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Steam Definitely Worked


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#21 Ex Atlas Overlord

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Posted 29 December 2015 - 10:01 PM

View PostSummon3r, on 29 December 2015 - 06:56 PM, said:

sadly the population is still to small for a pug/premade que in CW. what id love to see though is a small group say up to 4 plus pugs vs each other then or something along those lines


Not true at all...There are plenty of pugs for it too work.

The only people that would have to wait longer are the groups.

And why are we holding back something good for the game for <5%?

#22 Mechwarrior1441491

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Posted 29 December 2015 - 10:10 PM

Make it so that a unit can choose another faction as their nemesis or whatever they want to call it. Maybe two. If you destroy a mech of that faction in CW you get a similar stocking pull once like the event and people will play CW a LOT. Drop in a few items you can only get that way among the usual options and we have a winning feature.

#23 Mechwarrior Buddah

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Posted 29 December 2015 - 10:25 PM

View Postdivinedisclaimer, on 29 December 2015 - 09:10 PM, said:

It's such a ******* cosmic waste that you made this great game mode and then ******* threw it into a fire over some shittarded metagame nobody but a real intentional-mouthbreather would give a **** about in a thousand years.

It would be so much better if it just capped parties at 4 players and called it a day. One planet, one pie chart, factions for giggles but the game mode itself the focus of the fun. A great lance can still tilt a match but split the teams three ways and odds are both sides end up with a great lance a lot of the time.

but no fanservice or whatever because this game definitely does the high strategy tabletop game and ultra-competitive for-profit cryengine esports scene (somehow both of these things) justice oh wait


then ppl would just synchdrop

#24 MechWarrior3671771

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Posted 29 December 2015 - 10:51 PM

View PostVxheous Kerensky, on 29 December 2015 - 08:20 PM, said:

I am still under the impression that PGI wants CW planets to be determined by Faction units, and not pugs


Why? Who cares? It's like obsessing over new rims while the engine is falling out of your car.

I played CW 4 hours tonite. By that I mean I actually played 3 drops (2 were premade vs pug stomps) for about 1.5 hours. The other 2.5 hours were spent TRYING TO FIND A DROP GROUP. And I was on faction comms and LFG.

What a waste of my time. I think I'm done with CW already and I just came back this month.

#25 Vxheous

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Posted 29 December 2015 - 11:18 PM

View PostFen Tetsudo, on 29 December 2015 - 10:51 PM, said:

Why? Who cares? It's like obsessing over new rims while the engine is falling out of your car.

I played CW 4 hours tonite. By that I mean I actually played 3 drops (2 were premade vs pug stomps) for about 1.5 hours. The other 2.5 hours were spent TRYING TO FIND A DROP GROUP. And I was on faction comms and LFG.

What a waste of my time. I think I'm done with CW already and I just came back this month.


When you mean faction comms, was that the Kurita Hub, because there is no way you would be getting 3 games in 4 hours.

#26 Mechwarrior Buddah

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Posted 30 December 2015 - 12:58 AM

View PostFen Tetsudo, on 29 December 2015 - 10:51 PM, said:

Why? Who cares? It's like obsessing over new rims while the engine is falling out of your car.

I played CW 4 hours tonite. By that I mean I actually played 3 drops (2 were premade vs pug stomps) for about 1.5 hours. The other 2.5 hours were spent TRYING TO FIND A DROP GROUP. And I was on faction comms and LFG.

What a waste of my time. I think I'm done with CW already and I just came back this month.


I found plenty of drops. But then I was playing the part of meat for the grinder IE solo. So I was just getting farmed the entire time. And because of that Ill be avoiding CW again for the forseeable future

View PostVxheous Kerensky, on 29 December 2015 - 11:18 PM, said:


When you mean faction comms, was that the Kurita Hub, because there is no way you would be getting 3 games in 4 hours.


more or less?

#27 ExplicitContent

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Posted 30 December 2015 - 06:31 AM

Many of the things discussed are supposed to be present in CW3. Whether I believe it or not... We'll see.

