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Everything You Would Like To Tell Pgi About Cw In 50 Words Or Less.

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#81 ice trey

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Posted 25 July 2015 - 08:14 PM

I actually really enjoy CW matches. I think there's a lot more tactics involved than with normal public drops.

However, there's the issue of players who just don't want to or can't find a group.

I think that for matchmaking, the main issue is that when you're plugging yourself into LFG... your hands are tied. You can't jump into matches in the meantime, you're stuck there waiting for people to join up, which unless it's a peak period, they never do.

What we need is a faction-based lobby system that shows every player currently running the client and are currently on contract for said faction. That way, you get a much clearer picture of how many people are online. If players don't want to show up on this lobby, they can opt out. The biggest pain in the butt for CW is match making and group building, because you're forced to put everything down and do nothing but for anywhere from 10 minutes to a half-hour. If players could put themselves up as "Willing to play CW", but not be bound to a waiting menu for ages, people would be more receptive, I think. Basically, that "Friends List" that we already have, but eliminate the part where you have to sign people up, and it just lists everyone from your faction who is online.

Second, yeah, there are pugs who are not organized. They get stomped by units. Instead of having one planet on each factions' border, why not two, but dedicate one to "Pugs", and the other to units. The pugs will get their fast matches against other pugs, and units will play against units. Done. One planet requires that you're not dropping in a group, the other does.

Another possibility, instead of making people pick a planet, why not make a "Militia Cue", where the servers decide where players are needed and throw them in there. Few things are as frustrating as only having 11 players, but that one extra pug won't join the match to get us a drop. A single pug automatically assigned to a unit like that would be a godsend, and it would guarantee the fastest matches for small groups and single players.

Apparently this was supposed to be in 50 words or less. Let's just say the criteria was "50 Paragraphs".

Edited by ice trey, 26 July 2015 - 08:37 AM.


#82 JernauM

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Posted 25 July 2015 - 10:41 PM

Game modes. Planet differences. Story fluff. Urban maps. Generator positioning.

#83 Mystere

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Posted 25 July 2015 - 10:58 PM

View PostOutlaw, on 25 July 2015 - 05:26 PM, said:

Put CW on the back burner, focus on balance and assets and let the Community make the community warfare aspect through a more fleshed out private lobby system. After everything looks good THEN work on community warfare and do it right!


No. I'd rather have CW built-in and comprehensive.

It's supposed to be BETA now, so throw in some new systems for players to test and test often.

#84 Deadmeat313

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Posted 26 July 2015 - 06:38 AM

During Time of Star League, it was decreed that every planet be given fifteen Gauss Cannons.

Henceforth, all combat in Inner Sphere would revolve around these fixed emplacements.

Due to administrative error, Tukayyid was given 63 cannons!

It became hardest world to conquer in whole Inner Sphere.

#85 Koniving

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Posted 26 July 2015 - 06:45 AM

My "What 3/3/3/3" link. (7 words; if you only count the sentence.)

#86 1453 R

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Posted 26 July 2015 - 07:23 AM

It blows. No depth, strategy, or goal. Respawn game mode's an abomination. Playerbase are a bunch of jackalopes. Punitively stacked against solos/casuals/anyone not in [-MS-]. Has consumed all dev resources since inception for little benefit. Stop that. Fix it or kill it, don't care. Just do it soon.

(Exactly fifty. Bizzwham. Challenge accomplished.)

Edited by 1453 R, 26 July 2015 - 07:23 AM.


#87 Odinvolk

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Posted 26 July 2015 - 08:47 AM

In-game Economy to affect CW.
Guilds with money to own and equip planets.
Limited resources where you have to pay for mechs you put onto battlefield,
LEARN FROM EVE ONLINE!!!

#88 Araevin Teshurr

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Posted 26 July 2015 - 11:36 AM

Limit: the size of units to 48 or 60 people, the time between faction changes to 1 month, CW to mechs that are only fully tweeked, to only players that are in units.
Bring back repair costs & make held planets provide discounts to repair costs, & provide input into crafting modules over time for free or at a discount.
Stop making new maps and mechs until you do the above, and the litany of all the other things players have been telling you for months on end.


View PostDr Gonzo316, on 09 July 2015 - 11:41 PM, said:

Control population and stop weekly faction hopping. Changing from IS to Clan and vice versa should be possible only once a season, or, as an exception, if there is a gross imbalance in population (like at the moment).

Edited by Araevin Teshurr, 26 July 2015 - 11:37 AM.


#89 AssaultPig

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Posted 28 July 2015 - 03:28 AM

Better metagame, matchmaking, or whatever other marginal improvements will not fix the problems with the game mode and maps. They incentivize boring long-range trading and simplistic rush tactics; both get old fast. I wish I had a better suggestion, but they should go back to the drawing board.

