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Cw Zone Attack Algorithm Is Making Me Want To Quit!


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#1 nehebkau

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Posted 05 May 2015 - 02:01 PM

We went to defend a planet today -- there wasn't much action -- 1 enemy 12 man and 2 12 men teams defending (we were one of the defenders). We saw that there were 3 zones that the enemy had taken and we figured we'd take them back. We figured some enemies might come and defend their zones if we started switching them back to blue.

Guess what?

We had 3 ghost drops and didn't manage to take A SINGLE ZONE BACK!

Am I the only one who thinks this is kinda stupid? With the other 12-man dropping on defense they would get the attack and we would get the defend -- but sadly they kept losing to the enemy 12-man and not changing their zone. Due to the zone mechanic, it was completely pointless for us to keep dropping -- we wouldn't make any headway. We would wait the 10 minutes and drop -- the other 12 man defenders would die, jump in the queue again. We would drop on the pointless defense then the other defending 12-man would then get an attack and meet the other attacking 12-man. When we jumped out of the ghost defense we would queue and get a ghost defense of a blue square yet again.

Now, insult to injury. PGI is making us do a fake drop on territory we own that isn't under threat from the enemy AND they are giving us almost NO rewards for sitting in a queue for 10 minutes with our finger up our collective bottoms. Is this good game design? There was ZERO benefit to those drops -- at the very least have one of the empty enemy controlled zones flip back to blue or lock the zone we just destroyed the dropship beacons from being able to be attacked/dropped on for an hour or so .

I am not even writing coherently because this annoyed me so much.

Edited by nehebkau, 05 May 2015 - 02:19 PM.


#2 C E Dwyer

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Posted 05 May 2015 - 02:26 PM

only population will help this change and CW don't get population unless PGI give out shinies

Hell I didn't even drop in turkeyfarm event, because I got sick and tired of going from 44th to the drop place only for 8 to be sellected leaving 4 of us to get bumped back to 44th.

After wasting an hour on one day and an hour 30 the next I gave up on it as a typical PGI balls up

#3 Triordinant

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Posted 05 May 2015 - 02:31 PM

View PostCathy, on 05 May 2015 - 02:26 PM, said:

only population will help this change and CW don't get population unless PGI give out shinies

If hardly anyone shows up unless there are shinies it means CW needs a major overhaul to make people want to play it because it's FUN, not because they were bribed with shinies. Clearly, not enough people think it's fun. Last figure we got from Russ was only 13.5% of all the activity on MWO servers takes place in CW.

Edited by Triordinant, 05 May 2015 - 02:35 PM.


#4 Deathlike

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Posted 05 May 2015 - 02:32 PM

Get used to it.

You need at least 4 12-mans worth of players (48) to make any real headway on a planet.

Welcome to the new algo... great for buffing the tedium that is ghost drops.

#5 sycocys

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Posted 05 May 2015 - 07:06 PM

Hate to say it, but the population problem is exactly what you get when you develop some silly universe map instead of more interesting match design. Fault for this one doesn't lie with anyone but the head honchos for being unable to think beyond assault mode.

#6 Lanancuras

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Posted 06 May 2015 - 03:11 AM

View Postnehebkau, on 05 May 2015 - 02:01 PM, said:

We went to defend a planet today -- there wasn't much action -- 1 enemy 12 man and 2 12 men teams defending (we were one of the defenders). We saw that there were 3 zones that the enemy had taken and we figured we'd take them back. We figured some enemies might come and defend their zones if we started switching them back to blue.

Guess what?

We had 3 ghost drops and didn't manage to take A SINGLE ZONE BACK!

Am I the only one who thinks this is kinda stupid? With the other 12-man dropping on defense they would get the attack and we would get the defend -- but sadly they kept losing to the enemy 12-man and not changing their zone. Due to the zone mechanic, it was completely pointless for us to keep dropping -- we wouldn't make any headway. We would wait the 10 minutes and drop -- the other 12 man defenders would die, jump in the queue again. We would drop on the pointless defense then the other defending 12-man would then get an attack and meet the other attacking 12-man. When we jumped out of the ghost defense we would queue and get a ghost defense of a blue square yet again.

Now, insult to injury. PGI is making us do a fake drop on territory we own that isn't under threat from the enemy AND they are giving us almost NO rewards for sitting in a queue for 10 minutes with our finger up our collective bottoms. Is this good game design? There was ZERO benefit to those drops -- at the very least have one of the empty enemy controlled zones flip back to blue or lock the zone we just destroyed the dropship beacons from being able to be attacked/dropped on for an hour or so .

I am not even writing coherently because this annoyed me so much.


What you forget is that the enemy 12 man that kept rolling your other team is probably frustrated as well; despite rolling their enemies many times they didn't get a single pip out of it.

#7 masCh

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Posted 06 May 2015 - 04:23 AM

Classical lose-lose situation sponsored by PGI.

If you want more population in CW, make matches count. If you don't defend, then you lose territory. Eventually Mercs will join your side to help you regain territory and there will be some 12v12 matches instead of the 12v0 matches.

#8 Banditman

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Posted 06 May 2015 - 04:31 AM

This is actually the result of PGI trying to force population balance with a stick instead of a carrot.

Perceived problem: PGI doesn't like that it's hard to move the meter on a planet if you're outnumbered.

Solution: Make the community fight over each square twice.

This doesn't fix the problem! It frustrates the community because the map stagnates except in the most populated of fights, but yet does absolutely nothing to balance population. PGI has treated a symptom instead of addressing the disease itself.

PGI needs to add proper sticks and carrots to population balance in CW.

#9 Lightning0861

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Posted 06 May 2015 - 05:07 AM

Bandit man is absolutely right. I couldn't of said it better myself. Small factions like mine are hurting even more now then they were before in the CW fight.

#10 PanzerFurrry

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Posted 06 May 2015 - 05:18 AM

This new algorithm for choosing Attack/Defend is is not really an answer to our problems.
If there are too many defenders, you will just have to wait 10 min and than drop on Defense versus some beacons for no real gains. 15 minutes or more wasted.

Since it takes much more time to switch a planet (~3 hours, give or take due to RNG), there is no point to defend a planet if there is less than 2h until ceasefire. If there is only one group attacking the planet, just leave them wait for 10 min and counter-counter-attacking the beacons. There is no way they gonna gather enough wins to overtake the planet. If they don't die from boredom before that.

There is also very little going on during ANZAC and early EU time, so it is again pointless to participate during those low-population times.





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