As far as the current state of CW, I am not having any problem dropping solo and getting my points in. Even against a 12 man where we end up 8-48, I can still rack off 1200-1500 dmg. I care nil about whether the match is a victory. Sure, I would like to win and get the cbills and bonus, but i care zero for the planet and who owns what.

If you play in a unit, you will inevitably get to do some stomping. That's your reward for locking yourself into a unit and probably having to push aside some of your individual wants at times. If you play solo, you will inevitably get stomped from time to time. That's the penalty for having the freedom to do what you want.

I have played in a dozen CW matches in the last few days. Only 4 have been losses. Each of those losses were to an IS group that had between 6-12 from the same unit. Have not lost to a clan group yet, which is surprising considering some of the new players that are on our side. Even in those losses though, I had no issue getting the damage of what I consider a decent performance (350 per mech if it is a stomp).

It's probably a bad thing to say to this community, but we will just need to patiently await the phase3 release. From the videos it looks great, and from reading through Russ's tweets, it will definitely shake up the game. Rewards for holding planets are going to be great. My understanding is that the rewards will be distributed evenly, meaning the larger the unit, the more meager the cut. This would lead to those huge units streamlining themselves and more units being formed, which would encourage more battles. We'll see: looking forward to it regardless.



#28 WarHippy

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Posted 30 December 2015 - 07:23 AM

View PostThe Atlas Overlord, on 29 December 2015 - 10:01 PM, said:


Not true at all...There are plenty of pugs for it too work.

The only people that would have to wait longer are the groups.

And why are we holding back something good for the game for <5%?

Posts like this baffle me. If there were so many pugs playing CW nobody would be having a problem finding games quickly, however that is not the case. Then there is the complaint about catering to the <5% and saying screw the groups they are a tiny population. Talk about a stupid statement. If they are such a small group you wouldn't be getting put up against them very often so there is no real reason to complain about it. Add in that groups were a much larger portion of the player base at one point but due to crappy treatment stemmed from crappy opinions like yours and others in this thread many gave up and/or left.

That being said, as a pug player I would much rather have the groups around to play with and against since it makes things more interesting, nor do I want to see the fate of planets being decided by a bunch of uncoordinated Rambo pug players.

#29 Vxheous

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Posted 30 December 2015 - 07:33 AM

My unit had been dropping small groups (4-6 mans)) the past few months prior to steam release, and now we are picking up new recruits every few days (those that recognize the value of teamwork)

#30 KahnWongFuChung

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Posted 30 December 2015 - 07:34 AM

That being said, as a pug player I would much rather have the groups around to play with and against since it makes things more interesting, nor do I want to see the fate of planets being decided by a bunch of uncoordinated Rambo pug players.
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Sorry sir but your just as idiotic as the players your trying to put down.

Are the problems with MWO solo and CW the problem of the PUGS? or the GROUPS? some but the majority of the problems with MWO are because the Devs are ignorant of there player base and what they expected and wanted in a MechWarrior/BattleTech game.

And they still ignore there player sand fan base and hide like cowards on TwitTard to make comments. That said PGI could make MWO and CW better by catering to both groups solo pug/casuals and hard core groups by segregating them and giving both groups tactical objective type game modes with 2v2-12v12 arena style play and tactical CO-OP AND MISSION PLAY FOR REWARDS.

#31 WarHippy

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Posted 30 December 2015 - 07:54 AM

View PostKahnWongFuChung, on 30 December 2015 - 07:34 AM, said:

That being said, as a pug player I would much rather have the groups around to play with and against since it makes things more interesting, nor do I want to see the fate of planets being decided by a bunch of uncoordinated Rambo pug players.
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Sorry sir but your just as idiotic as the players your trying to put down.

Are the problems with MWO solo and CW the problem of the PUGS? or the GROUPS? some but the majority of the problems with MWO are because the Devs are ignorant of there player base and what they expected and wanted in a MechWarrior/BattleTech game.

