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Russ Claims To Be Working On Doing Something About The Big Merc Units.

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#101 Deadfire

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Posted 01 January 2016 - 12:06 PM

View PostMahKraah, on 31 December 2015 - 09:56 AM, said:

as the moves and statements of both the 228 and ms are now known in this thread i will take those as a example:

cjf and wolf where unstopable strong, ms moved out of wolf and joined steiner .
great move!(for once did the right thing for cw instead of breaking it as hapend a dozent times in the cw history) it would restore game balance as wolf is now weakened/more suited to opose frr and steiner is reinforced to withstand the cjf onslought.
as had left cjf even bevore but after 2 days 228 moved out of cjf and joined frr.
over 700 elite pilots moved out of 2 clanfactions and joind the direct opponents of the same clans.
after ms joined steiner, 228 had guaranteed instant matches against 12 mans, the ideal situation! great challanging games nonstop, paradise!! they decided to move regardless and attack a already weakened and overstretched wolf.
why?
it is moves like this that directly counter what the units say they want, good ,challanging and instant matches.
it is moves like this that will get russ to try stupid things to rescue cw, things that are doomed to fail and dammage the game even more.

this is only one example, beta 1 was full of other instances of the same behavior and this is not aimed at 228, i used this example because the moves are well documented in here.



228th had at this point spent 6 weeks as a Clan faction, and a vast majority of it's membership asked to play Inner Sphere. Noone's Fun is more important then anyone else's. If you see issue with players wanting to enjoy their time differently then what you figure is correct, that is not my unit's concern nor PGI's. Slander isn't the way to discuss issues civilly either.

Capping unit's size and/or it's ability does nothing other then remove player choice, which is terrible for design of any game.

#102 MechWarrior3671771

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Posted 01 January 2016 - 12:43 PM

Is PGI even aware they are hemorrhaging steam players because of the newbie CW experience? I've been dropping with PUGs and with 12-mans, and the difference is very stark. The steamers think its a waste of their time, some have even ragequit.

Russ needs to drop incognito into pug CW and face a few premades.

I'll think he'll quickly see that all his work for the Steam release is being undermined.

If PGI wants to maintain a significant chunk of the new Steamers, this needs to be fixed immediately.

#103 MechWarrior3671771

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Posted 01 January 2016 - 12:47 PM

View PostDeadfire, on 01 January 2016 - 12:06 PM, said:

228th had at this point spent 6 weeks as a Clan faction, and a vast majority of it's membership asked to play Inner Sphere. Noone's Fun is more important then anyone else's.


Completely agree. But have you guys talked about starting a campaign against Steiner (MS) ?

I was told that 228 would rather lose a challenging match against a premade than roll pug newbs.

#104 DarklightCA

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Posted 01 January 2016 - 01:07 PM

View PostFen Tetsudo, on 01 January 2016 - 12:43 PM, said:

Is PGI even aware they are hemorrhaging steam players because of the newbie CW experience? I've been dropping with PUGs and with 12-mans, and the difference is very stark. The steamers think its a waste of their time, some have even ragequit.

Russ needs to drop incognito into pug CW and face a few premades.

I'll think he'll quickly see that all his work for the Steam release is being undermined.

If PGI wants to maintain a significant chunk of the new Steamers, this needs to be fixed immediately.


I very much doubt that, very little of Community Warfare actually consists of 12 man's. Majority of the fights are pug teams vs pug teams, any actual group play mostly consists of 4-6 players max. People grouping up in Community Warfare is not the problem, it's the games lack of support other than LFG for new players to find people to group up with.

World of Tank's is a really good example of how it should be setup. There are a lot of things I dislike about World of Tank's but they have a really good new player experience as well as no problem for new players to find Clan's to join, play with and as such take advantage of the many, many game modes that benefit from playing with a team even non-competitively.

You go look at the World of Tank's website right now and you'll find a really good easy to find Recruiting station where players without Clan's can find them and Clan's looking to increase there memberbase can find recruits. World of Tank's even has it's very own conquest map and it's very popular. Clan's are rewarded for taking territory and they are rewarded for holding it because of how valueable they are. It's almost more worth defending territory than taking new ones. Which gain's interest for players new and old to look for group's to play with.

