Csj 0/0 Fights (Feedback)
#1
Posted 13 May 2015 - 01:24 PM
If I was loyalist my unit would literally have to leave my unit (and wait out timers) or pay to the coffers just to get a match from switching factions? Should I have to make 12+ people in my unit sit in queue repeatedly for ghost drops just HOPING someone will come defend it? We literally have two defend planets and one attack planet from when I last checked. As a unit leader I have extremely unpleasant and limited options. I shouldn't have to drop like 50+ million Cbills to drop our faction (with the limited numbers we do have), then have to have everyone wait, THEN pick a new faction that might NOT HAVE FIGHTS ANYWAY.
I have a lot of ideas on ways to fix it and I could go on all day about them. Honestly though? I don't see a good way to keep CW running without 2-4 times the population. And that's population that wont come from steam because it's going to take them a long time, in general, to get up to the point where they make a difference in CW.
#2
Posted 13 May 2015 - 01:52 PM
Kiriesani, on 13 May 2015 - 01:24 PM, said:
If I was loyalist my unit would literally have to leave my unit (and wait out timers) or pay to the coffers just to get a match from switching factions? Should I have to make 12+ people in my unit sit in queue repeatedly for ghost drops just HOPING someone will come defend it? We literally have two defend planets and one attack planet from when I last checked. As a unit leader I have extremely unpleasant and limited options. I shouldn't have to drop like 50+ million Cbills to drop our faction (with the limited numbers we do have), then have to have everyone wait, THEN pick a new faction that might NOT HAVE FIGHTS ANYWAY.
I have a lot of ideas on ways to fix it and I could go on all day about them. Honestly though? I don't see a good way to keep CW running without 2-4 times the population. And that's population that wont come from steam because it's going to take them a long time, in general, to get up to the point where they make a difference in CW.
We have a unit of 100 plus....so we feel your pain.
As of right now we are looking at other options as well....Being this outnumbered coupled with the BS algorithm they put in we dont have enough units on hand or enough time any given night to make a difference in CW now. PGI needs to fire whoever thought making this algorithm work this way would actually HELP less populated factions.
#3
Posted 13 May 2015 - 01:57 PM
But when we do get a fight, we get piss odds against -MS- most of the time. I'm not saying they're a bad unit, I'm saying that there's no Smoke Jaguar pugs as good as them.
So in short, we need a fix of some sort while the mainstream clans are away, else CW has a big gap.
#4
Posted 13 May 2015 - 02:04 PM
#5
Posted 13 May 2015 - 02:28 PM
Prepaid Lenin, on 13 May 2015 - 02:04 PM, said:
Actually, it made it easier for the Clans to take territory. After the first CW event the Clans barely even took a planet anymore. With the new system in place, Clan Wolf actually managed to take some planets for the first time in a very long while, although we also lost them later on.
The old system was more beneficial to the IS yes, but not to the Clans (at least not anymore ever since the first CW event).
#6
Posted 13 May 2015 - 02:39 PM
Edited by nehebkau, 13 May 2015 - 02:39 PM.
#7
Posted 13 May 2015 - 02:41 PM
I would dare to guess that CW is at like a 3% or less number currently, and this new system would have even operated poorly at the 13% we had prior. Less planets would help, maybe just a simple system similar to Tuk with 3-5 total planets available per day and whoever wins the most actual drops takes a new planet in their lanes. Less options far more fights, and far easier for the server to deal with.
nehebkau, on 13 May 2015 - 02:39 PM, said:
Well attack them, having truces with a tiny population is fruitless.
#8
Posted 13 May 2015 - 03:06 PM
#9
Posted 13 May 2015 - 03:32 PM
sycocys, on 13 May 2015 - 02:41 PM, said:
I would dare to guess that CW is at like a 3% or less number currently, and this new system would have even operated poorly at the 13% we had prior. Less planets would help, maybe just a simple system similar to Tuk with 3-5 total planets available per day and whoever wins the most actual drops takes a new planet in their lanes. Less options far more fights, and far easier for the server to deal with.
