If People Don't Start Populating Cw, This Game Is Toast.
#401
Posted 10 July 2015 - 03:39 PM
FRR hub: frrts3.tk:9725 password:Dragon
#403
Posted 10 July 2015 - 03:50 PM
LordBraxton, on 10 July 2015 - 10:10 AM, said:
The maps and modes on the Galaxy map currently, represents only a small portion of Galaxy map game play. Alot will be added in Phase 3 and 4. That there would be a phase 4 at all was only recently mentioned in a pod cast.
All the regular queue maps will be added to the Galaxy map in some way. Only one is currently capable of being added and thats the River City map.
Like I said before the Galaxp map UI will be changed and each planet will have its own map set.
The list of changes and additions already known to be in the works is quite long already and there is definately more to it than what has been announced.
In direct response to your complaint. Alot of players like the idea of fighting in a defensable position. It adds realism and depth to the game play even if it isnt condusive to ROFL stomps in a straight up fair fight.
Factions want to take a planet from other factions on the Galaxy map then they should be prepared for an uphill battle and a tough challenge. This isnt currently in game yet but no question thats the direction its heading.
Edited by Johnny Z, 10 July 2015 - 04:00 PM.
#404
Posted 10 July 2015 - 04:13 PM
TWIAFU, on 10 July 2015 - 09:23 AM, said:
They are there for the free mech bays. Not there to play in a group. Not there to own a planet. Not there to join a Unit. Only thing left are loyalty rewards.
Once they have them they are done with CW. Until they have the free mech bays they will complain about CW until they get them. The motivation for solo CW changes are to make it easier to get Loyalty Rewards then quit CW.
Loyalty rewards under the current design reward Merc Units more than anyone even PUGs. After the Merc Units get all the Loyalty Rewards, all that is left is e-peen, roleplaying and the occassional CW Event aka Additional Loyalty Reward Events.
Summon3r, on 10 July 2015 - 02:42 PM, said:
CW is more boring then watching paint dry, a swimming pool fill, coffee brewing and so on.
CW was so much fun for the week I played, I left to watch this on infinite loop. Never came back.
TWIAFU, on 10 July 2015 - 03:16 PM, said:
I will take this opportunity to give the standard pug responses to joining a Unit.
1. Takes to much time.
2. Units demand members play X amount of time, I can't.
3. Units are evil, kill babies, and rolfstomp everyone all the time.
4. Don't have or want to.
1 is actually true. When watching Tests of the Emergency Broadcast System is more fun, it takes too much time.
2 is true for some units.
3, obvious sarcasm, skipped.
4 is too simple.
You missed some.
#405
Posted 10 July 2015 - 07:14 PM
MischiefSC, on 10 July 2015 - 03:08 PM, said:
If you only want to pug play and have no interest in working with your team, CW probably is never going to be something you enjoy, unless you are a raging masochist like a couple of folks are. That is in fact not what needs to change in CW. The fix for CW is not and should never be 'make it more pug friendly'. Be a better pug; I've pugged hundreds of CW matches, enjoyed the crap out of it and kicked a lot of a$$.
The fix is not to use a matchmaker to shelter people from better opponents or to try and hamstring the advantages of teamwork and coordination. The fix is not to make CW more like the pug queue or even group queue.
Make winning worlds mean something and strongly reward loyalists. Significantly improve rewards for CUMULATIVE success; as in staying and playing/winning a ton of matches.
Never ever, in the history of forever, through out the end of ******* time do not ever again for any reason at all, even once, run some 'big event' designed to draw all the people who don't enjoy CW in to pug in CW just to get some reward. That just makes EVERYONE hate CW.
Owning worlds and taking worlds needs independent value. Losing a world should sting more than just ego and winning should be very relevant. A means for factions to meaningfully hire and exploit, err, use mercenaries for suicide, err, high-value work needs to be in place. A means for factions to better coordinate and ally needs to be in place.
