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Steam Definitely Worked


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#101 Khobai

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Posted 02 January 2016 - 05:44 PM

now we just need hats

#102 Pat Kell

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Posted 02 January 2016 - 06:14 PM

That's an interesting idea. Incentivize solo players to join the group que for bigger rewards...I like that. May be worth giving that a shot. I still think we need more players though...maybe once this game evolves into something worth fighting for, we will get new players and some of the old timers will come back. Here's to a dream lol.

Sorry for the wall of text...I was waiting for a pizza to cook and just kept rambling.

Edited by Pat Kell, 02 January 2016 - 06:15 PM.


#103 Mothermoy

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Posted 03 January 2016 - 04:32 AM

View PostVxheous Kerensky, on 02 January 2016 - 03:22 PM, said:


Having a Full elited deck, and having a Proper elited deck is different. If your elited Mechs do not fit the playstyle of CW, you will struggle. CW requires you to have a good balance of range + durability because it is an attrition mode. I often drop late night either solo or with one other unit member, both of us still put up 2K+ damage on average.


i got a stalker 3h, a Misery, and QKD 5k and one of three elited ravens i swap between. From what i all understand the QDK is at the top of the heap for extreme and long range. Ravens are great. And im just a sucker for the Stalker class, so you might have me there.

#104 Satan n stuff

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Posted 03 January 2016 - 05:28 AM

View PostBush Hopper, on 02 January 2016 - 05:09 AM, said:

Oh, you missed the comment from Russ from 2-3 months ago? Data showed that premades tried to avoid each other. I am sure not everyone thinks like that but the vast majority.
In other games it was the same. Take WoW. Premade players wrote the same notes as you did on the board. And what happened when rated BGs were introduced? They were DEAD. So much for you throwing a fit Posted Image

I'll just repeat this again since some people haven't caught on. Davion teams, by which I mean all of the ones you can find on our teamspeak server, do not avoid enemy premade groups. In fact we specifically drop to fight enemy groups when they are active. Given the number of groups that seem to regularly come out to meet us, the large faction hopping mercenary groups ( you know which ones I'm talking about ) are clearly not representative of all groups, or even most.

#105 RockmachinE

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Posted 03 January 2016 - 08:52 AM

View Postgeodeath, on 29 December 2015 - 05:03 PM, said:


For now. Steam users will bore of this game quickly and move on to something else. Then we will be right back to Community Waitfare again.


We'll retain some. That's the idea. If 10-20% stick around we're golden. And besides, this game is a lot of fun to play and it can be quite addicting.

I've been playing this since beta. I'm bored of the game, literally very very bored and I CAN'T stop playing it??? It's literally the only thing I play.

#106 Farix

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Posted 03 January 2016 - 09:36 AM

Community Warfare needs to be completely reworked around 4-man groups, not just adding a 4-man mode. I know that PGI originally envisioned CW as the "competitive" side if MWO, however, there isn't, and never will be, enough 12-man groups, much less competitive 12-mans, out there to populate CW as needed. But there are plenty of 4-man groups and smaller flouting around MWO. And if the system is designed correctly, those groups will not have an overwhelming competitive advantage.

#107 Smotty

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Posted 03 January 2016 - 10:15 AM

I am getting a kick out of these posts. So many pug's are so hateful about units playing as a team in a mode that was designed for teamwork. I hope that reading over this and other more competitive players posts you'll take some of the advice we attempt to give you and use it.

I also can't help but laugh that people actually believe that the more competitive units try and avoid each other. I can tell you that this is not the case for most of the competitive units, and Russ is flat out wrong. We do run into issues where our contracts end around the same time another competitive units does, and we end up switching to the same faction but this is merely a coincidence, nothing more. When this does happen both teams are usually bummed as we won't get to fight each other. I know this recently happened when my unit went Steiner for two weeks. We were so bummed when we found out. (No beating up MS, such a sad 2 weeks...)

We also don't like seal clubbing, we do it for the rewards as simply destroying omega doesn't earn you crap. If they made planets worth taking I could foresee changes in the behavior of the competitive units, but for now we want our cbills and LP's. Sorry pugs, nothing personal.

Oh well, unless something major changes I believe we will always have these types of discussions and disagreements between units and pug players. On a side note thanks for the entertainment, it makes my work day go by faster.

#108 KahnWongFuChung

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Posted 03 January 2016 - 10:34 AM

We also don't like seal clubbing, we do it for the rewards as simply destroying omega doesn't earn you crap
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I disagree and agree with you to a point.12 man comps love to seal club pugs its a fact they feel the power or the Epeen every time they wipe the floor with a pug unit in CW.12 man comp teams need there own MM CW queues with a lot of rewards to satisfy there needs and more game modes as in mission play to be more immersed in MWO gameplay.

