

How Cw Become A Horrible Experience For Players
#261
Posted 12 February 2015 - 10:21 AM
#262
Posted 12 February 2015 - 03:21 PM
oldradagast, on 03 February 2015 - 04:22 AM, said:
And suggesting that newer players should be given no tools to get better at CW except "join a team and get on coms" is contrary to reality. If that's all it took to "get good," new MWO players could go from "bads" to "leet" in 5 minutes.
Again, I have yet to see a single valid argument against giving newer and casual players a way to be eased into CW. All I see is "get good or get rekted!" followed by obstinate refusal to give those same players the tools needed to "get good."
That is in fact what it takes to get better at CW. Communicstion and practice with your team. So tired of the diehard solos crying because its not easy enough for them to be rambo in a team game. CW is for teams. Solo que is for solo. Wanna solo CW? you made the choice its up to you to make it sork, not me, bot your team, not the enemy, and NOT PGI.
#263
Posted 12 February 2015 - 03:54 PM
Virdigo, on 12 February 2015 - 10:21 AM, said:
CW is probably not the best place to start if you're a newer player. :/
#264
Posted 12 February 2015 - 08:24 PM
I can't be the only one that remembers the crying when 8/12 mans were in the pub queues.
Am I the only one who made the connection (before Com Warfare) that they were re-instituting that SAME exact template into community warfare?
Join a bloody group, or don't about getting owned by teams. (For now, I choose the latter.)
Or don't play CWarfare.
#265
Posted 12 February 2015 - 10:00 PM
Valar13, on 12 February 2015 - 03:54 PM, said:
I think joining a friendly and skilled unit and learning by playing with them is like going to the best college and having a tutor for every class.
If someone joined today and grinded out their first three mechs, then joined a unit and played with them five nights a week, they could have one nice dropdeck and be at least average, in a month.
#267
Posted 13 February 2015 - 06:18 AM
Virdigo, on 12 February 2015 - 10:21 AM, said:
The exact opposite happens to me in CW. I solo, most of the time. the only times I even get close to what yoyu decribe is vs a comp team, then I can expect it. The other 99% of the time? Nothing like what you "describe."
HARDKOR, on 12 February 2015 - 10:00 PM, said:
I think joining a friendly and skilled unit and learning by playing with them is like going to the best college and having a tutor for every class.
If someone joined today and grinded out their first three mechs, then joined a unit and played with them five nights a week, they could have one nice dropdeck and be at least average, in a month.
This is where the real problem lies though isn't it? It's a giant culture clash. When I first started playing online games, joining clans/guilds etc was seen as a normal thing to do. No one saw anything wrong with it. In fact I've made several real life friends and have my current partner to thank for guilds, voip etc. Been nothing but a positive experience for me.
But so many here seem to be of the "why should I?" and "I don't want to conform" cloth.They rage and rile against anyone who dares to team up with others, seeing them as "farmers" and somehow "against them" when they themselves are the ones excluding themselves from it all. They have even managed to ostracize people who team up out of the main community into a special group queue-that's the first time I have ever seen anything like that since my first ever online game, EQ1:)
Warthunder doesn't do it, World of Tanks doesn't do it-why does MWO? Probably because of lack of population, they are scared of losing anymore players? I'm hoping with steam release that will change and the playerbase gets stronger, then hopefully we can start making actual communities that consists of people that don't want to isolate themselves on purpose.
Here's hoping eh?
#268
Posted 13 February 2015 - 06:47 AM
Livewyr, on 12 February 2015 - 08:24 PM, said:
Am I the only one who made the connection (before Com Warfare) that they were re-instituting that SAME exact template into community warfare?
Apparently, learning their lesson doesn't come naturally to everyone -and Yes it is the exact same template. This time, they won't be able to fix it with a solo-only queue. The reason the public solo-only queue that currently exists works is because the big competitive premade groups can't reliably sync-drop into it. If there was a CW solo-only queue, the elite competitive premade Units CAN reliably sync-drop into it because each team in a match is all of the same Faction so there's no chance their Unit's players will end up on opposite teams.
#269
Posted 13 February 2015 - 06:55 AM
Oh. My. God.
Dear PGI, here is my bank routing number and my account#. Please take whatever you need.
#271
Posted 13 February 2015 - 08:49 AM
Johnny Z, on 13 February 2015 - 07:47 AM, said:
We've been getting a lot of content, what we're not getting is more variety with the new content. Considering all that content is new mechs I'd rather see maps, game modes, and balance fixes.
#272
Posted 13 February 2015 - 11:12 AM
I don't know how PGI can avoid the mismatches, but those aren't any more fun than it was dropping against premades out in the PUG match world.
