What are your top CW criticisms, compliments, suggestions?
#101
Posted 18 July 2015 - 01:43 PM
#102
Posted 18 July 2015 - 01:50 PM
xxRCubedxx, on 18 July 2015 - 01:43 PM, said:
The last overall W/L rate PGI published was like 53%. There are a lot more factors in CW besides the tech base.
#103
Posted 18 July 2015 - 06:27 PM
#105
Posted 19 July 2015 - 06:56 AM
Kin3ticX, on 18 July 2015 - 08:32 PM, said:
what can you honestly have expected as a solo in a group mode?
Oh I don't know...maybe a fun experience. This is a game right?
But even if you fixed the premade vs pug issue I'd still hate CW. I've played in premades. Still hate the maps, the mode, the 4x mech system, the rewards or lack of them, the pointlessness of owning a planet...so yeah everything.
#106
Posted 19 July 2015 - 07:06 AM
Kin3ticX, on 20 June 2015 - 02:24 AM, said:
Just like to start this off with the community puts community in Community Warfare. It's not all on PGI but there is always room for constructive feedback/criticism.
I am calling on everyone to make themselves heard.
These are just some community warfare issues that I have heard or thought about but you may have others to discuss which I missed here.
Low population, wait times, pools, empty planets, shortage of IS players
Seems like CW is slowing down bigtime and people are quitting for various reasons. Could be burnout, frustration, or just waiting for new features. Empty queues and wait times are a big one I suppose.
Tired of repetitive skirmish mode with MOBA lanes, gates, and chokepoints
This is a tricky one because I think its impossible to take the meatgrinder out of MWO. What do people expect here? Both sides have 48 mechs to fight with and all they can do is move and shoot. Did people think they were going to run around in stock Raven-3Ls and do tabletop roleplay or something? Base rushing got abused as much as it possibly could so now that has been nerfed again. The objective is still there but you have to fight harder to work the base objectives.
Regarding map design, I see a lot of criticism in the forums. If we had wide open maps, the attrition standoffs would be even worse. If you think you hate the current "cookie cutter"(i hate it when people invoke cookie cutter so much, especially when they do 297 damage and I offer to help) meta, wait until you get a load of big open maps where you can pick your loadout. At least with some choke points and gates we see mostly intermediate attrition LPL, LL, ERML, Gauss, and have a chance for some close quarters weapons to work too.
People tired of losing, tired of stomping, tired of stacked teams, and want a match maker to make it fair.
There seems to be a general community stubbornness over adapting to the CW learning curve and a refusal to mimic successful players or units. There are a good deal of solos with no units or participation in faction hubs.
Again with the community thing. PGI isn't going to hold your hands through this. If you are the underdog, stop repeating the same stuff that doesn't work. If you don't know what works, start with emulating someone else that does know what works.
I suggested to some struggling players that they should check out my CW guide. The one that said "No Thanks" did 297 damage. I wonder if people realize they have 4 mechs sometimes.
CW needs a mandatory tutorial so badly it almost hurts.
Regarding a matchmaker: These pool sizes make Elo impossible. CW is about factions and planetary control and was meant to be more hardcore than the previous parts. It's not the "I don't give a bleep I just want 2 mechbays mode."
Maybe PGI will make adjustments but the players need to up their game too. I mean, there certainly is room for players to grow right? I see LRM Atlases(plz stahp), stock throwback bracket builds, random experiment mix of the day carnival builds, or worse(yes there is worse, I saw an Awesome-8Q w/ 1 PPC). There is nothing PGI can do to make generalist throwback builds stand toe to toe with tier 1 and 2 specialist customs.
Burnout, Lack of depth, players want reasons to take planets, unit coffer/expenses/dropships/economy?
Some people are burned out, maybe just taking a break until phase 3 or major updates. I think most of this gets improved in phase 3 but we don't have any details yet. What is anyone even hoping is in phase 3 anyways? Turret upgrades, planetary rewards, merc unit contracts? What is important for depth on the faction map rather than in the combat portion?
Should CW have any basic prerequisites like finishing 75 drops or something?
That is like 8-10 hours of play just so they can get their first mech, try the mechlab, and get familiar with handling and weapon groups down.