Pugs need there own CW mm queues with more game modes to keep them happy and playing and paying same with the solo MM it just needs some new fresh game modes to make it a bit more interesting. I would love to see PGI bottom line before steam and after there probably going WTF all these new steam players should be throwing money at us and there not.

I would assume most steam players are going WTF I'm being farmed in one game mode CW and solo MM gets boring as heck after 50+ battles seeeeeeeeeeeee yaaaaaaaaa MWO not going to stay and play and pay.

#109 MechWarrior3671771

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Posted 03 January 2016 - 11:14 AM

View PostSatan n stuff, on 03 January 2016 - 05:28 AM, said:

I'll just repeat this again since some people haven't caught on. Davion teams, by which I mean all of the ones you can find on our teamspeak server, do not avoid enemy premade groups.


Right now, a challenging CW would be if MS-Steiner and 228-FRR went after each other, with the rest of us aligning alongside each unit. Wouldn't that be fun?

#110 Smotty

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Posted 03 January 2016 - 11:30 AM

View PostKahnWongFuChung, on 03 January 2016 - 10:34 AM, said:

We also don't like seal clubbing, we do it for the rewards as simply destroying omega doesn't earn you crap
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I disagree and agree with you to a point.12 man comps love to seal club pugs its a fact they feel the power or the Epeen every time they wipe the floor with a pug unit in CW.12 man comp teams need there own MM CW queues with a lot of rewards to satisfy there needs and more game modes as in mission play to be more immersed in MWO gameplay.


We get no Epeen or feel powerful by stomping pugs. I could be wrong about other units, but we want a good fight. I find battling nothing but pugs is boring unless I'm dropping solo or we are running as a small group. Otherwise I'm doing it for rewards and cbills while waiting for a chance to fight an organized team.

Quote

Pugs need there own CW mm queues with more game modes to keep them happy and playing and paying same with the solo MM it just needs some new fresh game modes to make it a bit more interesting. I would love to see PGI bottom line before steam and after there probably going WTF all these new steam players should be throwing money at us and there not.

I would assume most steam players are going WTF I'm being farmed in one game mode CW and solo MM gets boring as heck after 50+ battles seeeeeeeeeeeee yaaaaaaaaa MWO not going to stay and play and pay.


One of the biggest issues I'm seeing with a lot of the counter arguments is the "new steam players in CW". CW was intended to be end game mode, where after you have a nice collection of mechs built, moduled, mastered and have joined a unit you go to get the feeling of massive battles against other organized teams. When you put a brand new player or a player with a limited number of mechs without knowledge of proper builds, min/maxing, proper poking and/or twisting they are going to have a hard time. I mentioned it before, but PGI did put a nice warning label on it. You can't really blame us organized competitive units as the players themselves are the ones who are willing to put themselves in that game mode. I do however agree that we could use more game modes.

#111 Vxheous

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Posted 03 January 2016 - 12:10 PM

View PostMothermoy, on 03 January 2016 - 04:32 AM, said:


i got a stalker 3h, a Misery, and QKD 5k and one of three elited ravens i swap between. From what i all understand the QDK is at the top of the heap for extreme and long range. Ravens are great. And im just a sucker for the Stalker class, so you might have me there.


Hmm, should have a decent dropdeck then, especially if you stay at range a bit. Stalkers are fine, though i would use a 4N ( 6 large laser) or 5S (4 large pulse) over the 3H. Misery is fine. Next thing to consider since you should have a good dropdeck is mouse/mouse sensitivity....most good players will play at a 0.1 - 0.2 in game setting and ~800 dpi mouse driver setting give or take.

Edited by Vxheous Kerensky, 03 January 2016 - 12:14 PM.


#112 KahnWongFuChung

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Posted 03 January 2016 - 12:27 PM

Otherwise I'm doing it for rewards and cbills while waiting for a chance to fight an organized team.
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You understand like me there is no challenge in stomping pugs but there are many in comp groups who prey on new pugs and really do not care if they drive them away or the game has anyone but there small collective comp groups left playing MWO.

Knowing that which PGI does they still refuse to make MWO new player/pug/casual friendly in CW they have done a good job in solo MM except new game modes are needed badly to keep it interesting and fun. So what your saying is yo want more fellow 12 man comp teams to play so it is more competitive and fun?

And that would be accomplished if the CW mm was segregated pug only mm queues and 4-12 man comp team mm queues?
Which is what I personally would prefer and many might agree if I'm in my 4-12 comp unit I want to play 4-12 comp teams I personally do not want to play pugs and casuals in stomps in CW which is the way PGI should go.

If we had a big social lobby system like we had in MechWarrior2-4(MSN Gamming Zone type in the main MWO UI on a tab big units could chat with prospective recruits train them and add them to there comp units. PGI and the devs keeps missing the boat on this totally the same with not adding new game modes.

Edited by KahnWongFuChung, 03 January 2016 - 12:28 PM.


