Jump to content

Dear Pgi: Why Breaking Down Larger Units Wont "fix" Cw

Balance Metagame Gameplay

24 replies to this topic

#1 Necromantion

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,193 posts
  • LocationBC, Canada

Posted 02 July 2015 - 07:13 AM

What is going on:
So over the last few months there has been a significant amount of whining about larger units being "too stronk" in CW the way that things are structured. Now that in the last townhall Russ, being the infallible genius that he is (sarcasm) has said that he wants to break down large units into smaller ones or at least give incentive for that.
A note to Russ:
This is just another quick fix Russ, just like the moving of dropships and forcing players to filter out of their new dropzones through chokepoints/making dropships stronger.

I predicted that that route would do nothing other than increase the problem and drag out matches and lo and behold look what has happened!



So Russ/PGI heres what you fail to see:
1)The SOLE actual advantage in CW afforded larger units:
The game is not broken because of larger units. While yes in terms of fielding teams to take a planet and get your tag on it sure there is but that is the only ONLY big advantage afforded to you. Yet guess what people? There is no current incentive in the regular game beyond things like the current event that makes any unit benefit from having your tag on a planet.

Being a larger unit does not increase a 12 mans win rate. Also the more successful units are not even the largest groups, some are mid to upper size sure but the largest are not the ones seeing the most success in CW.

2)No gating/Player development though in game features:
So why all the whining? What is one of the major problems? It is pretty simple, this game has no gating system. You may say to yourself "well thats stupid this is basically an fps/sim" so why cant I just hop in and play? THAT is the mentality that a lot of new players jump into this game with who've never played a mechwarrior game before have and then get frustrated and flip their computer desk when they cant faceroll like they do in COD.

Tutorials should be mandatory in my opinion before ANY player can jump into public/group queue for non CW games. Force them to learn the basics, make the tutorials more engaging and emphasize on things like HUD awareness and so forth rather than solely targeting and movement but hey that would be a start for some players.

After that I believe that CW should be gated as well. Perhaps something like making it so that a player has to master 2-4 different chassis to at least full elite? Make sure that players have some idea of what is going on before they just dive head first into the CW meatgrider with more experienced players perhaps? Maybe some more tutorials explaining the basics about CW as well.

Also maybe a tutorial about mechs, especially highlighting quirks as so many IS pilots seem to be clueless at the great advantages of finding mechs that cater to their own or their units play styles with the right quirks these days still.

3)CW matches lack variability in game mode:
People get bored of the same "take the fortress/defend the fortress" game modes. Even when retaking or holding territory it feels the same. No change in terrain, same choke points/terrain features are utilized to advantage/disadvantage.

We need more game modes that vary or map locations and setups that vary, basically every CW map is the same 48 mechs on the same confined spaces. Maybe limit some maps to 24 mechs per side and make the maps larger or something, make maps that are even larger for those matches and have different locations where bases can reside.

There have been tons of suggestions for game modes over the months and the fact that whining about large units has overshadowed this is sad.


4)Randomized attack lanes:
This has been brought up time and time again and while the algorithm thankfully doesnt seem to break like it used to in phase 1 of CW it still has flaws.

Why not let loyalist units for factions vote on 1 or 2 planets during ceasefire to force more attack lanes towards more desirable fight lanes? Why is forcing IS units to have 1-3 other IS attack lanes against allies smart at all?

This would throw a bone to loyalist units and give them some more feeling of autonomy from the merc units they like to complain about so much and facilitate more active attack/defend lanes at times. Also this would encourage more communication between units in the same faction.

5)Lack of incentive for units in the same faction to communicate:
This is a huge issue in some factions that I have seen after playing mercs in every single faction over the last few months. Some factions do NOT communicate at all between units. Attacks are not coordinated on targets, there is no communication when one planet is getting overrun and so forth.

This is a bit more complex to address. A huge advantage that a lot of the more organized units have is large TS hubs for each faction. Coordination is success. VOIP in game had it been implemented well from the get go when the game first started with nearly a TS or the like sort of interface in game perhaps we would see more cohesion (yes I know that could cause even more problems).

Theres also the option of at the beginning of ceasefire having loyalist units "mark" or "Tag" specific planets to be more desirable targets and thus increase c-bill or loyalty points for games played on those planets.