Anyways, if you have other related stuff about CW that you want to discuss, do it.
I disagree. Joining a unit is like an expansion team in an established professional sports league: free points to make the playoffs. Join a team, stick with them for 2-3 years and then hope to be competitive with the main units out there.
Or have PGI start a military ranking system as found in lore and real life: green, regular, veteran, elite.
#107
Posted 20 July 2015 - 03:34 AM
Because nothing feels meaningful, I feel detached from the Battletech narrative when playing CW and I have a hard time seeing past the repetitive structure of the game.
Edited by JernauM, 20 July 2015 - 08:16 AM.
#108
Posted 20 July 2015 - 10:30 AM
2. (CW) Big c-bill payouts for holding or taking planets. in CW Add bragging rights in some way, add trophy's, Or even unit badges with level ranks of how many times they have taken or defended a plant successfully. And after so many a big mech or weapon pay out of some kind.
3. Tournaments and events should have Big pay outs. Mechs, Weapons or large amount of c-bills! Not a coffee mug hula girl (what I need 10 of them) or any useless items or badges just so you can say you did! Who cares? Most games you win a useful item like a big new shiny sword or a big new gun.This game gives you a hula girl or equivalent.. Not much intensive. You want more players? You want to keep players? THEN CHANGE THE WHOLE PAY OUT SYSTEM.
Seems to me that pilots are not motivated enough with big pay outs to not be lazy an simply say beh...........
#109
Posted 20 July 2015 - 10:40 AM
This would also take some of the work load of the DEV'S. to work more on game mechanics and stuff that needs fixed or is broken.
Heck, they could do this with mech design to. Player submitted mechs,
I think it would be fun, add to the aspects of the game, and I think many would enjoy it.
Just a thought.
#110
Posted 20 July 2015 - 12:45 PM
Kin3ticX, on 18 July 2015 - 08:32 PM, said:
I expect nothing for solos in a group mode. That's why I never play CW and I'm very happy I don't. CW population is dropping because most other soloists are figuring that out, though there will always be a handful of soloists who like CW the way it is. Hopefully, the population will eventually level off and only those that really enjoy it (as opposed to those who were expecting something else for whatever reason and were disappointed) will be left playing it.
#111
Posted 20 July 2015 - 01:22 PM
#112
Posted 20 July 2015 - 01:57 PM
KinLuu, on 20 June 2015 - 05:12 AM, said:
PUGs and groups are thrown into the same queue.
Suggestion:
Split the queues, like it was done for the normal queue. Incentivice grouping by boosting rewards in the group queue by 50-75%,
I have to say that this would go a long way towards making CW more enjoyable for the largest portion of the population and shouldn't hinder the die-hard group CW queue.
As I typically play as a PUG, I can tell you I will never again play CW unless I know when I am in a PUG I am going to play against another PUG. Right now this means I won't ever play CW again (just isn't nearly as fun or fair for solo players).
I would also like to see MM attempted in a staged approach: 1.) if a perfect match exists, make it. 2.) ...if not, try to match within the next closest "bracket" for a minute or two. 3.) ... if that fails, then widen the range again, etc...
I don't mind getting stomped due to being over-matched sometimes ... but some effort should be made.
I know that there are issues with insufficient players and splitting the player base is seen as detrimental, but if no attempts are made to remedy the situation you are only gonna see 12-man vs. 12-man in CW and it will be essentially dead.
Finally, I would suggest trying a few variations on the drop-weight restricted drop-deck.
For example: one mech of each weight class max/required. This approach no longer excludes anyone since the trial mechs now offer choices in each weight class, even brand new players could play (combine with MM for better results). Another benefit would be less "cookie cutter" OP mech stacking and force some variety into CW matches. Variations like this can be mixed in (a la the game variants in solo-queue) by requiring saved drop-decks based on whatever variants are available. Maybe they are even opt-in/opt-out just like solo-queue game modes.
EDIT: I have seen a few solid ideas for mixing solos and groups that might also be completely workable .. as long as best-effort match-making is applied (e.g., 6-man + 6 solos vs. another 6-man + 6 solos).
Edited by Strig, 20 July 2015 - 02:13 PM.
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