#113 fbj

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Posted 03 January 2016 - 12:54 PM

Salt everywhere

#114 Pat Kell

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Posted 03 January 2016 - 01:03 PM

Given that we do not know who our opponent will be prior to starting the match, I feel your assertion that comp teams prey on solo players is simply untrue. Granted, units can set themselves up on an attack lane that they believe has no other 12 mans dropping but that doesn't always work either.

Saying that they don't care about whether new players quit or not is just an assumption that makes anything else you say suspect. You have no way of knowing this and even if 1 player from a comp team told you this, you have no real way of knowing if he is trolling you or not.

Please stop suggesting that splitting the ques would fix this problem because it simply wouldn't. If people want to play together and they are unable to find another 12 man team to play against, they will just sync drop on the same planet and get as many as they can in the group. We have seen it before. CW is a team game. I know there are those that don't want to be a part of a team and I think that is just fine, what I have a problem with is people who refuse to be part of a team and then come here to complain about how unfair it is that a team beat them...in a mode designed for teams. Take some accountability for your actions please. If you choose to lone wolf it, there are consequences for that decision. I won't rub it in, I won't troll you or belittle you and will salute you at the end of the match but the way you are feeling at the end of it is your fault period.

Edited by Pat Kell, 03 January 2016 - 01:04 PM.


#115 Mystere

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Posted 03 January 2016 - 04:11 PM

View PostTLBFestus, on 02 January 2016 - 02:27 PM, said:

I'd be ecstatic if they closed CW to Solo players ...

View PostBonger Bob, on 02 January 2016 - 02:58 PM, said:

id welcome seeing CW closed to pugs aswell ...

View PostDoomBringer595, on 02 January 2016 - 12:19 AM, said:

IF IT WAS CREATED FOR TEAMS JUST BAN PUGS QUESTION ANSWERED PROBLEM SOLVED


There is a saying: If you can't stand the heat, get out of the kitchen.

You folks don't speak for me or other solo players who actually enjoy CW. Get over your spoiled-brat "If we can't have it, no one else can!" mentality.

Edited by Mystere, 03 January 2016 - 04:12 PM.


#116 Kjudoon

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Posted 03 January 2016 - 04:20 PM

View PostMystere, on 03 January 2016 - 04:11 PM, said:


There is a saying: If you can't stand the heat, get out of the kitchen.

You folks don't speak for me or other solo players who actually enjoy CW. Get over your spoiled-brat "If we can't have it, no one else can!" mentality.

You so crazy! You understand causality and can look ahead to see what would be the result. Stop that. You'll only make them mad and you nutty as a fruitcake. Wait.... too late. ;)

#117 Mystere

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Posted 03 January 2016 - 04:25 PM

View PostFarix, on 03 January 2016 - 09:36 AM, said:

Community Warfare needs to be completely reworked around 4-man groups, not just adding a 4-man mode. I know that PGI originally envisioned CW as the "competitive" side if MWO, however, there isn't, and never will be, enough 12-man groups, much less competitive 12-mans, out there to populate CW as needed. But there are plenty of 4-man groups and smaller flouting around MWO. And if the system is designed correctly, those groups will not have an overwhelming competitive advantage.


Have people already forgotten what happened the last time groups were limited to 4-mans?

#118 Mystere

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Posted 03 January 2016 - 04:29 PM

View PostSmotty, on 03 January 2016 - 11:30 AM, said:

One of the biggest issues I'm seeing with a lot of the counter arguments is the "new steam players in CW" ...


It's the latest excuse, a deflection, a refusal to look into the mirror -- nothing more, nothing less.

#119 Kjudoon

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Posted 03 January 2016 - 04:31 PM

View PostMystere, on 03 January 2016 - 04:25 PM, said:


Have people already forgotten what happened the last time groups were limited to 4-mans?

Sync drops that showed what happens when you get larger groups of players against unorganized pugs. Of course, with a larger player population, most of that wouldn't be possible either.

Amazingly, Wargaming doesn't allow groups of bigger than 3 in 12v12 random battles. Seems to keep the pugstomping to a minimum. But because they have no 'large group queue' they also have little to no reason to have guilds/clans there at this time. That will probably change soon as their development advances in World of Warships.

#120 Mystere

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Posted 03 January 2016 - 04:39 PM

View PostKjudoon, on 03 January 2016 - 04:31 PM, said:

Sync drops that showed what happens when you get larger groups of players against unorganized pugs. Of course, with a larger player population, most of that wouldn't be possible either.

Amazingly, Wargaming doesn't allow groups of bigger than 3 in 12v12 random battles. Seems to keep the pugstomping to a minimum. But because they have no 'large group queue' they also have little to no reason to have guilds/clans there at this time. That will probably change soon as their development advances in World of Warships.


Yep, people did forget. Posted Image

There was a mass exodus of group-inclined players.





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