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Cw - Worst Idea Ever


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#41 Stoned Prophet

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Posted 27 April 2015 - 05:44 AM

View PostRed5angel, on 25 April 2015 - 02:57 AM, said:

Dear PGI, I don't believe the numbers you're projecting for CW are real, stop lying to your community. [redacted] More focus on pug drops and content not related to CW please. [redacted] Tukkayid is a joke.

Mhmm. Wanna buy a tinfoil hat? Only slightly used :)

View PostAppogee, on 25 April 2015 - 03:11 AM, said:

The one redeeming thought I have in mind is that they did say CW is a Beta.

I thought giving it that tag was just a "get out of jail free" card for doing things half-arsedly. But when you think about the dynamics of the player base, and how PUGs who derp can screw things up for all of us, perhaps it's reasonable.

So yes, this version of Tukayyid is sucking badly, but the next one they will hopefully have thought it through some more, using this experience.

For now, I am trying to observe the teachings of Buddha in relation to this event.

Its sucking for you? Its going GREAT for many others. Ive played both sides, and it has been AWESOME! Finally, GOOD fights. No turret runs. few real stomps. I think its going juuuuuust fine.

#42 Reptilizer

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Posted 27 April 2015 - 05:46 AM

View PostStoned Prophet, on 27 April 2015 - 05:44 AM, said:

Its sucking for you? Its going GREAT for many others. Ive played both sides, and it has been AWESOME! Finally, GOOD fights. No turret runs. few real stomps. I think its going juuuuuust fine.


Irony much?
You gotta mark it somehow, else someone might take this seriously...

#43 Phex

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Posted 27 April 2015 - 05:49 AM

View PostReptilizer, on 27 April 2015 - 05:41 AM, said:



My experience tells me, that a lot of groups i meet in CW are metawhoring 12 mans, that will (probably) eat your casual team for breakfast.
Even worse for "casual teams" who just met each other, aka PUGs meeting on LFG.
Losing is not so much fun as winning and gives less rewards. And. especially in this event, you will lose a lot on IS "casual teams".


Wrong!
Posted Image

5 out of 6 Games last night lookt like that!

#44 Stoned Prophet

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Posted 27 April 2015 - 05:50 AM

View PostReptilizer, on 27 April 2015 - 05:46 AM, said:


Irony much?
You gotta mark it somehow, else someone might take this seriously...

Oh, like /forreal
Or /truth
Perhaps /onlybadplayersarehavingaproblem
Is there one you like?

#45 Reptilizer

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Posted 27 April 2015 - 05:54 AM

View PostStoned Prophet, on 27 April 2015 - 05:50 AM, said:

Oh, like /forreal
Or /truth
Perhaps /onlybadplayersarehavingaproblem
Is there one you like?


This one is my favourite, by far :)

/onlybadplayersarehavingaproblem

Edited by Reptilizer, 27 April 2015 - 05:59 AM.


#46 Phex

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Posted 27 April 2015 - 05:54 AM

I come from a far distant time, where one battled to win when a game got hard, and had no Devs to cry to and have the game made easier for me, nor any wish to do so.

Like that!
+1

#47 Bigbacon

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Posted 27 April 2015 - 05:55 AM

i think what so many fail to realize is that MOST players of any MP game where you technically play on a team, just load it up to play the game and have fun (Casual players). They make up the majority of the players. They don't want to mess around with groups and units because they just want to push play.

It is the same concept here...except PGI made mistakes in their wording of things to get the group/units into a mindset that the casual player just isn't needed, needs to do X, Y, Z, blah blah blah blah....

Issue is, most players don't want to do that. don't have time to do that and it doesn't solve matching up with pre-made units in CW and NOT HAVING FUN

I can get in a group of randoms, or through the faction group system but I'm still not going to have fun in CW facing a pre-made or not....It is just flat out boring as hell for 30 minutes of my valuable play time.

The problem then arises with CW because there isn't even enough players playing it because of various reasons, most of it being put against pre-mades it seems. If you don't have your majority wanting to play it then it fails. They need as many players to play it as possible to succeed.

Throw in the fact that some of the big groups are now against it....you have a real problem.

