Mystere, on 10 April 2015 - 11:24 PM, said:
How can Terra fall when PGI does not even allow it to be taken? In fact, they also did not allow your capital planet to be taken.
You, I and everyone know the goal of the Clan Invasion was to REACH Terra.
We failed to breach TERRAN Space.
The Clan Invasion (OPN REVIVAL) failed.
Anything else is quibbling.
Richter Kerensky, on 11 April 2015 - 03:12 AM, said:
The "attack and counter attack" modes switching after every match should help a lot in terms of populaton versus fairness. We'll see how that goes.
What gamers are not taking into sufficient account is that while Clan Invasions will benefit from this change, so to will simultaneous Inner Sphere (numerically inferior) Attacks on Clan-held worlds.
Thus IMO Clans will need to defend more often against a MUCH more tenacious Inner Sphere during EACH and EVERY Ceasefire-cycle.
And less we forget, when we all reached that decisive point during the single, solitary Community Warfare Weekend Challenge run by PGI - the Inner Sphere proved to have a substantially larger player base, to the extent the Inner Sphere wine back upwards of 70-plus worlds and counting.
Elizander, on 11 April 2015 - 12:44 AM, said:
I think this brings up the bigger issue of lack of goals/objectives. CW right now is like a sandbox where players really don't have a lot of decisions on which place to attack and there is no reason to attack a planet other than to get the border extended. It's like a war without any strategy or no generals and we just have masses of frontline troops throwing themselves at each other.
CW needs goals, each planet taken needs to feel significant in some way to the faction, the individual player and to the unit that contributed the most into taking/defending it. Other than the borders, there is really no lasting effect of 'winning' planets which honestly makes it feel like an empty battle for those who are looking for more than just the endscreen rewards and loyalty points.
Hope this gets addressed eventually.
PGI has long held to the Development Plan that holds up Community Warfare Phase 3 as the point where "World Valuation" (
http://mwomercs.com/...ost__p__4343647) and "Unit Logistics" will first enter the game.
As to the portion of your post where you speak of CW decisions and Generals... there is a JJ potential Game-Breaking Issue here IMO. Players ONLY EVER drop in Company or Binary-Plus (12-man) Teams (there are no Battalion-Minus or Trinary matches let alone the prerequisite Regimental or Cluster Matches) thus it is RIGHT and PROPERTY that gamers have ZERO control over Invasion Planet Selection or Pathing Decisions from the PGI Algorithm or Formula.
I really LIKE the fact that ALL gamers are created equal in CW. I would NOT want PGI to set a handful of gamers above their peers and put them in charge of MY faction's Pathing decisions. I think that would be the beginning of endless rounds of caustic comment and vicious vitriol both in MWO forums, REDDIT and a host of Unit and Faction websites/forums. This would endanger gamer population base numbers as new player retention would tail off dramatically... who wants to be part of a Communtiy that appears to "Eat its own?"
IMO I trust PGI to:
1). Better "Care and feeding" for Paul, as he is definitively PGI's "Man in the Loop" for CW Pathing!
2). Just as they have done by retiring the Pathing Algorithm in favor of the Pathing Formula, PGI has proven committed toward crafting a more reasonable and reliable Pathing mechanism.
3). Gamers enjoy MWO:CW, but it is a significant portion of MWO's future viability, no one has a stronger vested interest in ensuring CW develops into a decisive game mode than PGI.
4). PGI knows which aspects of CW have the best return per $ invested. I trust PGI to make the smart decisions with respect to priority of Developmemt. Whereas I have NO DOUBT (if left up to gamers) we would demand facets and aspects that would quickly bankrupt PGI through our failure to appreciate the central-reality that PGI's fiscal health and MWO's continued viability are directly tied to game monetization. Without the revenue streams made possible through future surges of PAYING gamers from Steam, PGI (a single title Developer) and MWO (its single title) are in dangerous straights of fiscal strain and eventual bankruptcy.
Yes, truly... Let us work WITH PGI to craft CW into the definitive Game Mode.
A solid step in this direction occured when PGI re-normalized Contract Compensation UP from precious baselines of 50 Loyalty Points and 50k C-bills to the NEW norms of 75 Loyality Points and 75k C-bills.
One of the central criticisms of CW has been that when you factor in time spent waiting for a match, then a 30-minute match itself, the C-bill to minute ratio for CW fell WAY TOO FAR BEHIND Public Queue. While this latest increase does not go far enough IMo, it is a solid move in the right direction.
CW has progressed extremely far during this now-concluding Phase 1 of CW BETA and IMO PGI is positioned to take the "CW Experience" to the next level in this next Phase of CW BETA.
Edited by Prussian Havoc, 11 April 2015 - 04:51 AM.