And they still ignore there player sand fan base and hide like cowards on TwitTard to make comments. That said PGI could make MWO and CW better by catering to both groups solo pug/casuals and hard core groups by segregating them and giving both groups tactical objective type game modes with 2v2-12v12 arena style play and tactical CO-OP AND MISSION PLAY FOR REWARDS.

Oh I fully agree the devs are pretty inept when it comes to a lot of things in this game, and they do deserve a lot of the blame. However, players often confuse what they think would make for great game play as fact rather than just their opinion which leads to additional problems in the community. Personally, the entire concept of co-op missions and things like 2v2 having an effect on things like CW is repugnant. They shouldn't be anything more than a passive distraction to play on the side for fun.

#32 Mechwarrior Buddah

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Posted 30 December 2015 - 09:01 AM

View PostWarHippy, on 30 December 2015 - 07:23 AM, said:

Talk about a stupid statement. If they are such a small group you wouldn't be getting put up against them very often so there is no real reason to complain about it.


thats a quote from the devs. Russ I think lol

#33 Mystere

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Posted 30 December 2015 - 09:13 AM

View PostKahnWongFuChung, on 30 December 2015 - 07:34 AM, said:

Sorry sir but your just as idiotic as the players your trying to put down.

Are the problems with MWO solo and CW the problem of the PUGS? or the GROUPS? some but the majority of the problems with MWO are because the Devs are ignorant of there player base and what they expected and wanted in a MechWarrior/BattleTech game.

And they still ignore there player sand fan base and hide like cowards on TwitTard to make comments. That said PGI could make MWO and CW better by catering to both groups solo pug/casuals and hard core groups by segregating them and giving both groups tactical objective type game modes with 2v2-12v12 arena style play and tactical CO-OP AND MISSION PLAY FOR REWARDS.


As I always keep saying whenever the topic of Groups vs. PUGs in CW comes up:

View PostMystere, on 29 December 2015 - 02:54 PM, said:

Units are the equivalent of highly-trained soldiers, PUGs are the equivalent of local militia, and the former almost always crush the latter. In a quasi war simulation, that is how things should be.

Having said that, it can be mitigated by more imaginative game modes, maps, and overall game depth. But, the obsessive demand by players for nothing short of 100% symmetrical end-to-end balance works against all that.


#34 Almond Brown

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Posted 30 December 2015 - 09:29 AM

Ahhh the past and how easily it gets forgotten. CW without PUGS was a "FAIL" as the "true" teams butchered the "wannabe" teams who then left and returned to "Sync Dropping with 4-mans" in the PUG queue, which then killed "4 mans" in the PUG queue due to those salty tears of "woe is we" of the solo PUG's and thus the circular rat-**** ensued.

Then, PUGS were allowed into CW, it needed bodies badly, but alas, small Teams +Pugs all getting farmed together was NO Fun either, just like it was with "sync dropped 4 mans" in PUG and once more around the LoseBerry Bush they all went.

Now the "real/wannabe" CW players don't like that PUGS are allowed in as it ruins their tight knit 2-11 man's with the added wasted tonnage of PUG's... Stomps and added Pugs = always the Pugs fault... ;)

So, sure, let's segregate the PUG's in CW and see how the "Real Teams" do, once again, against these new "wannabe teams"... It should be absolutely hilarious to listen to those salty tears yet again... LOL Posted Image

Edited by Almond Brown, 30 December 2015 - 09:34 AM.


#35 WarHippy

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Posted 30 December 2015 - 09:30 AM

View PostMechwarrior Buddah, on 30 December 2015 - 09:01 AM, said:


thats a quote from the devs. Russ I think lol

Russ always has had a bad case of foot in mouth syndrome with a distinct lack of interest or ability to provide needed context and clarity to his statements. It shouldn't be a surprise to him or anyone else when his unintended(maybe?) nonsense gets thrown back in his face or poorly interpreted and used by the community to try and push an agenda.