Edited by Bigbacon, 27 April 2015 - 05:58 AM.


#48 Reptilizer

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Posted 27 April 2015 - 05:58 AM

View PostPhex, on 27 April 2015 - 05:49 AM, said:


Wrong!
Posted Image

5 out of 6 Games last night lookt like that!


You doing great. Yay \o/

A lot of other players (mainly LFG-groups) that i met in the last few days do not.

But Stoned Prophet already offered quite the solution!

/onlybadplayersarehavingaproblem

Edited by Reptilizer, 27 April 2015 - 06:03 AM.


#49 Rushin Roulette

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Posted 27 April 2015 - 06:07 AM

View PostCaustic Canid, on 26 April 2015 - 03:25 AM, said:


12v12 with a half-assed star map is not an MMO.
The only social interaction this game provides is getting told to "git gud" on the forums.

To be honest...there are Loads of guides, help groups. links to free to use TS servers, external sites for builds and whole dropdecks as well as units offering to help players who dont even need to join them if they dont want to.... If you choose to ignore all of this wealth of information or dont ask politely for help/ hints or tips from others in the community who are willing to do this, then we can not help you as it is 100% your own fault for scorning the openly offered help. In those cases Im quite sure the annoyed responses of "gut gud" are justified.

It is not PGIs job to hold you by the hand and teach you how to play past the basic steps. No game has a handbook which teaches you everything you can learn. The handbooks teach basics and everything else such as tactics and strategies are self taught or taught by the community of players who pass on their own hard earned experiences.

That being said... the training grounds are a bit very truncated as a Handbook. A proper PDF or HTML handbook would go a long way in helping new players to a certain point, but until then the Community is more than willing to help new players who actively ask for hints and show themselves willing to learn.

Edit: Spelling and other minor corrections

Edited by Rushin Roulette, 27 April 2015 - 07:37 AM.


#50 Phex

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Posted 27 April 2015 - 06:11 AM

View PostRushin Roulette, on 27 April 2015 - 06:07 AM, said:

To be hones...there are Loads of guides, help groups. links to free to use TS servers, external sites for builds and whole dropdecks as well as units offering to help players who dont even need to join them if they dont want to.... If you choose to ignore all of this wealth of information or ask politely for help/ hints or tips from others in the community who are willing to do this, then we can not help you as it is 100% your own fault for scorning the openly offered help. In those cases Im quite sure teh annoyed responses of "gut gud" are justified.

It is not PGIs job to hold you by the hand and teach you how to play past the basic steps. No game has a handbook which teaches you everything you can learn. The handbooks teach basics and everythign else such as tactics and strategies is self taught or taught by the community of players who pass on their own hard earned experiences.

That being said... the traiing grounds are a bit very truncated as a Handbook. A propper PDF or HTML handbook would go a long way in helping new players to a certain point, but until then the Community is more than willing to help new players who actively ask for hints and show themselves willing to learn.

^THIS^
+1

#51 Fire for Effect

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Posted 27 April 2015 - 06:16 AM

View PostHARDKOR, on 27 April 2015 - 05:36 AM, said:


Screw these people. It's like if you have a rowing club and 80% of the people that show up want to ignore the guy sitting on the end yelling PULL. Just because they outnumber you doesn't mean they are not idiots ruining it for everyone.


thats a nice metaphor even better than the football one. Thx i will borrow it :-)
I might rephrase it a bit ;-)

#52 RussianWolf

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Posted 27 April 2015 - 06:23 AM

View Postkamiko kross, on 26 April 2015 - 09:06 AM, said:

I would never spam "git gud" at you, but I would urge you to stop being so hellbent on being an isolated solo in a multiplayer, team based environment, Then raging because it isn't 100% dedicated to you. Reach out to others, lose the solo entitlement and enjoy the game more.
When is enough...well enough?

MWO was conceived as a team based game.... What does that say to you? I'll tell you what it says to me. It says to me that PGI lacked vision when they decided to make this game. When you make a game that targets one specific type of player, you set yourself up for hard times. You want to have something for everyone, and you really want to start with the "lowest common denominator" as some around here call it. I call it the low hanging fruit.