MechWarrior Online needs a better way for new players to find Unit's to group up with and Unit's to find new players to play Community Warfare with more than they need to punish premades for playing Community Warfare as it was meant to be played. That whole hoping new players browse through the forums and happen upon the recruitment section is not very effective. Incorporating such a system in-game as well would also be very beneficial. That and adding a benefit for Unit's conquering planet's finally I think will add a lot of Unit interest in Community Warfare which will provide a lot more interesting fights.

#105 MechWarrior3671771

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Posted 01 January 2016 - 01:18 PM

That's all true. When I first joined MWO last Jan, I was amazed at the lack of team play presence.

I came from an MWL league that had over 100 units, and about 20 competitive ladders.

It was normal to drop in 2-3 competitve matches per night. Imagine MRBC x20.

Units had their own page on the site. Along with a member roster, what leagues they were in, and what their win-loss record was. Unit tags were a mandatory feature under your avatar. Recruitment and headhunting was fierce. The league was more e-sport oriented than MWO, and it wasn't even trying to be e-sport.

#106 Alaric Hasek

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Posted 01 January 2016 - 01:47 PM

The Clans should never have been available for new players. Instead, PGI should have set up Clan toumans as permanent units available by invitation or placing in a tournament only. This would have required more community managers (who probably would have needed to be players that PGi trusted) to set these up and run them, but then the Clan invasion would have been much more canon - a march which is only slowed by the IS throwing lots of bodies (and 'mechs) at the mysterious invaders culminating in a huge tournament scheduled for a couple of years after beta. Then there could have been a reset or a "truce" for a year or more in which Clan and IS forces skirmish on planets over and over again without any territory really gained or lost.

I understand (I think) why PGI (and especially IGP) didn't do this - they couldn't sell expensive Clan packs to new players who want to pilot their beloved Mad Cats (because they played a Mechwarrior video game years ago) and roleplay a Clanner if Clans were by invitation only.

That said, there isn't now a way to solve the problems people are complaining about in this thread - so long as PGI allows people to change loyalties (which in-universe can happen at any point - mercs have contracts, even Wolf's Dragoons famously rotated around the Successor States - or IS pilots can become Clan bondsmen) then you'll always have players and units moving around. More importantly, so long as PGi allows players to make more than one account, players can have a Clan and an IS account or even one for each Successor State. That makes money for PGI and so it'll never stop. Further, Russ himself has encouraged people to move around - I remember him saying that he wanted players to be able to have plenty of choice - that's why we have the contract lengths we have, so PGI support wouldn't have to change players' factions when they get unhappy about their choice.

It's not the large units' fault that this is happening - PGi could easily create large House units at any point if they had wanted to. It would have required trusting a number of players and give them some authority in the community, but that wouldn't have been so terrible, would it? The only other option is to only have random drops rather than organized drops. That still won't resolve the problem as players will still organize on Teamspeak.

Why are the large Clan units moving to the IS? I think it's just to make a point. Wolf made a point to attack in an organized fashion, made it to Terra and held a large chunk of the central IS for a long time, Yet they didn't get anything. If PGI wanted to let the map move so quickly and be semi-canonical then Wolf should have been named the IlClan, then a map reset could have happened. I hear a lot of Clan pilots who complain that it's just not fun to play Clan 'mechs in Quickplay, especially if there aren't 8-12 man organized drops, as the IS 'mechs have too many advantages at the moment. Have Clans been nerfed too much? Not that I see. The last set of changes didn't do much to Clan 'mechs - they got a little hotter, mostly. The balance moved to the IS due to the IS changes - especially the range, heat gen, and structure quirks. So, there are a number of IS 'mechs that are simply better at laser vomit and brawling than Clan 'mechs. Further, the Clans don't even have a range advantage anymore - a number of IS 'mechs can mount ERLLs with 25% range bonuses and -15% heat gen. The remaining Clan advantage is in weight - Clan weapons tend to be lighter than IS gear.

