Lone Wolves, Mer Corps And Cw
#21
Posted 16 April 2015 - 07:21 PM
So, it would be nice to see this.
#23
Posted 16 April 2015 - 10:00 PM
Well done, listen to this man.
#24
Posted 05 May 2015 - 03:27 PM
#26
Posted 05 May 2015 - 05:13 PM
It's a shame that their isn't a different perspective for House's, Clans, and Mercs or even for that lone wolf who desperately ties to hold onto his mech that was passed down from one generation to another...
So much wasted promise...
#27
Posted 05 May 2015 - 05:26 PM
Knight Magus, on 05 May 2015 - 05:13 PM, said:
Some things are exceedingly difficult to translate from pen and paper into a computer game. While I understand your perspective, I thing it is one of those things that will have to be 'lost in translation'. (I am a D&D fan from a loooong time ago, and DDO, while I expected it to be true to pen and paper, was understandably altered, it's about gameplay. Some things do not work.
Knight Magus, on 05 May 2015 - 05:13 PM, said:
I think that single player campaigns may help here. Even if there were cooperative.
Knight Magus, on 05 May 2015 - 05:13 PM, said:
I blame IGP for launching torpedos at PGI's project.
#28
Posted 11 July 2015 - 05:10 AM
The more points/levels you gain (for each faction/merc) the bigger % bonus you get.
I also agree that you should not lose any if switching. Too much of a disincentive to players.
Cheers
Eboli
#29
Posted 11 July 2015 - 08:58 AM
I think there is one thing overlooked though. CW is targeted as "hardmode" which basically translates to favouring elite groups and players. Events and challenges boost population but only because there is a goal or an "incentive to play" as I like to call it.
CW is time consuming which is no problem for the hardcore player. Sadly the bulk of the community is comprised of guys like me. Average players ranging in skill with an average amount of playtime to dedicate. For example... if I have two hours to play, most of the time I won't be doing it in CW as a house, clan, or merc, and the simple reason is because there is no incentive too....Pub queue is far more rewarding for my time, and that is a big deal for a lot (if not all) players.
CW being "Hardmode" is fine. If I lose, I expect to get ziltch and perhaps even lose money. But on a win it should be a "reward", as it stands.....the "risk of losing vs the reward of winning" is absolutely pathetic and from a "warfare" perspective gain nothing.
Through and through, when the bulk of the community logs on they have a choice....CW or Pub Queue, as things stand Pubs generate more potential reward for your time.. and most choose it over CW leaving it rather sadly populated.
Until there is something to "fight for" or a reward that is worth your time I don't think CW will ever be the first choice for the majority of the player pool. And clearly, faction rank rewards are not cutting it considering the (you guessed it) insane amount of time needed to invest at piss poor returns. (For the average player that is.)
You do have a fantastic idea though, and it would certainly add to CW in a positive way.
Edited by Tangelis, 11 July 2015 - 09:15 AM.
#30
Posted 11 July 2015 - 09:07 AM
Mudhutwarrior, on 01 February 2015 - 05:27 AM, said:
Not the only one because many in solo chat say the same. To expensive then you have to deal with the tryhards and their demands.
I fly only one flag and its black.
“Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats.” ― H.L. Mencken
You're like the Sid Vicious of MWO aren't you? Bow to no man, well...um...because. Always spewing some form of anti group comment.
Anyway back on topic, OP I like the positive thinking behind your idea. Good to see an idea to involve puggies in CW that isn't "stop grouping up now."
+1
*edit* I just read the post above me, maybe if rewards across the board were upped? I struggle to grasp people only play solo q to farm money, I #might# make less money on a cw loss but I'm happier when with a group of friends than alone cursing the 6 players on my solo team that couldn't break into triple figure damage scores. I might get 5 matches in an hour in puggy queue, I could earn say 220K for two wins and around 100k for three losses..550k. Joining th CW queues intelligently I'll probably get two games per hour. Probably make around 600k for a win and 350k for a loss, that's 950k......plus even when I've lost I'm not as frustrated as when I solo:)
I'd rather go quality over quantity to be honest, but then I put fun with friends ovr rewards and grinding. I'd rather earn money slower but have more relaxing gameplay doing it.
But then if rewards were upped CW would be solo q v2 with 4 times the frustration.....
Edited by kamiko kross, 11 July 2015 - 09:15 AM.
#31
Posted 11 July 2015 - 09:18 AM
You would still have to pick between making yourself available for is or clan I guess. Or maybe mercs should be IS only even, at least if lore is to be followed.
#33
Posted 11 July 2015 - 03:37 PM
Sjorpha, on 11 July 2015 - 09:18 AM, said:
You would still have to pick between making yourself available for is or clan I guess. Or maybe mercs should be IS only even, at least if lore is to be followed.
No need to restrict mercs to inner sphere, just have two dropdecks. You could then select one or both, in the same way we can choose game modes.
#34
Posted 11 July 2015 - 03:41 PM
Eboli, on 11 July 2015 - 05:10 AM, said:
The more points/levels you gain (for each faction/merc) the bigger % bonus you get.
I think this may be a very good way of making actual use of the rank system.
#35
Posted 13 July 2015 - 04:00 AM
Communities are groups of people that interact-not a mass of individuals that don't, you get what I mean?
#36
Posted 13 July 2015 - 03:27 PM
kamiko kross, on 13 July 2015 - 04:00 AM, said:
Massively, no. More for loyalists, yes. They get more anyway. Reread the thread where I explain how Lone Wolves would progress slower, and are capped to a lower rank.
kamiko kross, on 13 July 2015 - 04:00 AM, said:
There was no mention of unrestricted dropdecks. I mentioned two dropdecks, which makes sense. They would both operate within tonnage limits as set by PGI.
kamiko kross, on 13 July 2015 - 04:00 AM, said:
Groups do not make communities, individuals do. I live in a town of about 30 000 people, we are all individuals, without whom, there is no community.
I see what you are trying to say, but you are missing the points a little bit. Anyway I hope this made sense.
#37
Posted 20 July 2015 - 05:06 PM
Dirk Le Daring, on 27 February 2015 - 05:58 PM, said:
IF PGI don't address this, CW is lost, and no pumping fist on a table as to "WHY" will resurrect it.
CW is broken in many ways, this give loyalists and pirates a fantastic way to play and feel engaged.
#38
Posted 20 July 2015 - 05:15 PM
#40
Posted 20 July 2015 - 06:36 PM
Again the pros and cons of this may not be obvious but this sounds great for those looking for fast drops and the match making.
The advantage to faction loyalists would of course be reputation and rank, but also the ability to capture planets.
The faction loyalist advantages are to good to be fair unless more is added to the game that requires massive amounts of creds.
Edited by Johnny Z, 20 July 2015 - 06:42 PM.
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