vandalhooch, on 28 November 2015 - 02:53 AM, said:
For the eighty billionth time, the point of CW is for different factions to try and take planets away from each other! If that doesn't sound like fun to you then CW isn't for you.
The point of any game is to be played.
If few people are playing it, then PGI is doing something wrong.
Unless you'd rather have it that way... have fun playing CW when the only people left playing it are 12-man groups.
Waiting all week to get together with your group just so you can ghost drop. Oooh!
Being unable to let your kid sit in your lap because he happily makes too much noise that would disrupt the teamspeak. Oooh!
Being unable to play quirky builds just for fun... because winning is what counts, right? If you don't, you're letting down your team. Oooh!
People already complain about wait times. Making CW impenetrable to PUGs will only make them worse. I generally don't play 'competitively' in any game, even though I like to aspire to a high level of skill myself.
Playing competitively can be a huge rush. Two teams full of players who know what they are doing removes the element of luck and can be a big challenge. However, this is not ideal for a competitive group in CW. What is ideal is a 48-0 sealclubbing, or even a ghost drop.
LOOK AT THIS AMAZING HIGH LEVEL GAMEPLAY.
Sometimes it sucks to be a pug. You have people on your team who are suicidal or just don't know how to work together.
But I would rather have that then a ghost drop or a glorified version of the academy shooting galleries.
Let the pugs play against pugs and the premades against premades. Of course, if an ideal match can't be made then some intermingling is fine.
My suggestion?
Keep SOS calls for specific planets.
Reduce the planet selection list to two buttons; Attack or Defend. This leads to a matchmaker. Groups will attack/defend planets that they have possession/gains of and will generally be paired with other groups. PUGs will be pitted against other PUGs if possible. But, of course, if no match can be made- PUGs will fight teams.
How could this work... I suppose it has to focus on groups first. If a group has a foothold on an unconquered planet, they click attack and this will prompt their opponent's defend que to prioritize groups to that planet's defense. If no group is available, the pugs come to its defense.
On the opposite side, if a group wants to defend their territory, the leader clicks defend. The matchmaker will look for any groups attacking their company's territory. If no one is threatening that company's territory, then they may be called to defend another planet they don't own... or even a friendly faction's (IS or Clan)
A concession to the groups may be to allow them to back out of a defense if they see that it isn't their territory. It's hard getting a bunch of players together so you might as well be attacking and seizing more territory for yourself rather than just helping a friendly company hold onto their own.
And pugs? Pugs fight pugs, unless a group is at risk for ghost dropping. The longer they've waited, the more likely the matchmaker pits groups vs pugs.
Anything is better than ghost drops. Anything is better than nobody playing the game mode at all.
Also, I didn't even read the rest of the thread but I'm glad I didn't.
It's devolved into such personal and irrelevant BS that I fear my actual examination of the problem has been tainted by it and will go unread by the devs or anyone with sense...