If they had started with a Free-For-All mode where teams weren't needed they would have appealed to more people to begin with. Then they could have added the team oriented content, and then the CW content for the competitive folks. All have their place, but one builds naturally on the other in one direction and not so much in the other. That's bad strategy on the part of PGI. Simple as that. I recall them advertising a CFO position at one point (That's what I do in real life) and I entertained the thought for a second but didn't have the confidence in them to gamble on the position for the very reason I've stated above.

What could they do now? Get Solaris VII rolled out as quickly as possible in a Free-For-All mode before the steam release. You can have modes for teams (4v4v4v4, 6v6v6, etc.) but the solo Free-For-All is a make or break in my opinion. Then make all maps work in all game modes. There needs to be enough to keep people on their toes no matter which mode and style they play. There are plenty of mechs in the game, time to focus on other content (and don't tell me that mech designers can't do something to speed up the map design team).

There's my nickel's worth of free advice.

#53 Mystere

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Posted 27 April 2015 - 06:39 AM

View PostStoned Prophet, on 27 April 2015 - 05:44 AM, said:

Its sucking for you? Its going GREAT for many others. Ive played both sides, and it has been AWESOME! Finally, GOOD fights. No turret runs. few real stomps. I think its going juuuuuust fine.


Let's be fair. Clanners have it better. It's a long wait for IS players to get into battle.

#54 Dawnstealer

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Posted 27 April 2015 - 06:44 AM

View PostPhex, on 27 April 2015 - 05:49 AM, said:


Wrong!
Posted Image

5 out of 6 Games last night lookt like that!

Not to agree or disagree with what you're saying, just that I want Erzengel TL on my team....

#55 SuomiWarder

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Posted 27 April 2015 - 10:25 AM

Perhaps the old leagues based on earlier versions of MechWarrior games confused PGI. In those leagues everyone was playing on an ordered team so it looked like that was the MechWarrior community. The error of course being that in the old home grown leagues one had to be on a team to participate. The "PUG"ers threw up no heat respawn servers and shot the snot out of each other.
If MWO is to survive long term they will need to entertain the solo player with 90 minutes to kill twice a week as well as the small group of friends (2-5) that make an effort to go on line together. Maybe the teams - not sure if we number enough overall to be a priority.
A Solaris set up with 20 mech free-for-alls, and small team matches seems the obvious choice. Maybe have a different set of War Maneuvers matches for the 12 v 12 that somehow plays into the overall story arc. Build a few tools that make it easy for members to make and run leagues. Maybe add some sort of resource management and map/game mode assignment for that. The people that like that style of game play are more than capable of doing this type of community warfare so PGI doesn't have to.

#56 Jon Gotham

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Posted 27 April 2015 - 10:42 AM

View PostTriordinant, on 27 April 2015 - 12:59 AM, said:

Here's a fanciful conspiracy theory I thought of in 2 minutes: PGI wants to make the public queues so boring and repetitive that some soloists actually get bored and decide to try out CW. Out of the few who try CW, maybe 5% decide to join a group and stay in CW. Maybe it's the only way they can maintain the CW population.

I think Cw in the long run will fail, due to the type of player that plays online games these days to be honest. They want quick, throwaway fun without having to get stuck in (I wonder what they do in real life?) -if that's how it is fine. But I'd hope at least some honesty starts happening here and some of the self deceit starts to stop.
I agree the pub queues are staggeringly poor lately, the quality of gameplay is on the floor. I don't really know why either. I do know though it has had some nasty effects in the group queue (lfg I'm looking at you) and cw queue-it breeds some awful habits for team play modes. Which then breeds some of the anguish we keep seeing on the forums, from groupers and soloers.
The solo queue at the minute is just plain horrid...I log on and if I can't get in a group I might play 3-4 then log off. I used to play a LOT more than that.
Something has happened to the players over past 3-4 months, I've seen much worse playing levels lately. I'm genuinely surprised at just how little the players want to do with each other, voip should have been a great thing.....but...it isn't. This game "community" has really shocked me with it's attitude, I've never seen the like of it-and I've been playing online games since EQ1.
I dunno what the solution is..does anyone else?


