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If People Don't Start Populating Cw, This Game Is Toast.


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#101 DaZur

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Posted 08 July 2015 - 01:07 PM

View PostCtrlAltWheee, on 08 July 2015 - 12:59 PM, said:

I kind of want pug matches on the regular maps to be folded into CW. With queue and all.

It could be easily done as a simple random assignment with peripheral impact on the CW metrics...

Problem is "again" PUG play has all the same great taste and is less filling so it would actually take away some of the player-base that's committing to CW and thereby exacerbating the situation.

Now if they could just design CW to provide a mode of play-mechanics that solo doesn't share... :rolleyes:

#102 ShadowWolf Kell

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Posted 08 July 2015 - 01:09 PM

Steam will be an eye opener for PGI I think. Sadly they're too slow to modify existing content in any meaningful way and even slower at adding new content.

A lot of people are going to laugh at the mech prices. Heck, the gold mech thing was a running joke on the internet outside the mech community. Even Forbes was poking fun at it in an article. http://www.forbes.co...0-golden-mechs/

I guess the real question is whether PGI will continue trying to make CW a meaningful reality, or are they going to settle in TDM and just shell out mech packs and hero mechs. If they opt for the latter, MWO's days are numbered and the "wasteland" is going to be the game as a whole.

Time will tell. The one thing I can say for sure is that MWO's game rating is going to take a nosedive. Not that it's particularly noteworthy at the moment anyway.

Frontier faced that scathing process with the Steam launch of Elite Dangerous. They managed to overcome it with some very prompt major content updates, dialogue with the playerbase and actually making meaningful changes that the players wanted (like better payouts for missions and so on.) They did more in 2-3 months than PGI has done in the past year and a half.

I'd love to see MWO succeed at things beyond microtransactions.

#103 CDLord HHGD

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Posted 08 July 2015 - 01:09 PM

View PostEider, on 08 July 2015 - 12:59 PM, said:

Hardcore mode for the hardcore only, get out filthy casuals! hows that working out for it? Oh right..

Maybe if people could get their heads out their ass and realize you need a casual base also it woulnt be so unpopular. As for the whole 'its in beta' junk. Uhhh then why are so many pro teams in it? But now they are complaining no one wants to play.. meh.

I recall saying something similar, though it was back before the private lobby was introduced. Something along the lines of "have fun playing with yourselves and your meta!"

Maybe not the specific application, but I'd say it's working out as I expected it too....

#104 Hades Trooper

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Posted 08 July 2015 - 01:10 PM

there is noting rewarding about CW atm, they burned us out on a beta 1 CW and now exactly the same, 90% of Cw players think there is no value in it, without any content.

So why bother? If they can't be bothered to make it meaningful, why should i bother playing it?

#105 ShadowWolf Kell

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Posted 08 July 2015 - 01:17 PM

View PostHades Trooper, on 08 July 2015 - 01:10 PM, said:

there is noting rewarding about CW atm, they burned us out on a beta 1 CW and now exactly the same, 90% of Cw players think there is no value in it, without any content.

So why bother? If they can't be bothered to make it meaningful, why should i bother playing it?


It's not just the lack of value though. It's the shenanigans that's going on as well. It's a complete and utter joke. It's only meaningful to people like Star Wars Kid because he's off in his own little universe in his head somewhere and has been watching He-Man too much.



Or to quote the Elite Dangerous forums.... "Imagination is NOT content!"

Edited by ShadowWolf Kell, 08 July 2015 - 01:18 PM.


#106 Cold Cash

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Posted 08 July 2015 - 01:25 PM

I think they dropped the ball with the map/objective role of CW. What MWO needed is a Battlefield like gameplay with rolling objectives. Cap gain a spawn, lose a cap lose a spawn.
Big maps and suddenly role warfare becomes important because lights and mediums become quite important in game play like this.

Easy enough to add a simple 20%(made up) refuel for mechs at a new cap or some such so ammo builds stay viable.

Also with a mode like this dropship picks make alot more sense, when u need to push a cap point u might want a ass/heavy/med, need to intercept a sneaky light cap well you'll need to drop in your fast light/med, want to do a sneaky full map flank and cap pick your ecm light etc.

Unlimited spawns but only allowed your 4 drop ship picks, which must be a light/med/heavy/assault. This stops the clan boating all stormcrows and 3 heavies etc.
This also means newbs picking 4 trail mechs are alot more viable!

I honestly believe Battlefield type gameplay would reinvigorate this game.

Heres hopeing :)

#107 Gremlich Johns

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Posted 08 July 2015 - 01:28 PM

View PostKyp Durron, on 08 July 2015 - 09:11 AM, said:

Seriously, why are the pug queues full and the CW a wasteland?