How do you solve the IS/Clan 'tech problem? There isn't a way now. Perhaps if PGI had made it so that IS 'mechs could only be stock or only slightly alterable [such as this: an IS chassis has weapon slots that have certain weights, so the same type (missile, laser, ballistic) of weapon system of similar weights could be mounted there - an IS LRM 5 weighs 2 tons, so that could be swapped for an SRM-6, or a PPC could be swapped out for a Large Pulse Laser or an ERLL and two heat sinks]. Clan 'mechs could then have swapped out Omnipods instead of components. What this would have done for the game was sell a lot of IS 'mechs (or at least a lot of the most useful ones) and a lot of components. Then, when the Clans were introduced there would have been a serious technological advantage initially. Then PGI could have have tournaments in which the overall prize was for the IS to be allowed to gain some reverse-engineered but inferior Clan tech - IS ER LLs, ERPPCs, XL engines, Ferro-Fibrous armor, and so on. Would this have been good for the game? Probably not for the casual player - they wouldn't want to play at such a serious disadvantage for years, fighting a desperate delaying action while the Successor States get geared up for serious operations against the Clans, but it would have made more sense and been more based on the Battletech universe.

Do I fault PGI for how things are now? No. They did what they thought was best for their game, I assume those choices were made based on what they thought would make the most players happy and so keep them in the game. PGi is a company and so they shouldn't be faulted for making money. They don't owe us anything, even if as Battletech fans we complain that maybe they're not being true to the universe's lore.

I think at this point we just have to accept the game as it is. PGI will add features as they can but we also have to understand that the game is meant for the casual player, not for the hardcore player. Is balance possible? Not really. There isn't any balance in the Battletech universe - the best 'mechs are around 75 tons and use Clan 'tech. They also use gauss and PPCs/ERLLs. Targeting computers too, for head shots. You can prove that to yourself by making your own 'mechs with the Battletech rule set - Heavies with XL engines have the best ratio of speed, armor, and weapon load. Assaults can carry more armor and weapons but run out of slots and are slow. Mediums don't have the staying power of Heavies, Lights are best for harrassing, and so on. That said, this isn't tabletop Battetech. The relatively large Battletech maps allowed 'mechs with gauss and ERPPC/ERLLs to have a number of shots at approaching 'mechs before the opponent could return fire. Indirect LRM fire was mostly worthless, so cover was even more useful than in this game. It seems clear to me that PGi didn't want that (why would they?), they wanted a fast-paced in-your-face game.

So, how do we solve the CW problem. I see only a couple of choices: players have to join large units, create their own large units, or just live with the CW PUG teams. Players will always swap to whatever faction will give them the best chance to succeed - so long as there is a need to balance the Clan vs IS experience then players will find the loopholes or exploits in the system the devs give them. The problem is that there is no tech balance until Tukayyid. The Clans were pretty much unstoppable - the only reason there were any victories on the IS side until the 25-year truce was that the Clans purposefully bid smaller forces than they had available to make it more fair and they still won. It was the 25 years of relative peace which allowed the IS to reverse-engineer some IS versions of Clan tech, train a bunch of pilots, build lots of 'mechs and organize a joint IS response. That won't satisfy a lot of casual gamers, especially the ones who only know Batletech through the Mechwarrior series of video games rather than pre-Clan tabletop Battletech.(or worse, through Battletech fiction which generally does not reflect the tabletop game). So, we can't win. PGI would have to make massive changes and more or less start over, which would be a disaster for the player base. In this era of the Battletech universe, there are lots of IS pilots with inferior 'mechs and fewer Clan pilots with superior skills and 'tech. If PGI wanted "balance" then the game probably should have been set in the Dark Age period or at least post-Great Refusal, then all players would have access to the same 'mechs and weapons. But it's not. So, as players we have to accept one of the following: either the IS has a disadvantage which is overcome by skilled units and numbers or that both sides will be artificially balanced. The former isn't good for casual players and the latter means that non-casual players will follow the meta and whatever is better based on what changes the devs make. Complaining about it doesn't really solve anything.

Edited by Alaric Hasek, 01 January 2016 - 01:56 PM.


#107 Gorgo7

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Posted 01 January 2016 - 02:27 PM

Frankly, the best I believe that they could do for Mercs would be to force a two tier system with clear delineation regarding advancement within the faction they serve.
Ie. One for IS Mercs and one for Clan Bondsmen.

