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Why The New Cw Matchup System Is Broken


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#21 Idealsuspect

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Posted 22 April 2015 - 10:02 AM

PGI is totaly failing about CW.
Less and less populated.. why ?
Because some loyalists units left this mode like some ghost bears for example.
Because PUGs will not play unfair games after and after even PGI give big rewards ...
With thoses reasons getting a match is more difficult. CW requier lots of time involvement. 30 minutes match, maybe 20 minutes wait for get a ghost drop...


They will understand? Yea of course but too late.
People will play another game or another mode and never change theirs habitudes cause they ok with this new way of playing.
CW final release will be a big failure like VOIP or LFG features... Why? Because some obvious feature come to late when it should be release day one even in beta.

Edited by Idealsuspect, 22 April 2015 - 10:28 AM.


#22 Foust

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Posted 22 April 2015 - 11:20 AM

I think part of the underlying issue here is that we have cease fire windows and limited engagement locations. Not to mention the separation of CW from the larger "public queue". That is a bit broader topic though.

CW is still beta right? Let's get rid of cease fire windows and open all border planets up for attack.

A planet starts in full defender control of all territories. Each territory then is flagged as defender owned.

When a group attacks a planet they are assigned a territory. If the territory is flagged defender controlled a invasion game mode is launched. If the attackers are opposed and successful, the territory is flagged for the attackers. If the territory is unopposed after (10) minutes, we skip the ghost drop as it is meaningless, and flag the territory for the attackers. If the defenders of a invasion game mode win, they keep the territory flagged as defender owned as well as flag an attacker owned territory for counter attack, if able.

If a territory is flagged for counter attack, defenders can be assigned to that territory as well as attackers. If the attackers win the territory remains in attacker control. If the defenders are opposed and win, that territory is flagged for the defenders. If the defenders are unopposed after (10) minutes, we skip the beacon ghost drop thing as it is meaningless, flag the territory for the defenders as well as flag another attacker flagged territory for counter attack. This is to allow the defenders to gain back control of territories in the absence of activity on a planet.

A planet changes control when all territories are attacker controlled. The number of territories on a planet can be adjusted to influence rate of capture.

Scounting/Patrol missions could be launched in a similar fashion on worlds just behind the conflict border. Successes from the attackers leading to deeper attack paths behind the conflict border.

This also allows play into supply lines, garrisions (good place to bring the public queue in perhaps)....Depth that I don't think we will see with the closed and controlled attack paths we have now.

#23 Banditman

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Posted 22 April 2015 - 11:44 AM

View Postsdsnowbum, on 22 April 2015 - 09:39 AM, said:

I can appreciate the frustration of organized teams here.

One problem from the beginning has been that CW is meant for teams and is most enjoyable by teams, however there never seemed to be enough teams to go around. So far too often it is teams vs PUGs, or teams vs nobody.

You're almost right. The problem isn't that there are not enough teams, the problem is that there are not enough teams who can consistently field 12 player drops. In effect, there are too many small teams.

This is the trick. It really takes a 12 player drop to get a fight started on a planet. Once the fight gets going, it can be sustained more easily with smaller units, but getting it started takes a 12.


View PostIdealsuspect, on 22 April 2015 - 10:02 AM, said:

...stuff...

I agree with a lot of this. However, I think we have seen that the pub queue players can be drawn to CW if the rewards are right. The last CW event was quite enjoyable, and offered those players who would normally be playing in pubs a good incentive to play in CW.



View PostFoust, on 22 April 2015 - 11:20 AM, said:

...stuff...


And I agree with a lot of this, though I don't think the answer is opening up all planets. I think that would be a mistake. I do agree that "windows" is a bad way to go. I think each planet should have it's own window of varying length, start time and end time so that there is always a planet that is "close" to the flip. Ideally, about a third of the border planets would be in attack phase at any one time, but those planets would not all start and end at the same time.

That would make CW a much more dynamic experience.

Edited by Banditman, 22 April 2015 - 11:50 AM.


#24 sdsnowbum

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Posted 22 April 2015 - 12:05 PM

View PostBanditman, on 22 April 2015 - 11:44 AM, said:

You're almost right. The problem isn't that there are not enough teams, the problem is that there are not enough teams who can consistently field 12 player drops. In effect, there are too many small teams.

This is the trick. It really takes a 12 player drop to get a fight started on a planet. Once the fight gets going, it can be sustained more easily with smaller units, but getting it started takes a 12.



I agree with a lot of this. However, I think we have seen that the pub queue players can be drawn to CW if the rewards are right. The last CW event was quite enjoyable, and offered those players who would normally be playing in pubs a good incentive to play in CW.





And I agree with a lot of this, though I don't think the answer is opening up all planets. I think that would be a mistake. I do agree that "windows" is a bad way to go. I think each planet should have it's own window of varying length, start time and end time so that there is always a planet that is "close" to the flip. Ideally, about a third of the border planets would be in attack phase at any one time, but those planets would not all start and end at the same time.

That would make CW a much more dynamic experience.


I think opening up more planets will be counter-productive. Really they have the minimum # of planets in play that they possibly could, basically 2 planets per border (one attack and one defense). However you very often see planets with no fighting.

I wonder if some kind of challenge mechanic would work? A way to tell other factions 'we are going for planet X' and give them a chance to come and stop you.

Or maybe an 'enemy group sizes' addition to the queue info?

Right now you have almost no idea who you're fighting against until you actually get a drop, and it takes some serious persistence to get that drop. You can see if YOUR side is going to be all solos, group of 10 + solos, etc, but not what the opposition is bringing.

And if you go all night without facing any teams does that mean the other side doesn't have any? Or that they have a group operating on another planet?

#25 Adamski

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Posted 22 April 2015 - 05:30 PM

Just going to drop a post here as well saying that I don't much care how hard it is to flip a planet that has defenders, as long as there are rewards for all the players playing.

So edit maps to make spawn camping difficult
Adjust the match selector so that ghost drops don't feel like they completely wasted their time

#26 Banditman

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Posted 23 April 2015 - 10:37 AM

View Postsdsnowbum, on 22 April 2015 - 12:05 PM, said:

I wonder if some kind of challenge mechanic would work? A way to tell other factions 'we are going for planet X' and give them a chance to come and stop you.

This already exists. The notifications pop up all the time. Most people just ignore them.

#27 P H O X

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Posted 24 April 2015 - 06:30 AM

Also most bigger Merc Units and House Units as representatives of the Houses have many diplomatic channels, forums, teamspeaks and whatnot to coordinate.

#28 Banditman

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Posted 28 April 2015 - 04:50 AM

The worst part of this whole fiasco is that the Tukayyid event is masking this problem. When there are dozens of matches going on at the same time, everything "seems" fine. Once the event is over, this will be a real issue.





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