 12 mans, casuals make the game and to deny them participation because they can't come with 12 for instant queues (or, turret killing as it's been of late) is foolhardy. The game is doomed without effective integration of casuals. PGI, there are a ton of threads all over with excellent ideas on how to implement this. The most straightforward way is to adjust the % needed to cap a planet higher, then have a "CW" option for the general queue that contributes to the cap of some planet; you could have CW and include all the normal game modes, ELO separation and fast queues everyone currently enjoys.


First of all, doom is such a strong statement, short of kicking their users in the balls over and over until they taste testicles, I don't think PGI can truly kill this game. Which is precisely why PGI has initiatives to involve smaller groups and casuals, they have stated they're working on smaller modes like 4 mans and 8 mans with different objectives, in addition they have decided that counter attacks will be much different than what they currently are. Think Skirmish with a twist. They're hoping these modes involve more of the community, more often.

View PostbobF, on 22 January 2015 - 11:21 AM, said:

3) 12 mans, big units, and major community contributors need mechanics to choose their own destiny. Sorry casuals, but there needs to be a high level of competitive play, and that play should be rewarded with being the biggest contributing factor to map movement. Factions need ways to choose their own attack lanes, keep track of alliances and enemies, current merc employment, and other fun battle metrics. Otherwise, we would all just switch to the CW mode proposed in point 2, because of fast matches. Which neatly brings me to point number...


I do agree there needs to be some sort of large group choice I think for lanes, and I really do think this stuff WILL be added over time, but at the same time, the coordinated efforts of 4 clan fronts spearheading towards terra, might be too strong, Think how much difficulty the FRR guys would have with 4 clans beating on them at once. I think the algorithm is there to mitigate that a bit. But, I'm unsure, I really agree with you here though, high end incentives should be there for the bestest teams (:P) I'm inclined to believe they're just not here YET, not that they're unplanned.



View PostbobF, on 22 January 2015 - 11:21 AM, said:

4) Participation in CW needs to be encouraged by the things that alter player behavior. Make a c-bill bonus for 12man faction groups that have at least 4 different units, a "pug" bonus of sorts, to encourage pugs to queue for CW. Make LP do something useful. Make unit coffers do something useful (like act as a unit bank, that unit players may withdraw funds from, with permissions admin'd by unit leadership). Give direct unit coffer rewards from factions, in addition to personal reward. Get that LP reward system in place, pugs love new mechbays, cockpit items, mechs, equipment, etc. There are many methods to get the masses into the game mode.


Again, mentioned by Russ, LP will be tied into your previous posts, they do plan on doing things with it, such as effecting players who play for certain sides, losing some if you battle against a faction you were previously allied with, unlocking clan exclusive items, unlocking badges and viewable things for your rivals and fellow squadmates to see. Coffers are coming in future patches as well to play and tie in, Almost everything you suggested, all talked about recently by Russ, who says most of that is only a couple of patches out.

View PostbobF, on 22 January 2015 - 11:21 AM, said:

Yeah I know, why don't you guys get this done yesterday, right? I'm not ignorant to the work needed to make the above a reality, but just consider a moment what you're working on now, as requested by players (i.e. stupid **** like urbanmechs and in-game voip) versus what your game NEEDS to grow and thrive. Re-prioritize appropriately. CW has given you guys the opportunity to actually exist as long as you plan to, don't waste it.


Now, I'm going to cite my ONE source for every single thing I've said: Russ Bullock's Twitch Stream with NGNG about a week ago, the whole 2 hours is on youtube, watch it. Given the Urbanmech, Russ Indicated he cannot make out wether the community is serious on wether it WANTS the Urbanmech or not, he's not sure if its a joke, or if the community really wants to see it. So he said, we're going to give the community a chance to see if they really want it with preorders. If they do, more preorders will come in, and they'll release the Urbanmech, if not, the community will not get it at all. My sense from Russ is that they are really trying to push maps and expand CW right now, as well as trying to fix what's not working well.