Merc's must decide whether to be IS or Clan initially.
·They should have their own Loyalty system as a subset within the Faction system.
· Should they change sides then they will only begin to receive Loyalty bonuses (Merc) when their new current level exceeds their old level on the former side. They would receive faction loyalty bonuses at a reduced rate. (Receive nothing as a bonus until they have equalled or exceeded their old level) This could be modified if they make war on their old Faction.

If a team wished to play for the Clan (as a Merc) then they must begin as Bondsmen using IS mechs ONLY.
· Once they reach a given level (to be worked out later) they may begin using IIC and IS mechs ONLY.
· Once a higher level is reached then they may freely mix IIC and Clan mechs. IS Mechs would be forbidden.
· Bondsmen would attack/defend planets designated by the Faction who owns them. (The mechanic to be determined by PGI)

Within the IS, Mercs would begin as…Mercs!
· The Mercs would begin by using IS Mechs only.
· They would earn more cash but pay for R&R.
· They would make attacks/defenses only on worlds designated by the Faction who employed them. (I am unsure of the mechanic but a voting system is soon to be in place for loyalists anyway.)
· Once a certain level is reached they could use Clan Mechs as a percentage of their drop deck weight again paying for R&R.

It would keep things interesting for the Mercs. And be kinda cool to see IS and Clan Mechs mingling to a small degree in CW.

G7

#108 Hotthedd

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Posted 01 January 2016 - 02:44 PM

View PostGorgo7, on 01 January 2016 - 02:27 PM, said:

Frankly, the best I believe that they could do for Mercs would be to force a two tier system with clear delineation regarding advancement within the faction they serve.
Ie. One for IS Mercs and one for Clan Bondsmen.

Merc's must decide whether to be IS or Clan initially.
·They should have their own Loyalty system as a subset within the Faction system.
· Should they change sides then they will only begin to receive Loyalty bonuses (Merc) when their new current level exceeds their old level on the former side. They would receive faction loyalty bonuses at a reduced rate. (Receive nothing as a bonus until they have equalled or exceeded their old level) This could be modified if they make war on their old Faction.

If a team wished to play for the Clan (as a Merc) then they must begin as Bondsmen using IS mechs ONLY.
· Once they reach a given level (to be worked out later) they may begin using IIC and IS mechs ONLY.
· Once a higher level is reached then they may freely mix IIC and Clan mechs. IS Mechs would be forbidden.
· Bondsmen would attack/defend planets designated by the Faction who owns them. (The mechanic to be determined by PGI)

Within the IS, Mercs would begin as…Mercs!
· The Mercs would begin by using IS Mechs only.
· They would earn more cash but pay for R&R.
· They would make attacks/defenses only on worlds designated by the Faction who employed them. (I am unsure of the mechanic but a voting system is soon to be in place for loyalists anyway.)
· Once a certain level is reached they could use Clan Mechs as a percentage of their drop deck weight again paying for R&R.

It would keep things interesting for the Mercs. And be kinda cool to see IS and Clan Mechs mingling to a small degree in CW.

G7

It would be better if new players started out in a House or Clan. Free R&R, faction specific trial 'mechs, and discounts on buying certain 'mechs.
Once they have enough experience (and some fully kitted out 'mechs) they could choose to become a mercenary (and reap the rewards, and face the consequences).

PGI should let players have a clan pilot and a I.S. pilot on each account, keeping the tech separate. That inflates the numbers on both sides, so if one side has too long of wait times, they could always play the other side.

#109 Gorgo7

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Posted 01 January 2016 - 02:49 PM

View PostHotthedd, on 01 January 2016 - 02:44 PM, said:

It would be better if new players started out in a House or Clan. Free R&R, faction specific trial 'mechs, and discounts on buying certain 'mechs.
Once they have enough experience (and some fully kitted out 'mechs) they could choose to become a mercenary (and reap the rewards, and face the consequences).

PGI should let players have a clan pilot and a I.S. pilot on each account, keeping the tech separate. That inflates the numbers on both sides, so if one side has too long of wait times, they could always play the other side.


Thanks, but I was refering to Mercs only. New players were not considered.
Besides they are much less likely to form their own new units until they have some XP under their belt. Usually they join or are recruited by current units. Most new players don't form units immediately.