You are seriously suggesting that it is somehow the players fault for this situation?

#108 Maxx Blue

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Posted 08 July 2015 - 01:28 PM

I haven't played CW for a couple months now, but I did try it for a while soon after it came out and everyone was taking a look. There are two main reasons why I haven't bothered to go back, although I can't say how much they resonate with other players:

1) CW is not a good place for mastering new mechs. I tend to swap mechs a bunch because I enjoy the feel of progression from unlocking basics, elites and finally mastering a mech. In fact, I probably spend the majority of my time working on mastering new mechs because I find that satisfying. For whatever reason, I found running around in un-mastered mechs in CW to be considerably more punishing than the solo queue, and the XP gained for the time invested wasn't nearly as good.

2) It took me too long to get matches. Now, this may have been fixed somewhat with the new work PGI has done, but when I was giving it a shot, it took at least 5 minutes and usually 10 or 15 to actually get a drop. All that dead-time waiting was boring and I wasn't willing to put up with it. I could spend more time playing and less time waiting in Solo, so that is where I went. Even if the rewards were comparable in CW, I want to spend time playing, not waiting on a group. Until they can get wait times consistently under 5 minutes (and realistically, 2 or 3 minutes should be at least common) I doubt I will spend much time in CW.

The gameplay and stompy-ness weren't a problem for me. It actually wasn't much worse than how often I get 12-0'd in the solo queue. It was mostly the time issue.

#109 Praehotec8

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Posted 08 July 2015 - 01:38 PM

CW will remain the purview of only the most hardcore players as long as CW makes it difficult for solo players to easily find quick games....as in, more difficult than clicking the "play now!" button the solo queue has. Whether or not you find this a good thing depends upon your viewpoint, but factually it will mean the solo queue has by far the largest player base. Most players do not care to join a group, and that is just fine, as this is a game, to be played for, you know, fun...

Perhaps creating a daily battle-plan for each faction (attack this planet, defend here, etc...) and then providing an easy "join now!" button to create pure PUGvsPUG CW matches (with all game modes included, i.e. eliminate the totally unrelated solo queue in favor of a tie-in to CW) would be an improvement. Perhaps the merc units (i.e. player groups) could vote on planning the next day's battle plan during daily cease-fire. Each group could have votes related to their rank in their faction based upon their victories as a group in CW, or some such thing. That would allow CW to remain dictated by the hardcore groups, yet provide an easy avenue for everyone to participate in CW.

The biggest issue, personally for me aside from the wait time to get into a match, is the sheer monotony and lack of fun in CW. Sure, the first few games I played were neat, as you got to drop off the ship, and have respawns, and try to figure out tactics, but after that the games devolve into the same format over and over. One team tries to rush past the other and destroy the base generators, and the other team gets to shoot at hordes of light and/or fast mechs as they run past. At least in solo queue games are focused primarily on engaging each other rather than one group actively trying to run away from the other (turret-less assault mode withstanding), and it's quick and painless to get a match.

I have said for years that what the game needs more than an imaginary map to fight over is more diversity in gameplay types. We need multiple different game modes, dynamic objectives, reasons for mechs to perform different tasks at different times, role warfare, etc... Said map is fine, when augmented by incentives to controlling different planets, and each planet has different objectives, but this is all the icing on the cake once a the core game with all game modes and significant variety is complete.

Currently the only reason it seems people play CW is so that players who run groups can pretend to politic with each other, and play at being military commanders (not that it is wrong to do so, but most players really couldn't care less about that aspect of the game).

#110 Jack Corban

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Posted 08 July 2015 - 01:38 PM

View PostCold Cash, on 08 July 2015 - 01:25 PM, said:

Easy enough to add a simple 20%(made up) refuel for mechs at a new cap or some such so ammo builds stay viable.


Mobile Field Base problem is they are not yet available in the timeline if you would call them canon at all.

#111 Maxx Blue

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Posted 08 July 2015 - 02:04 PM

I was thinking about it, and when they add in that 4v4 part of CW, I might go try that. Should be faster to get drops. It might actually be worse stomp-wise since one good or bad player is a larger percentage of the team, but I might give it a go.

#112 TWIAFU

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Posted 08 July 2015 - 02:24 PM

View PostMaxx Blue, on 08 July 2015 - 02:04 PM, said:

I was thinking about it, and when they add in that 4v4 part of CW, I might go try that. Should be faster to get drops. It might actually be worse stomp-wise since one good or bad player is a larger percentage of the team, but I might give it a go.


Would still have to group with other humans and still fight another group.