(49)

seriously just incorporate the drop deck concept into pubqueue games, give up more pubqueue maps, and do something different with CW

Edited by AssaultPig, 28 July 2015 - 03:29 AM.


#90 IraqiWalker

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Posted 28 July 2015 - 03:35 PM

View PostAraevin Teshurr, on 26 July 2015 - 11:36 AM, said:

Stop making new maps and mechs until you do the above, and the litany of all the other things players have been telling you for months on end.

Neither of the two groups responsible for mechs, or maps, are in charge of any of the other stuff you mentioned. People really need to understand that.

#91 DaFrog

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Posted 31 July 2015 - 06:13 PM

View PostNecromantion, on 10 July 2015 - 08:25 AM, said:

He complains on nearly every thread he posts on about how "Clan ECM" is somehow OP. So yes it was merited.

ECM is OP or haven't you heard ? PGI is nerfing it.

#92 Kin3ticX

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Posted 31 July 2015 - 11:43 PM

View Post1453 R, on 26 July 2015 - 07:23 AM, said:

It blows. No depth, strategy, or goal. Respawn game mode's an abomination. Playerbase are a bunch of jackalopes. Punitively stacked against solos/casuals/anyone not in [-MS-]. Has consumed all dev resources since inception for little benefit. Stop that. Fix it or kill it, don't care. Just do it soon.

(Exactly fifty. Bizzwham. Challenge accomplished.)


Wow. You really have it out for -MS- dont you?

#93 Zaydin

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Posted 03 August 2015 - 12:35 AM

Stop matching pugs up against pre-mades. There is nothing more frustrating than getting seal-clubbed in CW.

#94 Deathlike

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Posted 03 August 2015 - 12:45 AM

View PostZaydin, on 03 August 2015 - 12:35 AM, said:

Stop matching pugs up against pre-mades. There is nothing more frustrating than getting seal-clubbed in CW.


There's no "matching" to speak of. It's first come first served.

The fact that the matches are built like that AND it struggles to get the players necessary is NOT a premade's fault in that if people don't come, the matches don't start.

Your issue is ONLY a concern IF the CW queues are populated often, and that is SIMPLY NOT THE CASE.



My 50 words:

Fire Paulconomist

Rework CW from ground up

Reward players/units for actually playing CW


Really simple.

Unfortunately, longer thoughts would require WAY more than 50 words, but I'm pretty sure that is succinct enough an answer.

Edited by Deathlike, 03 August 2015 - 12:55 AM.


#95 TexAce

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Posted 03 August 2015 - 01:17 AM

Economic and technical (loadout, weapons) reasons to capture and hold planets.
Split queue in CW
Quick commands.
Inverse Kinematics.
Steam launch.
Much higher cadet bonus.
Proper tutorial
Walkable hangar to gaze at your mechs.
Big ACs for Jägermechs
Glowing Atlas Eyes
Graphics and ammo explosions from CB
Lens flares!

PLEASE!

Edited by TexAce, 03 August 2015 - 01:19 AM.


#96 Bongo TauKat

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Posted 03 August 2015 - 01:20 AM

CW is not fun.
We need planets we care for.
Ghost drops are the suck.

#97 IraqiWalker

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Posted 04 August 2015 - 07:23 PM

View PostZaydin, on 03 August 2015 - 12:35 AM, said:

Stop matching pugs up against pre-mades. There is nothing more frustrating than getting seal-clubbed in CW.

Tell the pugs to go on the attack queue instead of the defense queue. 90% of units queue up to attack. Guess what happens when pugs line up for defense? They get matched against Units. A purely pug made team should be on the attack queue, every single time. They do more good for their faction that way.

Also, as mentioned above, there is no "matching" it's first to queue up, first to drop. So the best solution is fr pugs to go to their factions' VERY PUBLIC TS3 SERVERS, and coordinate there with other pilots. 12 pugs on comms are almost as good as a 12 man premade. I've witnessed first hand, 12 man premades getting rolled by coordinated pugs.

#98 patataman

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Posted 05 August 2015 - 06:51 AM

Mr. Russ, give your boys a week off to try other games and see what's on the market, and to read ideas in the forums.
When they come back, use those experiences to imagine a new, fun, involving, complex, fun, strategic, lore oriented and fun CW.


Then implement, test and profit.

51. Ouch! 52. Ouch! 53... infinite loop



#99 R Razor

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Posted 06 August 2015 - 03:19 PM

Put someone with more imagination in charge of design

Hire better programmers

#100 Onionbird

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Posted 06 August 2015 - 04:05 PM

I am too strong and every game soft.





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