Recently I have been seeing some matches out in PUG-land that were apparently composed of coordinated 12-man teams in alt account mechs with mismatched unit tags rolling over the PUGs just as they always have. I think some units may be trying to encourage more players into CW by making non-CW more punishing.
Do I >know< that they were a twelve-man crew on alt accounts? No, of course not. But they played like it, and when they are dropping out there you can get some fun drops in CW, making it more attractive even if you are only going up against second and third-string units. You don't know they re second-string, you just find more evenly matched contests.
#273
Posted 13 February 2015 - 11:23 AM
Triordinant, on 13 February 2015 - 06:47 AM, said:
There would be no reason for those groups to sync drop. I have had the pleasure of playing with a few groups, one very competitive in CW, the only way you would reliably get the planet is if you launched as a 12 man group. No one is going to bother attempting to sync drop. If they do their name will be on one planet maybe two....
#274
Posted 13 February 2015 - 11:35 AM
But you don't bother with sync drops in CW. Faction groups do nicely and are often (in Marik and Liao) composed of a mix of unit tags.
#275
Posted 13 February 2015 - 12:33 PM
Saxie, on 13 February 2015 - 11:23 AM, said:
Those are the "good" premade comp groups. The "evil" groups would not be sync-dropping into a possible future CW solo-only queue to get their Unit names on a planet or even to make changes on the CW map. It would simply be to relive the "bad old days" when they could get quick easy wins against random PUGs in a queue without Elo matchmaking. It'd be 2013 all over again.
#276
Posted 13 February 2015 - 12:55 PM
Stoned Prophet, on 12 February 2015 - 03:21 PM, said:
Actually, I AM part of a small unit (~10 regular players.) And we played CW... and mostly gave up on it because it was BORING.
Either the 5 to 6 of us on at the time would be paired against a pile of PUG's and stomp them in a pointless battle that was a waste of everyone's time, or we'd face-check a 12-man camping on defense and get rolled. Now and then, we'd have a game worth playing, but it was the vast minority. Hence, most of us focus more on playing in the Public queues, where solo's don't get dropped against teams, and where the match-maker at least *tries* to take skill into account. The Public queue also has more maps and one side isn't favored by handing them the ability to camp and simply shoot targets rushing through gates.
Not everyone who gave up on CW did so because they were losing. Stomping targets over and over again in games that can take up to 30-minutes - not counting terrible wait times - is almost as boring as being stomped. If you - or others - can't see why a game mode that mostly spits up pointless, 1-sided games with obvious winners is a failure, I can't help you.
Edited by oldradagast, 13 February 2015 - 01:00 PM.
#277
Posted 13 February 2015 - 01:04 PM
Livewyr, on 12 February 2015 - 08:24 PM, said:
I can't be the only one that remembers the crying when 8/12 mans were in the pub queues.
Am I the only one who made the connection (before Com Warfare) that they were re-instituting that SAME exact template into community warfare?
Join a bloody group, or don't about getting owned by teams. (For now, I choose the latter.)
Or don't play CWarfare.
The problem is they don't have the population to support CW unless they allow solos and tiny teams into the game. I'd be fine with solo players being forbidden from playing CW and forcing the team size to be at least half the game mode size. In short, in 4 vs. 4 in CW, you need at least 2 players in each team. In 12 vs. 12, you need at least 6 players in each team. You get the idea... but the game has a tiny population and they clearly can't afford that.
Remember the failure of the 12-man queue years ago? I played in it. I remember the 30+ minute wait times... and then you'd end up playing against the same opponents over and over again because nobody else was there. Well, this is the same nonsense, except PGI "fixed" it by throwing PUG's and small groups into what basically still is the 12-man queue. Now, it looks like there are enough players to keep it alive... until the PUG's and small, casual groups all quit.
Is it really a revolutionary idea to suggest that if a certain segment of the population is needed to keep CW playable, perhaps CW should offer some reason for those people to play it?
#278
Posted 13 February 2015 - 01:05 PM
oldradagast, on 13 February 2015 - 12:55 PM, said:
and where the match-maker at least *tries* to take skill into account. (except it doesn't really)
#279
Posted 13 February 2015 - 01:07 PM
kamiko kross, on 13 February 2015 - 01:05 PM, said:
Um, newsflash - if CW is boring "in our opinion," that's all that matters for us. What you think really doesn't matter when it comes to how the rest of us spend our game time; if you like it, fine - but a good chunk of the MWO population is bored stiff of it. Or, haven't you noticed? Yeesh...
And, yes, the matchmaker, for all its flaws, provides some degree of balance by definition. Also, there are no solo players in the Public team queue. Those 2 facts alone make those games better balanced and more worth playing than the free-for-all drek that is the current CW.
Edited by oldradagast, 13 February 2015 - 01:08 PM.
#280
Posted 13 February 2015 - 02:05 PM
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