#113 TWIAFU

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Posted 08 July 2015 - 02:33 PM

View PostPraehotec8, on 08 July 2015 - 01:38 PM, said:

CW will remain the purview of only the most hardcore players as long as CW makes it difficult for solo players to easily find quick games....as in, more difficult than clicking the "play now!" button the solo queue has. Whether or not you find this a good thing depends upon your viewpoint, but factually it will mean the solo queue has by far the largest player base. Most players do not care to join a group, and that is just fine, as this is a game, to be played for, you know, fun...



So, scarp everything done on Beta 1, 2 and anything else done to date for CW and start over from scratch to push solo over group play, you know, for the sake fun.

How about no.

Instead, inform the solo player about the facts of solo play in CW as designed.

#114 Jack Corban

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Posted 08 July 2015 - 02:42 PM

View PostTWIAFU, on 08 July 2015 - 02:33 PM, said:


So, scarp everything done on Beta 1, 2 and anything else done to date for CW and start over from scratch to push solo over group play, you know, for the sake fun.

How about no.

Instead, inform the solo player about the facts of solo play in CW as designed.


Instead play your Community Warfare population nothing? Ok Deal have fun playing yourselfe.

#115 oldradagast

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Posted 08 July 2015 - 02:54 PM

View PostAlan Davion, on 08 July 2015 - 09:31 AM, said:


Pretty much what I said, just more eloquently described. Good job sir.

But yeah, CW pretty much seems to be "Top-Tier Comp-Meta Territory" only these days, and you know what, I'm fine with that, but what I'm not fine with is those same players suddenly coming back here wondering why no one plays CW.

Because people like me are sick of being ROFL-stomped or spawn-camped due to the inherently broke-as-shite setup of CW. Yes the PUG queue has its own problems, but none are as bad as what CW has.


Exactly. All the "lousy, dirty PUG's and casuals" made all the problems clear months ago. We were told to stick it and "get gud or get rekted." The self-important geniuses who responded in that fashion forget the 3rd option - walk away from the idiocy and do something fun. And so we did, and now they are all upset that they are out of seals to club. Cry me a river... lol...

#116 Johnny Z

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Posted 08 July 2015 - 03:02 PM

It has to be mentioned that the 2 main problems, which were Dropship camping and objective rushing have been fixed. The game play has improved alot.

Other issues like meaningfull gameplay are there, like the two modes, but they are just two modes on a very few maps. The Galaxy map gameplay will expand alot and with alot more maps and modes. Whats in game now isnt even half of what its going to be.

Mechwarrior Online is going to get alot more content over time. I just hope its as good as I suspect and not to much time. :)

Edited by Johnny Z, 08 July 2015 - 03:04 PM.


#117 Novakaine

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Posted 08 July 2015 - 03:28 PM

View PostEvilCow, on 08 July 2015 - 10:52 AM, said:

Wild idea for CW (wasted time, I know).

Remove the time limit, the mission is over when the planet is taken or invaders are pushed out.

Once a team finishes its mechs another one enters, super teams would be able to resist multiple waves, pugs could still try to kill some mechs and still accomplish something useful.

Lost mechs would not be available again (for CW) for 2 hours, a reason to use all mechs not just the best ones.


This one PGI get it done.
And up the rewards if you take a planet that's a lot of resources
Mechs supplies and equipment should be in the haul not just some paltry cbills.
Make that planet worth taking or holding.
Posted Image

#118 Palor

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Posted 08 July 2015 - 03:34 PM

View PostKyp Durron, on 08 July 2015 - 09:11 AM, said:

Seriously, why are the pug queues full and the CW a wasteland?


Maybe because CW is boring and feels more like a chore than game.

#119 Dirk Le Daring

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Posted 08 July 2015 - 03:39 PM

Do not blame us if we do not wish to take a contract, especially considering that we are forced to in order to play community warfare. This was the doing of PGI.

If you want a more in depth take on my way of thinking then go here.... http://mwomercs.com/...r-corps-and-cw/

May shine some light on another way of looking at the situation.

Edited by Dirk Le Daring, 08 July 2015 - 03:41 PM.


#120 stjobe

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Posted 08 July 2015 - 03:43 PM

View PostJack Corban, on 08 July 2015 - 01:38 PM, said:


Mobile Field Base problem is they are not yet available in the timeline if you would call them canon at all.

Well, there's always the J-27 Ordnance Transport and 135-K Coolant Truck, those are both canon and timeline-appropriate.

I'd love a "continuous" CW mode, on a huge map. It wouldn't even need all that many objectives, perhaps three major and six or so minor objectives. If anyone played DAoC or Warhammer Online PvP, you know what I mean. Just a huge big map with some objectives on, and people can drop in and out of it as they wish - the fight never ends.



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