These things will 'fix' CW. They'll draw in more units and unit members and fill out factions who can in turn support mercs in an environment that is populous enough that single merc factions like MS don't skew it. The simple solution is, units don't own worlds and reap benefits the factions do. So you can be a merc and get bonus cbills but the perks having worlds provide to their faction loyalists (best rewarded on a matches-played basis; you want the perks of your factions success you have to be playing matches in CW to reap them) require you to be on a permanent contract with a faction.
The fix isn't more pugs it's more units. You can be in a unit and pug in CW. You can be a dedicated CW pug. You can do very well at these things; you just have to be focused on playing to your team and recognize that it's going to be harder than if you got on your faction TS and hooked up with a group and coordinated.
Good Luck,
If they can't do something to diversify the play style and tactics, I'll never play CW again.
If they don't make some major improvements to the game overall, Ill never Pay again.
#406
Posted 10 July 2015 - 07:15 PM
#407
Posted 10 July 2015 - 07:32 PM
Drasari, on 10 July 2015 - 07:15 PM, said:
I have a better idea: allow solos who are daring enough into the public group queue. The 2-5 groupies need to be taught a few things.
#408
Posted 10 July 2015 - 08:39 PM
Kyp Durron, on 08 July 2015 - 09:11 AM, said:
1 because CW play is shallow and uninteresting and devolves into 1 or 2 carved in stone game plans ON EVERY SINGLE MAP. (single biggest reason). the attackers and defenders should both have some limited control over changing things like turret locations/amounts/types, where the assault wave drops, constant artillery/aerospace support est est est. to make battles more dynamic and varied. you could bet your bottom dollar i would pay extra for heavy calliope turrets as a defender.
2 because for whatever reason teams of pugs get pitted against organized large groups which is stupid. large groups neither get a real challenge from disorganized pugs and pugs dont enjoy getting rolled constantly its bad for both parties.
3 some, and i do mean only some (who will remain unnamed) teams attitudes make pugs never want anything to do with organized play if it means playing with people like that either for or against. if this is someones first experience in CW i totally understand why they would wash their hands of the whole thing when being told "GG" by the reds after a 48-5 spawncamping fest. IE some teams have no one but themselves to blame for a lack of interested players.
4 please explain to me how spawncamping in the 31st century is even ******* possible? wouldn't you tell your dropship to drop you idk NOT in the middle of the enemy?
5 serious lack of objectives or logic, no point in true tactics because of map design. example grim portico. why would any military force try to fight through those gates when behind the actual base is nothing but open land. tons of CW maps are total garbage from a tactics standpoint, half of them it would make a hellofalot more sense to drop a couple clicks away and BUTCHER THE DEFENDERS FROM THE GOD-DAMN CLIFFS THAT SURROUND ALL OF THEM.
6 CW matches are usually over after one team takes the kill lead, usually around 3-4 mechs. ive seen some epic pullbacks but ive never seen a team recover from losing a whole wave of mechs. this means you get to sit and get spawn camped being nothing more then meat to grind for the enemy team which can no longer lose and has no reason not to camp you.
7 wait times are to long both from a lack of CW players and because many teams are already 12 mans leaving no room for pugs sometimes. as im typing this im going on 11 minutes waiting a in a que with only 2 other pilots, on a planet with 50+ players on both sides, that im now canceling. IE i could have already dropped a game in the regular que
8 alot of CW proponents say stupid and ******** **** like "well if you get rolled so bad join a group, stop whining, get better and use VOIP". well sry buddy but maybe i just don't like that condescending attitude i see towards pugs. pugs are where everyone starts off. its where you can till the land to grow a playerbase and then harvest from. without pugs there will be no game, this goes for LOL, DOTA, MWO any online game only exists because of the massive thrall of PUGS. those that dont understand and respect that honestly should not play online games.
9 large groups should only ever be facing other large groups, they would get challenged and have someone equal to sharpen themselves against otherwise its a total sham.
10 Do you ever see those top teams in league tournys being pitted against 5 random players in the final bout of a tourny? **** no you dont and for good reason.