*edit* Sorry Russianwolf just read your post. Yeah I mostly agree with what you say, though if they started as you suggested I would not have ever picked the game up to begin with. I'm the type of player that really HATES playing alone.
For example, if the game was made solo first-I would not be responding to your post because I wouldn't be here and my $1200+ would not have been donated to PGI either...I wonder how many are like me? More than you'd think I'd wager.
There is one danger with it though, if the game is too solo centric-what's the point of groups? If solo is encouraged too much (which many here suggest), where does that leave the social gamer? If it's so easy to do everything on your own, why do you need/want to group? Answer is most won't. Thus killing the chance at community forming.
I think the type of player we have these days is just not compatible with the idea of "massively multiplayer." They read multiplayer as "human targets for me to beat."
Not other people to play and talk with....

Edited by kamiko kross, 27 April 2015 - 10:52 AM.


#57 Apnu

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Posted 27 April 2015 - 10:51 AM

View PostCaustic Canid, on 25 April 2015 - 03:25 PM, said:

Honestly though, it should be pretty clear to everyone at this point that the majority of players want to play as a solo, so your comment sounds more like you're blaming pugs for ruining -your- game by not playing the way -you- want them to.


Agreed, most players want to play solo. Or at least more free-form, and lightening quick matches. Knowing that, I think its a wise move to find ways of integrating the public queues into some kind of affect on the IS map.

I think having game modes that are clearly team based are important, but not the whole picture for Community Warfare. Obviously as you say, there's more to the MWO player base than organized teams. And obviously those non-unit affiliated players (customers) want IS map shinies, so PGI should give them something.

If its staged right, these PUGs can be involved in the "community" and have a stake in the outcome of the IS map, and looking at the IS map, if they were given incentives to joining a unit and playing as a team, we'd see more players transition from solo PUGlife to unit life.

#58 Apnu

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Posted 27 April 2015 - 11:48 AM

View PostRushin Roulette, on 27 April 2015 - 06:07 AM, said:

It is not PGIs job to hold you by the hand and teach you how to play past the basic steps. No game has a handbook which teaches you everything you can learn. The handbooks teach basics and everything else such as tactics and strategies are self taught or taught by the community of players who pass on their own hard earned experiences.


Except that it is PGI's job to hold the newbie's hand and teach them how to play the game. Game design 101 states that you have to teach the player how to play the game early on. Every game I've played in the past 10 years had some kind of tutorial. Titanfall has it. Heck, even Left 4 Dead 2's first level in the Motel is a trainer level. The swarms are gentile compared to later, and you never see more than one special at a time, and you can generally sit there as long as you want figuring stuff out.

We have nothing like that in MWO.

Yes the community has stepped up and tried to fill this void but the work's quality varies in quality and quantity. Opinions of what newbies should do differ by wide margins. All of which is fine, but the material is hard to find and not in obvious places. Hanging out in the solo queue and chatting with players before the action starts, Its appalling how few of them know what's going on in the game, with the game, and where to go and find information. There are many who never go to this website and aren't aware of these forums, they're unaware of the Town Halls and other PGI statements that have made, but here these players are having no idea their question was answered.

This game needs better ways of driving and reminding players where to go to find information. Be it fan created content or official PGI responses or PGI "training"

#59 Caustic Canid

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Posted 27 April 2015 - 02:31 PM

View PostRushin Roulette, on 27 April 2015 - 06:07 AM, said:

To be honest...there are Loads of guides, help groups. links to free to use TS servers, external sites for builds and whole dropdecks as well as units offering to help players who dont even need to join them if they dont want to.... If you choose to ignore all of this wealth of information or dont ask politely for help/ hints or tips from others in the community who are willing to do this, then we can not help you as it is 100% your own fault for scorning the openly offered help. In those cases Im quite sure the annoyed responses of "gut gud" are justified.

It is not PGIs job to hold you by the hand and teach you how to play past the basic steps. No game has a handbook which teaches you everything you can learn. The handbooks teach basics and everything else such as tactics and strategies are self taught or taught by the community of players who pass on their own hard earned experiences.

That being said... the training grounds are a bit very truncated as a Handbook. A proper PDF or HTML handbook would go a long way in helping new players to a certain point, but until then the Community is more than willing to help new players who actively ask for hints and show themselves willing to learn.