They WANT to keep players, they WANT to make a good game. People need to treat this like beta, because it is. Stop throwing Doom everywhere, tell them what's working, whats not, be objective, and most of all, be PATIENT, we're not going to get everything we want right away.

#79 TripleEhBeef

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Posted 23 January 2015 - 12:17 PM

Gotta agree with Mystere, we need more maps and modes.

Also, the maps and modes need to have an "escalation" feel to it, where you progress to steadily larger and more dramatic engagements. Consider this.

Phase 1: Raid.
- Low tonnage limits/small deck (lights/mediums)
- Larger maps.
- Attackers have to destroy spread out comm/sensor arrays.

Phase 2: Beachhead.
- Essentially current Invasion mode.

Phase 3: Counterattack.
- Planet defenders launch full scale attack on attacker Landing Zone.
- Defenders must eliminate all attackers AND attacker HQ before Union Dropships arrive.
- Consider shorter time limit, limited static defenses for Attackers (Want defenders to "race against time" instead of peekaboo for 30 min).
- And a cool custcene of the dropships landing/being blown out of the sky at match end would be awesome BTW.

Phase 4: Last Stand.
- Maybe a "Rush" Style game mode where attackers fight their way into the planet capital/military HQ.

#80 AdamBaines

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Posted 23 January 2015 - 12:26 PM

View PostKoniving, on 23 January 2015 - 11:05 AM, said:

I'm just largely disappointed that the concepts we were sold on have yet to be mentioned as "in the pipeline." (Edit: Since the beginning of this iteration of CW.) They've taken entirely different directions from what they proposed in the video introduction of CW, much like they did with the original Dev Blogs 0 through 5... A simple example from there is that instead of an all inclusive skill tree, it would be a system of 2 to 3 choices per upgrade, where what you choose will change the fate of your machine. Examples of that: Do you want higher threshold or better cooling? Do you want a faster firing rate, better range or slightly reduced heat per shot? Faster twisting or better twisting range? Better acceleration or better brakes? Choose. You can't have everything. Making it different, unique, instead of all the same and min/maxed with everything piled up in one ship. Instead, we have a simple system where the skill tree might have tried to ask "Do you want this or this?" And the only answer we can possibly give is "Yes." "Which one!?" "Yes." "Why don't you take all of it?" "...Yes." "You'll be crippling overpowered and will complain for years at how ridiculously short time to kill is becoming." (Please god let me say no.) "Yes." (Crap.) Here we were supposed to have 3 types of players. Faction Loyalist. (Has many perks and benefits, great for the typical MWO player). Mercenary Corporation. (Has incredible perks coupled with incredible risks, fantastic for the hardcore / competitive MWO player). Lone Wolf (a single merc that gets some of both worlds but the best of none, able to function just comfortably but left with just enough yearning to make a decision and take the plunge in one direction or the other. Ideal for the casual player). Not a single hint of development on these fronts or a 'coming soon' tidbit. Instead, everything is forced under "Faction Loyalist" as far as what was supposed to happen, and the only difference between a "true faction loyalist" and "everyone else" is whether or not you locked yourself on a permanent contract and a tiny increase in the percentage of loyalty points which is a finite quirk that will expire eventually -- but you are now permanently lodged and can't break free without paying obscene amounts of cbills, locking you from other content... You can imagine why it would discourage me. (A strikingly fitting caption from a sequel to the same franchise as the last image). Posted Image


Now that's more like it :-) I appreciate the thoughtful opinion. I very much understand where your coming from as we both Founders from Alpha and Beta. I have erased that "Go Live" event in San Fran presentation from my mind as the vision has totally changed. Ok Maybe not changed, but a different approach has been taken. It can be frustrating I agree, which makes me play less. But I have more hope now then I have in 2 1/2 years with Russ' communication and product overall progress.

But I feel ya. I do.





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