Some incentive needs to be put in place to encourage more cohesion because a lot of players and even units cannot understand that this kind of gameplay in CW is not set up to allow you to have a free for all and be successful.

6) Lack of in game "policing" by community or PGI:
So its clear that PGI has no interest right now or at least cannot allocate the resources to monitor the on goings in matches where players may be doing things against the TOS (Like refusing to play) or just repeatedly disconnecting.

Simple solution, remove these players from the field by encouraging a community based policing program like LoL has. Allow an in game report feather that will log the chat log for the game as well as provide a screenshot of the score. If someone has raged in team chat at people then disconnected allow players in the community to review and vote on whether a player should be penalized.

This would streamline the reports that PGI gets and also you could give a player an incentive of a few MC each time they do X amount of these reviews perhaps.

7) Merc unit movement:
People should be able to play how and where they want. If that was impeded then you would see even more players leaving CW than there already has been. But that being said Merc units should have some in game bidding made possible through an interface that would allow factions with lower player activity or win rates to give merc units more incentive to fight for them. This is not something easy to balance though by any means. Make the rewards too little mercs wont want to help, make them too great and more people will go Merc than there already are in game currently.


In closing:
Disbanding a lot of the larger and more cohesive units will do nothing other than make them use different tags and result in more difficulty in them tagging planets. They will still work together, still communicate on TS and still be successful.

The units that are the most successful right now are the most organized and most skilled. They are not the largest.


***I will add to this as conversation in this thread starts up and more things come to mind.

Edited by Necromantion, 02 July 2015 - 07:49 AM.


#2 Theron Branson

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 223 posts
  • LocationOutreach

Posted 02 July 2015 - 07:37 AM

I agree with most of what you said but making smaller units would hopefully spread the ranks to other houses/factions so in essence to field more 12 man groups per house/faction. Here are some other things to think about too,

What Is the purpose of Merc units since we are all mercs technically? I can attack/defend any adjacent faction with others not of my house. PGI needs to really make mercs for hire by a head council per each faction/house. This would allow them to get more boots into action if that house is falling.

Economy - IS Houses had more money so it could hire more Merc Units to help turn the tide against the houses and clans. Also, this would make a real difference when a planet/mech factory is taken.

Logistics - Take a page out of WW2 online/Heroes and Generals and allow the unit leader to actually command and take care of his/her unit. Make a meter of morale, strength and readiness so a unit could go into battle with fewer mechs or mechs not fully repaired an so on. This would make the better units from just continuing to steam roll everything and smaller units a way to make a difference in game. Make the "Green" units start with basic mechs (house specific mechs) and veteran to elite units are allowed more upgrades and other house mechs. This would add a incentive for units to get better so they can use better mechs and so on.

The biggest issue I see is that it was made wrong from the beginning and to do it right I would suggest making a new game using the good assets (mechs and some maps) and set the game up correctly from the beginning. Don't divide the cues and make everyone go into CW. They are mech warriors needed to fight for a reason not just some quick drop for more money.Yes there will be green players but that's the point.We all were at one time.

#3 Kin3ticX

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 2,926 posts
  • LocationSalt Mines of Puglandia

Posted 02 July 2015 - 07:38 AM

PGI needs to step in as the hand of god to buck crazy imbalances, thats where the needed policing comes in. For example, with the wave 3 excitement still high, a lot of the active players/units went to play for Clan for that reason alone. Then we also have the obvious bandwagon and various spillover effects where units want to be on the winning side. With IS struggling so hard there is obviously a need for some better rewards to encourage people to play for IS.

I would like to see a player cap of 180 at this point. Nobody will break up or shoot themselves in the foot unless everyone else has to. If Mercstar were to implode right now there would be a unit to replace -MS- right away and fill the role of evil boogeyman.

Edited by Kin3ticX, 02 July 2015 - 07:43 AM.


#4 Necromantion

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,193 posts
  • LocationBC, Canada

Posted 02 July 2015 - 08:41 AM

View PostTheron Branson, on 02 July 2015 - 07:37 AM, said:

I agree with most of what you said but making smaller units would hopefully spread the ranks to other houses/factions so in essence to field more 12 man groups per house/faction. Here are some other things to think about too,


I am inclined to disagree, while a lot of people may think that most of the successful and cohesive units would still work together as they get along and enjoy playing together. If MS was forced to break into smaller units of SiG,SwK,SLR and the like I can almost guarantee that they would still work together and choose the same if not complementing factions.

