

Should Cw Be Closed?
#21
Posted 19 May 2015 - 04:13 AM
#22
Posted 19 May 2015 - 04:32 AM
#23
Posted 19 May 2015 - 04:36 AM

If PGI can implement some new features in CW in near future then we all should wait on it and give PGI the time...
in the other case we are doomed to wait...PGI can't close CW
At the moment I see no difference between Beta1 and Beta2....

#24
Posted 19 May 2015 - 04:54 AM
#25
Posted 19 May 2015 - 05:06 AM
change it so there are only 2 worlds to attack/defend per faction at any time so the factions populations are less diluted, next target to be voted on, or just have the target factions change at each ceasefire.
roll the solo and group queues and maps into CW, treat them as raids/boarder skirmishes separate from the main invasion mode, but contributing to it by eliminating enemy Mechs, along the lines of win percentages contribute to drop allowances for the next day/week of drops (e.g. total up wins and losses per faction and the faction with the fewest Mech losses gets an extra 5 tonnes of drop weight on a specific planet).
allow each account to have 1 Clan and 1 IS pilot attached so people no longer need to keep changing allegiance to play all there Mechs
#26
Posted 19 May 2015 - 05:08 AM

#27
Posted 19 May 2015 - 05:19 AM
I will say this though.. CW is dead now because of the tournaments that favored Public drops, post Tukayyid CW saturation, and cose PGI is not sweeatening the deal in any way right now.
If there was a tournament going on, the ques would be full again..
It should not close, it should and MUST become the dominant game mode for MWO, but it's gonna take some time for PGI to implement even half of the "features sugestion's" ideas.
PGI should just make it profitable for people to play.. with better C-bill farming and tournaments.
#28
Posted 19 May 2015 - 05:21 AM
#29
Posted 19 May 2015 - 05:26 AM
I read numbers somewhere about 17,000 for Tukkayid event, but after that not even enough players to turn the hamster wheel over once for most of the day.
You have to have a consistent population for stuff like this that's happy with the state of the game. Part of the woes of a MMO TDM game that absolutely needs 12 vs. 12. You'd think there'd be modes or exceptions that would allow for things like 4 vs. 4 or 8 vs. 8... or perhaps a criteria that would allow for just an equal number of players and use the smaller maps that are in TDM with CW bases. But since we haven't seen any proposals about things like this it's probably beyond PGI's road map scope... at least for this year.
#30
Posted 19 May 2015 - 05:29 AM
#32
Posted 19 May 2015 - 05:37 AM
I also liked the idea somebody had for the supply chain, where a planet lost in the middle of your invasion corridor left planets outside of your main territory without needed resources until the supply chain could be rebuilt (read that the planet that was taken needs to be won back).
I believe we need less wait time, too. Once a team is formed, I think the wait time should be cut down to 5 minutes instead of 10 before ghost dropping. The rewards are so tiny for winning a ghost drop that in the same amount of time, or possibly even less, I could play a full public queue match (or two!) and easily get 3-6 times the c-bills and xp.
We need a few more maps, too. PGI is already working on this, though, so I figure nothing really needs to be said other than I hope they get more creative with them. We always push from one end to the other, but sometimes bases are surrounded by a territory, for instance. Design on the existing maps could be tweaked a bit, too. How many times have people mentioned the ridiculousness of vital generators being left open to the enemy, doors opening when generators lose power, etc.
#33
Posted 19 May 2015 - 05:44 AM
Triordinant, on 19 May 2015 - 05:37 AM, said:
If they implement only HALF of the things CW players have allready sugested in the features sugestion forums, this will greatly change CW, and the game in general, and trust me.. It WILL happen... But it's up to PGI to make the call if it's gonna go that way.. or just stick with and overgrown deathmatch wannabe game.
Edited by Vellron2005, 19 May 2015 - 05:47 AM.
#34
Posted 19 May 2015 - 05:54 AM
CW is **** right now because of many different things, but I'll take it over regular queue.
#35
Posted 19 May 2015 - 05:58 AM
1 - Saying CW doesn't give you nothing is wrong, because you rank up in the Faction and win extra stuff for each new rank achieved
2 - Speaking from experience, the CW is seen as a way to do something difference for 1 or 2 drops, then it gets boring.
Pug games are also boring in the sense of objectives, but they can be launched at a faster pace than the CW matches. That long waiting period puts off a lot of players to begin with.
3 - Reiterating what I said on point 2, there are no objectives on CW (neither on pug but CW SHOULD have them). People play the match as a death-match just like in pug-land for... nothing!
4 - Removing CW would just prevent PGI from getting the constant posts about improvements and things that could be different, from the players POV.
These things are extremely important for development and without them might as well just scratch the development all together.
#36
Posted 19 May 2015 - 06:03 AM
Closing it down, won't make any difference, because all PGI know how to do is band aid 'fix' things. I don't believe closing it down would do any good, because I don't believe PGI's staff have the ability to make it better.
#37
Posted 19 May 2015 - 08:15 AM
Felio, on 18 May 2015 - 08:34 PM, said:
The balance issues aren't created by CW, they're HIGHLIGHTED by CW. You think the TBR & SCR were just "average" in pub games? F***-no, I have dozens of pub screenies that will prove otherwise. Is CW fracturing the player base? No, the player base is doing it to themselves by not wanting to download a TS client & join a "average Joe" unit that doesn't care if you're only on one a month.
What I can't stand is people who say "PUB needs development because its been 2yrs since any change!". That's like asking any dev/mfg to perfect what exists before creating something new, the main issue is there's always an improvement waiting around the corner. We'd all be riding horses, telling time by looking at the stars/sun, and wiping s*** off our a**es with our hands if that was the case. But god-d*** they'd be fine horses! We'd also all learn astrology to the N-th degree & flick sh** off our hands like pro's.
Edited by Hydrocarbon, 19 May 2015 - 08:16 AM.
#38
Posted 19 May 2015 - 08:17 AM
#39
Posted 19 May 2015 - 09:52 AM
Way back in beta there were numerous great suggestions for how CW could be done.. all this vanished, prior to CW there were suggestions , these were ignored. PGI went off and did their own thing and then added bad to bad which made it worse!
CW's failure is more down to someone somewhere thinking they have better ideas than the whole community!
Maybe they should have laid a road plan and then tried to engage the community on it? Get peoples thoughts and feedback?
Just the way I see it, Too many flaws and bad ideas that failed to take reality into consideration (like you have a couple of maps with one game mode , people complain so you add an extra game mode , people still complain , so you add some more maps .... people still complain because it is the same game mode!).
#40
Posted 19 May 2015 - 10:06 AM
Moldur, on 18 May 2015 - 08:12 PM, said:
...In the meantime, maybe we can have the same gamemode, but make it a regular queue not attached to any planets and with no mech faction restrictions....
Reading half of these replies, I see that people aren't much interested in reading the full post lol
Edited by Moldur, 19 May 2015 - 10:07 AM.
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