11 yes ive seen large groups get rolled by pugs and rolled hard but its very rare and not worth the headache.
12 as many others have said at first i liked the idea of having a drop deck, but it really is ultimately pointless because once one side is a wave down that's game. "GGclose"
13 where the **** is my long tom artillery and ARROW IV missiles to drive defenders out of a redoubt or to punish assaulters when they push into the base? right MOBA E-sports with "consumables" or some bullocks like that.
14 ive been both on IS and clan sides for CW and it does get tiring seeing nothing but timbers, scrows, thunderbeasts, est est est. IE CW may be hard mode but really honestly its "meta mode".
15 PGI needs to make CW in the spirit of MW2 Mercs not any modern e-sport. If you want MWO to be a great and resounding success like CS or LOL. then you need to concentrate on MAKING A GOOD GAME TO BEGIN WITH. clicktastic games like LOL are fun and addictive to some because of their fast pace and intricate game balance, kinda like how idk starcraft is. maybe alot of this remains to be finished but merc outfits should get contracts FOR SPECIFIC THINGS like "capture 2 davion outposts" or "destroy 50% of 5 steiner defenses" then the game also being dynamic will reduce the defenses on those planets for a window of time. not just "war with anyone that has a blinky on the faction map", merc groups need to get rated on their success for contracts like actually capturing a planet and that will allow them access to larger and harder contracts, mercs need to be able to capture a planet with only their own group, when it takes 100+ players to move and shake things it only creates headaches for factions with small playerbases IE FFR last CW season.
16 CW needs LORE LIKE A ************. i want to know WHY does this planet matter? do i get a cheaper LL for taking it? can i capture a planet to idk get a special clan mech that i can use as IS? can we be so daring as to allow players to purchase (at greatly inflated prices of course) a "unique" chasis or weapon variants as rewards for owning a specific planet?
thats 16 reasons not to play CW.
Mystere, on 10 July 2015 - 03:35 PM, said:
Then abandon those elitist Davions and call Clan Jade Falcon your new home.
FYI, I drop only solo and always have.
its just not my cup of tea atm Mystere, it lacks alot of dynamics that i thought would be essential to that kind of game mode and besides DIE YOU DIRTY CLAMMER SCUM!
Edited by Mellifluer, 10 July 2015 - 08:42 PM.
#409
Posted 10 July 2015 - 08:44 PM
Wildstreak, on 10 July 2015 - 04:13 PM, said:
CW was so much fun for the week I played, I left to watch this on infinite loop. Never came back.
1 is actually true. When watching Tests of the Emergency Broadcast System is more fun, it takes too much time.(actually KIND OF TRUE, yes it can be 10+ minutes but that is not the norm for me-mostly 5 or so mins..but then I usually wait 2-4 mins for a solo q match so......)
2 is true for some units. (For very few units indeed. So don't join them? Mine has one entry requirment: don't be an ass. that's it. Super elitetryhard huh?)
3, obvious sarcasm, skipped. (But very much deserved sarcasm, this is the attitude pushed at unit players by solos. This bad attitude needs dragging into the light and not to be ignored.)
4 is too simple. (But again, I see that response so often. WHY SHOULD I? I DON'T WANT TO ME ME ME)
You missed some. (Sadly, yes he did. Some of the other "reasons" are even worse.)
#410
Posted 10 July 2015 - 10:29 PM
TWIAFU, on 10 July 2015 - 03:16 PM, said:
I will take this opportunity to give the standard pug responses to joining a Unit.
1. Takes to much time.
2. Units demand members play X amount of time, I can't.
3. Units are evil, kill babies, and rolfstomp everyone all the time.
4. Don't have or want to.
Doesn't matter. #4 is the only one that does matter. In no way shape or form am I saying anyone has to join a unit -
Just that it isn't magic or a secret that people who play as a team or intentionally use teamwork have an advantage over those who don't.