#36 adamts01

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Posted 30 December 2015 - 09:41 AM

View PostKahnWongFuChung, on 30 December 2015 - 07:34 AM, said:

2v2-12v12 arena style play and tactical CO-OP AND MISSION PLAY FOR REWARDS.

PGI might be the worst managed group I've seen since pre-school. But, we don't need any more modes to segregate our players. I can't get a good match to save my life. I just had another pug team try to camp on conquest with only 1 point! In a tier 1 game! PSR is a joke, MM is a joke. I can't wait for this game to go bankrupt and be bought up by someone else.

View PostAlmond Brown, on 30 December 2015 - 09:29 AM, said:

Ahhh the past and how easily it gets forgotten. CW without PUGS was a "FAIL" as the "true" teams butchered the "wannabe" teams who then left and returned to "Sync Dropping with 4-mans" in the PUG queue, which then killed "4 mans" in the PUG queue due to those salty tears of "woe is we" of the solo PUG's and thus the circular rat-**** ensued.

#Truth

Too many special flowers out there who's egos can't handle losing.

#37 Mechwarrior Buddah

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Posted 30 December 2015 - 10:57 AM

View PostWarHippy, on 30 December 2015 - 09:30 AM, said:

Russ always has had a bad case of foot in mouth syndrome with a distinct lack of interest or ability to provide needed context and clarity to his statements. It shouldn't be a surprise to him or anyone else when his unintended(maybe?) nonsense gets thrown back in his face or poorly interpreted and used by the community to try and push an agenda.


I think the number was 7% but still

It wasnt poorly interpreted, he fklat out said that ppl only group in the game 7% of the time so they were going to focus the game less on teams and more on solo players. Which caused a forum war as I remember

Edited by Mechwarrior Buddah, 30 December 2015 - 10:58 AM.


#38 Foxwalker

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Posted 30 December 2015 - 03:35 PM

I can't say it completely failed. But Steamchart.com numbers have been pretty flat at around 3000 players, making me wonder what percentage of them are current users that are now playing via their Steam accounts.

Compare that to games like Fallout 4 that is currently showing 109,000 players. Dota 2 is at close to 500,000, Path of Exile is at 17,000. My thinking is that more or less represents a failure for the most part. the game needs more depth to attract new players.

Steam reviews are pretty mixed. It is hard to see what reviews from non-veteran players are positive. There are many negative reviews from veterans giving thumbs down, that really hurts in terms of attracting new users.

Realistically, PGI is not going to get many added fans until they broaden the content (if they ever do). Reviews from Metacritic spell out time after time, that the game is solid but lacks depth. How many here would even try a game if the review average score is at around 50 or 60?

Just my 2 cents.

One more thing to add. It would be good if PGI could ask Gamespot for a re-review of the game since the Steam Launch. The current review and video are from September 2013. A lot has changed since then...

Edited by Foxwalker, 30 December 2015 - 03:42 PM.


#39 Mystere

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Posted 30 December 2015 - 03:38 PM

View PostAlmond Brown, on 30 December 2015 - 09:29 AM, said:

Ahhh the past and how easily it gets forgotten. CW without PUGS was a "FAIL" as the "true" teams butchered the "wannabe" teams who then left and returned to "Sync Dropping with 4-mans" in the PUG queue, which then killed "4 mans" in the PUG queue due to those salty tears of "woe is we" of the solo PUG's and thus the circular rat-**** ensued.

View Postadamts01, on 30 December 2015 - 09:41 AM, said:

#Truth

Too many special flowers out there who's egos can't handle losing.


Ahem! 4-mans were gone from the solo queue well before CW came out.

Edited by Mystere, 30 December 2015 - 03:39 PM.


#40 Mystere

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Posted 30 December 2015 - 03:44 PM

View PostFoxwalker, on 30 December 2015 - 03:35 PM, said:

I can't say it completely failed. But Steamchart.com numbers have been pretty flat at around 3000 players, making me wonder what percentage of them are current users that are now playing via their Steam accounts.


Considering I seem to recall 3500+ players during open beta before the counter was removed, things do not look very promising.





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