Well attack them, having truces with a tiny population is fruitless.
The funny part is, the new system is also primarily based on total population. They fixed the issue where the outnumbered side would never get the opportunity to flip a zone, but they also doubled the amount of effort it takes to capture a planet.
A much simpler and less destructive change that would have been: the map and game mode is random, but every victory captures a zone (if there are any enemy zones to cap).
The only way to fix the population issue (without meddling with the populations themselves) is to introduce some kind of mechanic where quality can be a partial counter to quantity.
ie, a certain number of consecutive victories begin awarding additional captures (ie, a single group on the planet repeatedly beating all challengers), or ditch the 'zones' and put in some kind of Victory Point system, where kills and objectives can both contribute (so the difference between a narrow victory and a route is quantified).
#10
Posted 13 May 2015 - 04:08 PM
Though I find it funny that a lot of the players spouting "get good" and "join a unit" were pretty quick to jump ship when population took a nosedive.
#11
Posted 13 May 2015 - 04:17 PM
Caustic Canid, on 13 May 2015 - 04:08 PM, said:
Though I find it funny that a lot of the players spouting "get good" and "join a unit" were pretty quick to jump ship when population took a nosedive.
I doubt its just the "solos and bads" sitting out as unit participation is looking dreadfully minimal as well. Even in the regular queues I see the same small batch of players night in and night out.
#12
Posted 13 May 2015 - 06:39 PM
The long hours for the dedicated IS players to complete the poorly thought out Tuk challenge didn't help mitigate this games burnout rate either.
#13
Posted 14 May 2015 - 08:27 AM
We mainly just want to shoot people, so if we know there is a CSJ 12 man waiting to go I'm sure most of the time we will be glad to oblige.
#14
Posted 14 May 2015 - 11:45 AM
Gas Guzzler, on 14 May 2015 - 08:27 AM, said:
We mainly just want to shoot people, so if we know there is a CSJ 12 man waiting to go I'm sure most of the time we will be glad to oblige.
Better luck finding SA groups in the normal Group queue.
CW mechanics make it no fun....wasting peeps time is more annoying then taking forever, PGI has found a way to do BOTH in that mode.
#15
Posted 14 May 2015 - 11:57 AM
Kain Thul, on 13 May 2015 - 04:17 PM, said:
I doubt its just the "solos and bads" sitting out as unit participation is looking dreadfully minimal as well. Even in the regular queues I see the same small batch of players night in and night out.
Groups can't find games if solos aren't there to fill in gaps and play fodder.
I haven't really been playing solo queue either, because it's been abandoned by pgi in favor of adding content to CW.
#16
Posted 14 May 2015 - 12:33 PM
Caustic Canid, on 14 May 2015 - 11:57 AM, said:
I haven't really been playing solo queue either, because it's been abandoned by pgi in favor of adding content to CW.
So thats why they are redoing River City? which is...DUDUN DU DUN! A SOLO AND GROUP MODE MAP!
#18
Posted 14 May 2015 - 12:43 PM
nehebkau, on 13 May 2015 - 02:39 PM, said:
Really, the lore-fan in me cringes, but the only reason the Clans attacked from that angle was story-based. No reason they couldn't do away with the Stackpoling and just give each Clan an IS faction to attack through.
#19
Posted 14 May 2015 - 12:47 PM
Dawnstealer, on 14 May 2015 - 12:43 PM, said:
They should do whatever it takes to get the people who actually want to fight each other, a way to fight each other.
Edited by Skarlock, 14 May 2015 - 12:48 PM.
#20
Posted 14 May 2015 - 12:58 PM
DarthRevis, on 14 May 2015 - 11:45 AM, said:
Better luck finding SA groups in the normal Group queue.
CW mechanics make it no fun....wasting peeps time is more annoying then taking forever, PGI has found a way to do BOTH in that mode.
I like the group queue, but I was just saying if you are itching for the CW game mode, we can probably try to organize CW matches.
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