#110 Hotthedd

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Posted 01 January 2016 - 03:20 PM

Sorry if I misunderstood.

I read "Merc's must decide whether to be IS or clan initially" as when starting the game.

#111 Gorgo7

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Posted 01 January 2016 - 03:29 PM

Becoming a Merc or choosing a faction isn't required to play this game. Only in CW. Even so, there needs be no other changes to my mind.

#112 Captain Stiffy

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Posted 01 January 2016 - 04:59 PM

They can't just put a cap on it. They will just make multiple units.

#113 MischiefSC

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Posted 01 January 2016 - 05:01 PM

I had an idea in another thread and I'll put it here -

give units a value. Your units win % averaged with total matches played so you get a sort of quality and quantity balance. If you're a big group that wins a lot then other people get LP bonuses for playing you (more if they win obviously). So a 228 12man playing a SWOL 12man, both would get LP bonus points win or lose. If you're a -MS- player pugging in CW then the other team gets 1/12th the bonus of playing against a -MS- 12man just for playing against you.

Does that make sense? It doesn't have to be a big bonus but it needs to be something and the bigger the 'score' (as in the larger the unit or the more often they win, or both) the higher the bonus for playing AGAINST them. This is probably the best way to motivate big groups and top performing groups to avoid clustering. They get more for playing against each other than for avoiding each other.

Any other plan, trying to 'force' people to play a given way, is doomed to fail.

#114 Kjudoon

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Posted 01 January 2016 - 05:25 PM

View PostTesunie, on 01 January 2016 - 09:06 AM, said:


I honestly would love to see Loyalty be a currency you can use to buy mechs to use in CW. My concept would be you can't use your mechs from your Quick Play roster, but would have to purchase special CW mechs. Each faction could sell specific mech lists maybe even. Mechs bought with MC could be used in either game mode (being a "get it quicker" concept).

This would make faction hoping beneficial for getting more mech types, but less because you'd have to build up those loyalty points for that faction first.

(Mechs could also be specific variants per faction even.)

You could even have a loyalty boost or something if you use mechs related to your faction.


So much that could be done... but might be too late to do it now.

DCUO forces you to buy separate armor/equipment to participate in PvP, and be able to equip it before engaging in it. If you don't, are treated as being completely unarmed. The fury from this community of being forced to start at zero, and start either buying mechbays or CW equipment would be extreme. Possibly a neccessary evil though.

#115 Tesunie

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Posted 01 January 2016 - 08:01 PM

View Postgloowa, on 01 January 2016 - 10:48 AM, said:

Brilliant way to get flooded with ~100 000 refund demands. Please implement ASAP.


If CW was set up that way from the start though, you wouldn't. However, it wasn't, so it's probably too late now to implement. Just something I would have liked to have seen for Loyalty points.

Just as much as I would have loved CW being a Stock Only area. You'd have to use stock mechs only, that you could purchase with Loyalty points, and you'd be "given" 4 mechs to start off with by the faction you joined, and it would be based on the faction you joined.

And yes, I know. I'm considered a little crazy. But it would have created CW as a different type of game, and would have made it far more Lore related, as many fans of Battletech would have enjoyed.

View PostFen Tetsudo, on 01 January 2016 - 12:43 PM, said:

Is PGI even aware they are hemorrhaging steam players because of the newbie CW experience? I've been dropping with PUGs and with 12-mans, and the difference is very stark. The steamers think its a waste of their time, some have even ragequit.

Russ needs to drop incognito into pug CW and face a few premades.

I'll think he'll quickly see that all his work for the Steam release is being undermined.

If PGI wants to maintain a significant chunk of the new Steamers, this needs to be fixed immediately.


Of note: CW has a warning label you have to press accept to that informs all players that CW is considered Hard mode and/or End Game Content.

No offense to them, but if they don't read it, and they complain about CW being difficult when they face a 12 man unit... It's not PGIs fault. They have now been warned.

View PostKjudoon, on 01 January 2016 - 05:25 PM, said:

DCUO forces you to buy separate armor/equipment to participate in PvP, and be able to equip it before engaging in it. If you don't, are treated as being completely unarmed. The fury from this community of being forced to start at zero, and start either buying mechbays or CW equipment would be extreme. Possibly a neccessary evil though.