View PostTheron Branson, on 02 July 2015 - 07:37 AM, said:

What Is the purpose of Merc units since we are all mercs technically? I can attack/defend any adjacent faction with others not of my house. PGI needs to really make mercs for hire by a head council per each faction/house. This would allow them to get more boots into action if that house is falling.


That is a fair thing to say and frankly people should be able to play whatever faction whenever they want within means. I do however think that merc units should be implemented in a more structured way. Please see edit to my post

View PostTheron Branson, on 02 July 2015 - 07:37 AM, said:

Economy - IS Houses had more money so it could hire more Merc Units to help turn the tide against the houses and clans. Also, this would make a real difference when a planet/mech factory is taken.


That is fair and something like this to be implemented would take a lot of planning and weighing of implications

View PostTheron Branson, on 02 July 2015 - 07:37 AM, said:

Logistics - Take a page out of WW2 online/Heroes and Generals and allow the unit leader to actually command and take care of his/her unit. Make a meter of morale, strength and readiness so a unit could go into battle with fewer mechs or mechs not fully repaired an so on. This would make the better units from just continuing to steam roll everything and smaller units a way to make a difference in game. Make the "Green" units start with basic mechs (house specific mechs) and veteran to elite units are allowed more upgrades and other house mechs. This would add a incentive for units to get better so they can use better mechs and so on.


They already did away with repairs as to be honest it was a futile money sink and a waste of time. Also youre looking to create more disparity between the green and veteran players by forcing players to use even less sub-optimal mechs. Also then how would mercs function? If thats the approach then it would make sense for mercs to be able to bring whatever they wanted right? Thus resulting in even more QQ about how mercs are broken.

View PostTheron Branson, on 02 July 2015 - 07:37 AM, said:

The biggest issue I see is that it was made wrong from the beginning and to do it right I would suggest making a new game using the good assets (mechs and some maps) and set the game up correctly from the beginning. Don't divide the cues and make everyone go into CW. They are mech warriors needed to fight for a reason not just some quick drop for more money.Yes there will be green players but that's the point.We all were at one time.


That would be interesting, force CW only games. I would be all for that.

#5 Theron Branson

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 223 posts
  • LocationOutreach

Posted 02 July 2015 - 09:55 AM

Mercs would be like in the Lore. They could use any mech from any house (except Clans for a while) except their repair as a unit would be more expensive and could even say lower moral until they hit elite status then other units. I think repair should be "UNIT" wide as I've done in past WW2 campaigns. Units could get "Prestige Points" which acts like money to repair or buy more reinforcements.

Example:

Commander Jones has a new unit and buys 48 slots(1 drop) with 16 - Heavy / 16 - Medium / 8 - Light / 8 - Assaults. (Any available same faction players can join in on the fight with preference going to teammates first.) All players would start with 4 standard house mechs until that player gets better and more exp. The more exp./ prestige points the unit gets the more slots it can purchase for the next battle. Eventually building his unit up to a Regiment ( the largest unit size). After each battle Jones has to use his PP to repair his unit to be battle ready for the next fight. Each player can still get exp. and cbills from playing in other units and in his/her own unit. Even if commander jones is the only one available from his own unit for the fight, the unit still gets credit for it. Members can still donate money to the unit for repairs and so on.

#6 LordSkyKnight

    Member

  • PipPipPipPipPip
  • The Flame
  • The Flame
  • 194 posts
  • LocationPLACES!!!

Posted 02 July 2015 - 10:13 AM

View PostNecromantion, on 02 July 2015 - 08:41 AM, said:

That would be interesting, force CW only games. I would be all for that.


This is actually a really really interesting idea. Remove the "Pug" queue and wrap those 3 game modes and all of the maps into CW somehow. Hold territory/counter attack maybe? Or maybe make specific objectives on planets? Give enough time to organize a bit once you get a match and know the game mode, maybe with a ready check to shortcut a much longer pre-match timer. But you would need a way to opt out of the longer invasion mode games for people who don't have time for a 30 minute game.