CW is faction vs faction combat. It is, fundamentally, about groups beating the **** out of each other at a scale bigger than 12 v 12. Teamwork is part and parcel to that and that's not some terrible thing or a 'problem' with CW. The problem with CW is that the groups who are in MW:O (there are a lot, literally thousands of players) who are not playing CW because of all the other issue with it.
You get them into CW and we're golden. Pugs who want to pug in CW absolutely can and are encouraged to do so. As I said before, I pugged tons in CW and many others do as well. You just do so knowing that you need to get into your faction TS and drop with a group or you're probably going to be sandbagging your team.
Teamwork isn't some evil trick perpetrated on the masses by the evil shadow government trying to get them all in lock step for the new world order. It's the same set of skills that makes civilizations work. Back in the Total War games that were not horrible, like Medieval Total War 2 and the original (not **** all over) Rome Total War you didn't make your army, then split it up into individual units and send them off alone to die. You run them as an organized group cuz that's what wins.
That is not a 'flaw' in CW. The problem is that there's no reason for all the group players to play CW, no reason to make actual factions which then drive faction on faction warfare.
#411
Posted 10 July 2015 - 11:09 PM
See, Russ has said, quite clearly I might add, that you only face 12 mans 1% of the drops involving groups, it's typically 2-4 man groups that you face in drops with groups.
Simple math, 1% of the total means you can't face 12 mans every single drop as you keep saying you do, they aren't the reason you get stomped in CW or outside of CW in group drops, these are the actual numbers from PGI, not stuff WE made up, which is what you guys are doing.
And Mellifluer, why did you repeat that 12 mans were the problem in CW SO many times? What, you didn't think you'd gotten that point across? Or are you following one of the oldest adages about telling a lie, that if you do it often enough, loud enough and long enough, people believe it, including yourself? I know which one I'm betting it is.
#412
Posted 10 July 2015 - 11:32 PM
Kristov Kerensky, on 10 July 2015 - 11:09 PM, said:
See, Russ has said, quite clearly I might add, that you only face 12 mans 1% of the drops involving groups, it's typically 2-4 man groups that you face in drops with groups.
Simple math, 1% of the total means you can't face 12 mans every single drop as you keep saying you do, they aren't the reason you get stomped in CW or outside of CW in group drops, these are the actual numbers from PGI, not stuff WE made up, which is what you guys are doing.
And Mellifluer, why did you repeat that 12 mans were the problem in CW SO many times? What, you didn't think you'd gotten that point across? Or are you following one of the oldest adages about telling a lie, that if you do it often enough, loud enough and long enough, people believe it, including yourself? I know which one I'm betting it is.
What Russ said was 1% of groups were 12mans. That includes the group queue, he wasn't just using CW stats.
#413
Posted 11 July 2015 - 12:27 AM
Mellifluer, on 10 July 2015 - 08:39 PM, said:
8 alot of CW proponents say stupid and ******** **** like "well if you get rolled so bad join a group, stop whining, get better and use VOIP".
How about I rebuttal that with
1. Read the stickies in the CW forums
2. Try joining an active unit that is willing to train new players. Locate active units in the CW forums or try googling "Tukayidd unit stats" to see how some have performed in the past.
3. Improve your dropdecks to make them more competitive as there is no matchmaker to protect you from solid players/units. Consider grinding out CW viable mechs in the regular queue before attempting CW.
4. If you don't like joining units, perhaps work with them on one of the various faction hubs.
5. If you insist on being lonewolf in a unit centric game mode, you either need to accept more losses or pull of amazing solo carries. Tread with caution as this mode highly favors coordinated units with drop commanders, prepared dropdecks, familiarized players, and 3rd party communications.
I am seriously tired of the same old same old BS complaints about CW.
Edited by Kin3ticX, 11 July 2015 - 12:32 AM.
#414
Posted 11 July 2015 - 02:03 AM
Kristov Kerensky, on 10 July 2015 - 11:09 PM, said:
See, Russ has said, quite clearly I might add, that you only face 12 mans 1% of the drops involving groups, it's typically 2-4 man groups that you face in drops with groups.