It would be too late now. Would be nice if they had done it initially. (They could even remove the Mechbay restriction for CW only mechs collected. Make it so you can only earn one of each type/variant?)

#116 MechWarrior3671771

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Posted 02 January 2016 - 08:29 AM

View PostTesunie, on 01 January 2016 - 08:01 PM, said:

Of note: CW has a warning label you have to press accept to that informs all players that CW is considered Hard mode and/or End Game Content.

No offense to them, but if they don't read it, and they complain about CW being difficult when they face a 12 man unit... It's not PGIs fault. They have now been warned.


So what? The warning label is obviously not working. Steamers are joining CW, getting thrashed and uninstalling.

When we cant find a CW match, what good does "well PGI warned them" do?

The player base has to accept some responsibility. There will be consequences for farming pugs in trial mechs, and for what? cbills and loyalty points? That's like eating the seed corn.

#117 DarklightCA

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Posted 02 January 2016 - 08:38 AM

View PostFen Tetsudo, on 02 January 2016 - 08:29 AM, said:

So what? The warning label is obviously not working. Steamers are joining CW, getting thrashed and uninstalling.

When we cant find a CW match, what good does "well PGI warned them" do?

The player base has to accept some responsibility. There will be consequences for farming pugs in trial mechs, and for what? cbills and loyalty points? That's like eating the seed corn.


What exactly do you want us to do? Act really, really, really stupid every single game incase there just happens to be a new player on the other team? Maybe we can start throwing games because that's obviously the spirit of the game. If new players are leaving because they are getting stomped on in Community Warfare by all the players better than them or can't handle losing some games than they likely wouldn't have worked out regardless.

They need to learn how to play this game as well as Community Warfare first and they won't do that by simply dropping straight into Community Warfare. Point being this is not the player bases problem. We cannot simply not kill them in a PVP game. I am pretty sure the tier system works in regular que for keeping new players out of veteran player's games unti'll they level their tier up and have learned how to play the game. Community Warfare has no match maker and that is how it should be. It's the "hard mode" as somebody said and if new players are jumping straight into CW and throwing a fit every time they lose then that is their fault.

Edited by l)arklight, 02 January 2016 - 08:44 AM.


#118 STEF_

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Posted 02 January 2016 - 08:45 AM

View PostEl Bandito, on 29 December 2015 - 01:15 PM, said:

IMO, the amount of influence the Mercs wield is pretty detrimental to CW's development.


LOL



sorry for being....detrimental.

The fun thing is that u just started to play cw in the last month.

I've been....detrimental for over more than a year... :D

#119 Triordinant

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Posted 02 January 2016 - 08:56 AM

View PostEl Bandito, on 29 December 2015 - 01:30 PM, said:

Maybe Russ can reduce the maximum size of merc units, compared to House units. Or make the Merc life as tough as it should be, like in MW2. Right now there is no risk of going Merc and hopping factions--on the contrary, there are only benefits, such as easy low tier rewards.


Repair and rearm costs for Merc units only? Mercs can't tax trillions of people the way Faction governments can.

#120 Tesunie

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Posted 02 January 2016 - 09:01 AM

View PostFen Tetsudo, on 02 January 2016 - 08:29 AM, said:

So what? The warning label is obviously not working. Steamers are joining CW, getting thrashed and uninstalling.

When we cant find a CW match, what good does "well PGI warned them" do?

The player base has to accept some responsibility. There will be consequences for farming pugs in trial mechs, and for what? cbills and loyalty points? That's like eating the seed corn.


What more can PGI do to inform new players that joining CW under-prepared is not a good thing? How many different ways do they have to tell people to play Quick Play matches until they are more experienced for "End Game Content"?

Some people seem to be expecting PGI to counter every stupid that someone can do by game design. They have placed a warning label on CW that every player must read before attempting to join into the CW game mode. If they don't read it, don't head it, and then get upset... THEY WERE WARNED.


I don't see any players leaving because of CW. Not when there is still Quick Play available to them. If players are leaving simply because of CW, and that's the only reason... I don't know what to say. Did they not see the large "Quick Play" button in light blue on the top right corner of their screen?





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