Edit: Spelling and other minor corrections



The problem with your post is that it assumes everyone who plays a video game strives to be the best player possible. Many players play video games with the sole intention to have fun. This is why the solo queue is so popular. It pits random players of roughly the same skill level against one another. Since it doesn't allow groups, players don't get steamrolled my coordinated 12 mans.

As far as TS servers and groups outside of the game itself, spending any time on the forums would make most people decide that the average MWO player is someone they would rather NOT interact with.

View Postkamiko kross, on 27 April 2015 - 10:42 AM, said:

I think Cw in the long run will fail, due to the type of player that plays online games these days to be honest. They want quick, throwaway fun without having to get stuck in (I wonder what they do in real life?) -if that's how it is fine. But I'd hope at least some honesty starts happening here and some of the self deceit starts to stop.
I agree the pub queues are staggeringly poor lately, the quality of gameplay is on the floor. I don't really know why either. I do know though it has had some nasty effects in the group queue (lfg I'm looking at you) and cw queue-it breeds some awful habits for team play modes. Which then breeds some of the anguish we keep seeing on the forums, from groupers and soloers.
The solo queue at the minute is just plain horrid...I log on and if I can't get in a group I might play 3-4 then log off. I used to play a LOT more than that.
Something has happened to the players over past 3-4 months, I've seen much worse playing levels lately. I'm genuinely surprised at just how little the players want to do with each other, voip should have been a great thing.....but...it isn't. This game "community" has really shocked me with it's attitude, I've never seen the like of it-and I've been playing online games since EQ1.
I dunno what the solution is..does anyone else?


*edit* Sorry Russianwolf just read your post. Yeah I mostly agree with what you say, though if they started as you suggested I would not have ever picked the game up to begin with. I'm the type of player that really HATES playing alone.
For example, if the game was made solo first-I would not be responding to your post because I wouldn't be here and my $1200+ would not have been donated to PGI either...I wonder how many are like me? More than you'd think I'd wager.
There is one danger with it though, if the game is too solo centric-what's the point of groups? If solo is encouraged too much (which many here suggest), where does that leave the social gamer? If it's so easy to do everything on your own, why do you need/want to group? Answer is most won't. Thus killing the chance at community forming.
I think the type of player we have these days is just not compatible with the idea of "massively multiplayer." They read multiplayer as "human targets for me to beat."
Not other people to play and talk with....


Every game is going to have a solo element to it. I agree with RW about the other modes, though at this point, our player pool is getting pretty small.

Honestly, don't get so down. Despite my negativity, I'm looking forward to 4v4. I think it will be one of the best things to happen to this game. It will be an awesome opportunity for people to get used to working as a team, since a 4 person group is less intimidating than a 12 person one.

On top of that, it will be a good chance to get new players into or back into the game. I personally have a number of irl friends who stopped playing because they got tired of being a 4 man against a 12. With 4v4, I can take a small group of my friends against another small group, and not feel like a 12man is a requirement to win.

There will always be soloists and they have every right to have an environment in which to have fun, but I think smaller group modes would go a long way towards people forming their own groups/teams and actually learning teamwork.

That and an actually in game lobby system where people can talk to one another without setting foot in the forums... (no the current chat modes don't count. They are bad and PGI should feel bad.)

#60 Crockdaddy

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Posted 27 April 2015 - 02:45 PM

View PostRed5angel, on 25 April 2015 - 02:57 AM, said:

Dear PGI, I don't believe the numbers you're projecting for CW are real, stop lying to your community. [redacted] More focus on pug drops and content not related to CW please. [redacted] Tukkayid is a joke.


Dude you are full of it. CW is primarily for group play. PGI is making incremental improvements over time. For many of us whom play in groups CW is generally enjoyable and competitive. It has become less so, but that has largely to do with the lack of other groups to fight against.

It might also help if some of the super groups split the e-peen up a bit and divided their expertise into other groups.

I look forward to the improvements. My biggest gripe to the game at the moment is if you are a new player this game is far from friendly. I don't mean nerfing the game play but I believe giving new players larger bonus to get them firmly moving forward would help quite a bit.





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