#7 TWIAFU

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Pest
  • The Pest
  • 4,011 posts
  • LocationBell's Brewery, MI

Posted 02 July 2015 - 10:13 AM

View PostTheron Branson, on 02 July 2015 - 07:37 AM, said:

I agree with most of what you said but making smaller units would hopefully spread the ranks to other houses/factions so in essence to field more 12 man groups per house/faction. Here are some other things to think about too,




Do you HONESTLY think that a large group of friends that have been playing MWO together in the same Unit are just going to up and stop playing together and scatter to the various factions?

If PGI splits up Units and thereby friendships people will stop playing without their friends.

If forced by PGI to leave my Unit and have to join another without my friends, I would rather not play.

I enjoy this game MORE because of my friends/Unit

#8 Necromantion

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,193 posts
  • LocationBC, Canada

Posted 02 July 2015 - 10:24 AM

View PostTheron Branson, on 02 July 2015 - 09:55 AM, said:

Mercs would be like in the Lore. They could use any mech from any house (except Clans for a while) except their repair as a unit would be more expensive and could even say lower moral until they hit elite status then other units. I think repair should be "UNIT" wide as I've done in past WW2 campaigns. Units could get "Prestige Points" which acts like money to repair or buy more reinforcements.

Example:

Commander Jones has a new unit and buys 48 slots(1 drop) with 16 - Heavy / 16 - Medium / 8 - Light / 8 - Assaults. (Any available same faction players can join in on the fight with preference going to teammates first.) All players would start with 4 standard house mechs until that player gets better and more exp. The more exp./ prestige points the unit gets the more slots it can purchase for the next battle. Eventually building his unit up to a Regiment ( the largest unit size). After each battle Jones has to use his PP to repair his unit to be battle ready for the next fight. Each player can still get exp. and cbills from playing in other units and in his/her own unit. Even if commander jones is the only one available from his own unit for the fight, the unit still gets credit for it. Members can still donate money to the unit for repairs and so on.



If mercs went by lore they couldnt ever play Clans though which would significantly reduce the appeal of CW for a lot of players who like to play both sets of mechs they own. But yeah there should be more incentives at least for loyalists units.

Perhaps rather than limiting the mechs to set ones limit the mechs each player can have available for a drop deck from the mechs they own until they rank up? Like you can only choose 4 of your mechs initially and have to stick with those then as time goes on you can choose more?

View PostLordSkyKnight, on 02 July 2015 - 10:13 AM, said:


This is actually a really really interesting idea. Remove the "Pug" queue and wrap those 3 game modes and all of the maps into CW somehow. Hold territory/counter attack maybe? Or maybe make specific objectives on planets? Give enough time to organize a bit once you get a match and know the game mode, maybe with a ready check to shortcut a much longer pre-match timer. But you would need a way to opt out of the longer invasion mode games for people who don't have time for a 30 minute game.


They have said they are looking into different game sizes and modes, why not incorporate that into CW? Make 4v4s, 8v8's and whatnot and different sized maps and whatnot that let smaller groups be competitive too!

#9 Havyek

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary Rank 3
  • 1,349 posts
  • LocationBarrie, ON

Posted 02 July 2015 - 10:37 AM

I'd like to see a MRBC style entity (likely PGI until something can be automated) that can assist in hiring Mercs by loyalist units.

Bonuses for defending/attacking the hiring faction's planets, penalties for defending/attacking planets that are not theirs etc.
Bonuses/penalties for having a large number of Merc units hired could be implemented so that certain factions didn't just hire tons of merc units to drop on their borders.

Also, merc units shouldn't be able to claim tags (and tags should mean something). They're fighting for c-bills and nothing else after all, all spoils should go to their employer.

#10 LordSkyKnight

    Member

  • PipPipPipPipPip
  • The Flame
  • The Flame
  • 194 posts
  • LocationPLACES!!!

Posted 02 July 2015 - 10:40 AM

View PostNecromantion, on 02 July 2015 - 10:24 AM, said:

They have said they are looking into different game sizes and modes, why not incorporate that into CW? Make 4v4s, 8v8's and whatnot and different sized maps and whatnot that let smaller groups be competitive too!