Simple math, 1% of the total means you can't face 12 mans every single drop as you keep saying you do, they aren't the reason you get stomped in CW or outside of CW in group drops, these are the actual numbers from PGI, not stuff WE made up, which is what you guys are doing.
And Mellifluer, why did you repeat that 12 mans were the problem in CW SO many times? What, you didn't think you'd gotten that point across? Or are you following one of the oldest adages about telling a lie, that if you do it often enough, loud enough and long enough, people believe it, including yourself? I know which one I'm betting it is.
even a 6' against a pug team will give same result than a true 12' vs pug team = a stomp in lots of case ( not all ) ( of course >>> damn boring to explain even obvious statement )
Of course melli wasn't talking only about true 12' and forgot 10', 9', 8', 7' >>> OF COURSE
Try to be smart when you read and more when you respond ...
#415
Posted 11 July 2015 - 02:11 AM
Kin3ticX, on 11 July 2015 - 12:27 AM, said:
blabla
I am seriously tired of the same old same old BS complaints about CW.
Guess there nobody complain about his own stat but just try to explain why CW is so low populated and in my case i know its too late CW is doomed ..
Doomed dont mean i will never play it again... doomed mean too many players already erase it from theirs memory ( and from theirs hard disks in lots of case >>> just check how many deads contacts you have in your friend list since years )
Kin3ticX, on 11 July 2015 - 12:27 AM, said:
3. Improve your dropdecks to make them more competitive as there is no matchmaker to protect you from solid players/units. Consider grinding out CW viable mechs in the regular queue before attempting CW.
Haha pathetic ^^
Edited by Idealsuspect, 11 July 2015 - 02:13 AM.
#416
Posted 11 July 2015 - 02:17 AM
Idealsuspect, on 11 July 2015 - 02:11 AM, said:
Guess there nobody complain about his own stat but just try to explain why CW is so low populated and in my case i know its too late CW is doomed ..
Doomed dont mean i will never play it again... doomed mean too many players already erase it from theirs memory ( and from theirs hard disks in lots of case >>> just check how many deads contacts you have in your friend list since years )
Haha pathetic ^^
No new content. A new map will get the numbers up for a few days. But without actual content added, this game is march to point X on the map and fire. Win and the planet changes color but gives nothing else. Lack of content will leave a Queue
barren faster than a game that sucks.
#417
Posted 11 July 2015 - 02:21 AM
Kristov Kerensky, on 10 July 2015 - 11:09 PM, said:
See, Russ has said, quite clearly I might add, that you only face 12 mans 1% of the drops involving groups, it's typically 2-4 man groups that you face in drops with groups.
Simple math, 1% of the total means you can't face 12 mans every single drop as you keep saying you do, they aren't the reason you get stomped in CW or outside of CW in group drops, these are the actual numbers from PGI, not stuff WE made up, which is what you guys are doing.
And Mellifluer, why did you repeat that 12 mans were the problem in CW SO many times? What, you didn't think you'd gotten that point across? Or are you following one of the oldest adages about telling a lie, that if you do it often enough, loud enough and long enough, people believe it, including yourself? I know which one I'm betting it is.
A true CW multiplayer lobby would be nice with search and host, dropdowns and options plx. would be nice to have some lore, blackmarket items est. Make it easy for groups to find matches maybe even a ladder system. If i gotta go rambo behind enemy lines i like to know before hand, thats all.
#418
Posted 11 July 2015 - 02:22 AM
#419
Posted 11 July 2015 - 02:23 AM
LordBraxton, on 10 July 2015 - 10:10 AM, said:
I wouldn't say remove them. Just don't make them a feature on every Map.The one map we don't have... Open field! A total long range paradise! It would likely suck for my Brawler builds, but IF the team stays together, AMS would reduce rain damage.
#420
Posted 11 July 2015 - 02:28 AM
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