I think all new game modes need to be put into CW. Splitting players into more different queues just makes it more difficult to actually play the game, because it's splits the playerbase. And when you do get a game, there aren't enough players for matchmaker to work correctly, so you end up with horrible mismatches. Make CW how you get into the game, it gives a much better game atmosphere in addition to giving everyone more and fairer matches.

#11 Havyek

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary Rank 3
  • 1,349 posts
  • LocationBarrie, ON

Posted 02 July 2015 - 10:47 AM

Also, each faction should have some type of bonus/incentive for joining.

Lower population factions should get a 50% (arbitrary number) bonus to LP and c-bill earnings until they get to a certain comparable size to the next faction. Maybe bonuses to both LP and c-bill earnings when piloting a "faction" Mech.

#12 Theron Branson

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 223 posts
  • LocationOutreach

Posted 02 July 2015 - 11:07 AM

Yes, just basiclly copy how Heroes and Generals have their campaign management set up but geared for MW. Imho, Mercs should only be for hire in the IS. These guys helped defend the IS against the Clans and they can also be used for house vs house conquest like in lore. Advantage of being a merc is more mech types but more expensive to fix. House Units get house type mechs to start with and are cheaper to fix but non-house mechs are very expensive to maintain.

And yes, I agree with capping the unit size to say a regiment size. With incentives thrown in per house that more units are needed. Why would you need more the that? Also, have PGI create little unit icons on the map to show each unit and strength and skill level/readiness.

#13 Havyek

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary Rank 3
  • 1,349 posts
  • LocationBarrie, ON

Posted 02 July 2015 - 11:10 AM

I really wouldn't have a problem with Mercs being IS only, but then I'd be sending PGI refund requests every few days since the tier 3 Clan packs I bought are useless to me now.


So there's that. . . .

Also, Wolf's Dragoons?

#14 Theron Branson

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 223 posts
  • LocationOutreach

Posted 02 July 2015 - 11:21 AM

Well the Mercs would also get the ability to use Clan mechs before IS once the player gets up to a certain rank.

#15 DaddyP1G

    Member

  • PipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 89 posts
  • LocationPA, USA

Posted 02 July 2015 - 11:29 AM

View PostNecromantion, on 02 July 2015 - 07:13 AM, said:



The units that are the most successful right now are the most organized and most skilled. They are not the largest.



I agree with you on this post. But not this. what has happened in as participation drops off, smaller units struggle to field enough, then their members jump ship to bigger units because they can get games quicker.

The days of a 30 man unit who would put together an A++ 12 man for a league is sadly over. and unfortunately that play was always better than CW.

#16 Davegt27

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,080 posts
  • LocationCO

Posted 02 July 2015 - 11:39 AM

Now hold on Big guy (OP) Russ did not say he was going to break up larger units
He just wants people to consider the option

Let me explain
If you had a unit with 1000 members call it unit A then you had a unit with say 1000 members call it unit B

So unit A plays unit B all the time

You see the problem

Is it better to have two big units in CW or a lot of smaller units?

Russ is just suggesting if some of the bigger units broke down into smaller units it would help the game

After all why have a matchmaker (game maker might be a better term) if you only have a few units

Don’t fly of the handle about a suggestion

Edited by Davegt27, 02 July 2015 - 02:07 PM.


#17 Necromantion

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,193 posts
  • LocationBC, Canada

Posted 02 July 2015 - 11:44 AM

View PostKaden Kildares, on 02 July 2015 - 11:29 AM, said:


I agree with you on this post. But not this. what has happened in as participation drops off, smaller units struggle to field enough, then their members jump ship to bigger units because they can get games quicker.

The days of a 30 man unit who would put together an A++ 12 man for a league is sadly over. and unfortunately that play was always better than CW.


It is true though whether you agree with it or not, when we dont have enough on to do a 12 man fully in MS (though thats rare) we contact other units in our faction or just pug the remainder.

It honestly all depends on management by the leadership just like any other teamwork based game if they are not recruiting active players who are of the caliber you desire to have in and removing and replacing inactive players. That is not the fault of successful units.

If the leadership of a 30 man unit did this they should have no issues fielding one to two 12 mans a night but most groups like that dont have the leadership who will take the time to do that. Managing a gaming unit/group/clan or whatever else you want to call it takes time and effort (I have ran multiple high ranking WoW guilds in the past US and Global scale rankings and it is like a second job if you want to be successful)

-MS- leadership upon seeing players joining who were not contributing well in matches initiated a trial to set a bar for the bare minimum performance expected. Players have been weeded out due to that and inactivity since I last played a lot and continue to do so.

Look at the ratio of active players to total players for most units during events, the ones that are the most successful have the highest activity ratio, coordinate well with other units in their current faction and are usually more skilled.

#18 C E Dwyer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,274 posts
  • LocationHiding in the periphery, from Bounty Hunters

Posted 02 July 2015 - 11:44 AM

View PostDavegt27, on 02 July 2015 - 11:39 AM, said:

Now hold on Big guy (OP) Russ did not say he was going to break up larger units
He just wants people to consider the option

Let me explain
If you had a unit with 1000 members call it unit A then you had a unit with say 1000 members call it unit B

So unit A plays unit B all the time

You see the problem

Is it better to have to big units in CW or a lot of smaller units?

Russ is just suggesting if some of the bigger units broke down into smaller units it would help the game

After all why have a matchmaker (game maker might be a better term) if you only have a few units

Don’t fly of the handle about a suggestion

But whether you have a unit of 250 or a unit of 100, most people are there because they want to be as an example Jade Falcons, the ones that have to be forced out, won't suddenly go wow we should join the Draconis combine, they will play Jade flacons, so there will be two teams of falcons not one, and still the same number of IS to fight

edit for a P.S

There is nothing now to stop a clan or regiment with 50 active members forming four teams now, though three would be more likely, split those active members in half and the potential to form more than two teams of 12 is far less likely

Edited by Cathy, 02 July 2015 - 11:52 AM.


#19 Kin3ticX

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 2,926 posts
  • LocationSalt Mines of Puglandia

Posted 02 July 2015 - 11:49 AM

View PostDavegt27, on 02 July 2015 - 11:39 AM, said:

Now hold on Big guy (OP) Russ did not say he was going to break up larger units
He just wants people to consider the option

Let me explain
If you had a unit with 1000 members call it unit A then you had a unit with say 1000 members call it unit B

So unit A plays unit B all the time

You see the problem

Is it better to have to big units in CW or a lot of smaller units?

Russ is just suggesting if some of the bigger units broke down into smaller units it would help the game

After all why have a matchmaker (game maker might be a better term) if you only have a few units

Don’t fly of the handle about a suggestion

unit A wont break up unless unit B follows suit, PGI has to force the issue.

#20 DaddyP1G

    Member

  • PipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 89 posts
  • LocationPA, USA

Posted 02 July 2015 - 11:53 AM

View PostNecromantion, on 02 July 2015 - 11:44 AM, said:

It is true though whether you agree with it or not, when we dont have enough on to do a 12 man fully in MS (though thats rare) we contact other units in our faction or just pug the remainder.

It honestly all depends on management by the leadership just like any other teamwork based game if they are not recruiting active players who are of the caliber you desire to have in and removing and replacing inactive players. That is not the fault of successful units.

If the leadership of a 30 man unit did this they should have no issues fielding one to two 12 mans a night but most groups like that dont have the leadership who will take the time to do that. Managing a gaming unit/group/clan or whatever else you want to call it takes time and effort (I have ran multiple high ranking WoW guilds in the past US and Global scale rankings and it is like a second job if you want to be successful)

-MS- leadership upon seeing players joining who were not contributing well in matches initiated a trial to set a bar for the bare minimum performance expected. Players have been weeded out due to that and inactivity since I last played a lot and continue to do so.

Look at the ratio of active players to total players for most units during events, the ones that are the most successful have the highest activity ratio, coordinate well with other units in their current faction and are usually more skilled.


I'm also not blaming the big units. They are doing what needs to be done at this point in the game. My only point was back before CW, there was no NEED to field 24-36 guys a night. You could be small and fine tune your 12 man(and a few subs) and compete in league matches just as well (or better) then a mega unit.

Same thing with WoW and all those games. All you needed was one team. how many elite end game raid guilds wouldn't be able to stick around if all of a sudden every raid was a 40 man? (or 100 man like eq1 :)

Edited by Kaden Kildares, 02 July 2015 - 11:54 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users