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Ill Tell You Why Clanwars Is Dead, And Will Never Take Off.


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#281 Sjorpha

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Posted 05 January 2016 - 04:49 AM

View PostJaxRiot, on 04 January 2016 - 02:43 PM, said:

Youre right. CW is not dead. It does actually have a lot of players right now. In fact, its the most active it has been in a long time.

But it is just as you say.. Its more active now because of all of the new players. Those same players that you say shouldnt be allowed in unless they were decently good.

Take those same new players away, and CW will be back to being a ghost town again.

It has turned into a dilemma.

The new players are berated, chastised, seal clubbed, and farmed as punishment for even playing in CW and told to get out..

But yet without them, they CW environment goes back to ghost drops and long que times and people complaining that CW is dead and needs more players.


I was playing CW almost every day just fine before steam launch and all the way back to original CW launch, so it's obviously not just new players making it active. It was never truly a ghost town, you have always been able to find matches at least during NA and EU prime time.

I don't think it's such a huge dilemma, just creating a basic threshold like completing your cadet bonuses and buying a few mechs would do wonders. I'm not saying keep new players away, I'm saying keep them away for a minimum of learning period before entering CW. I don't want some kind of elitist thing here, just to get rid of the people in trial mechs and who doesn't know the minrange of LRMs or how to enter 1st person and so on. CW should at least not be the first game mode you try as a new player.

#282 CDLord HHGD

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Posted 05 January 2016 - 05:18 AM

View PostLyoto Machida, on 04 January 2016 - 01:06 PM, said:

Well, I hope PGI does the sensible thing and makes rewards lower for PvE in comparison to PvP. Or different mech rosters or whatever.

I hope they don't. Less rewards of you don't want to be clubbed like a baby seal by the "comp" L33Ts? I call BS on that,

#283 Zibmo

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Posted 05 January 2016 - 05:28 AM

View PostMischiefSC, on 04 January 2016 - 12:21 PM, said:


There is no good answer to a huge mismatch in skill. The nicest approach I saw this weekend was that when it was clear the pugs were no match at all, the team just pushed in, fought to the death and then respawned. They didn't focus much or play to survive, they came in swinging and it gave people a chance to at least earn their points and the match was still quick.

Otherwise though the best thing to do is end it quickly and try to be nice in chat. Dragging it out is just patronizing.


Over the weekend I was in a pug vs organized team CW. At the outset, they said "Eject and we'll let you have 12 kills from us." I responded in a sort-of-inappropriate way. We lost. I got the only 4 kills on my team and did around 1700 damage to them. If you want to give the pugs a chance, stretching your epeen at the outset is a bad way to do it.

Just saying.

#284 TWIAFU

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Posted 05 January 2016 - 05:32 AM

View PostZibmo, on 05 January 2016 - 05:28 AM, said:


Over the weekend I was in a pug vs organized team CW. At the outset, they said "Eject and we'll let you have 12 kills from us." I responded in a sort-of-inappropriate way. We lost. I got the only 4 kills on my team and did around 1700 damage to them. If you want to give the pugs a chance, stretching your epeen at the outset is a bad way to do it.

Just saying.


Just about as enjoyable as when your in a 8-12man and the other team is skittles and before they even leave the drop zone on first mech they claim we are cheating before a shot is fired and then start to eject, one by one.

Filled up report limits for all of us that drop.

#285 Weeny Machine

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Posted 05 January 2016 - 05:36 AM

View PostLyoto Machida, on 04 January 2016 - 01:06 PM, said:

Well, I hope PGI does the sensible thing and makes rewards lower for PvE in comparison to PvP. Or different mech rosters or whatever.


Why not decrease rewards for 6+ premades fighting PuGs and boosting the reward for the PuG as compensation?
This would also teach the premades for not evading each other. Oh wait, you guys wouldn't like that. I wonder why... ;)

#286 Hotthedd

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Posted 05 January 2016 - 05:46 AM

View PostBush Hopper, on 05 January 2016 - 05:36 AM, said:

Why not decrease rewards for 6+ premades fighting PuGs and boosting the reward for the PuG as compensation?
This would also teach the premades for not evading each other. Oh wait, you guys wouldn't like that. I wonder why... Posted Image

I don't know about punishing a unit for playing together (after all this is the stated GOAL of the game), but having some sort of "Valiant defense" bonus given to a team with a large pre-made deficiency could be done.

#287 Almond Brown

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Posted 05 January 2016 - 06:14 AM

I would play CW as much as you can now folks. What will kill CW is PvE, if it ever happens. Those, who get verbally abused on here in and in CW matches, while trying out their Trial Mechs, will happily move to PvE. The same will happen from Pug Ville and then the "light at the end of the tunnel" will be there for all to see.

So keep posting threads telling all those new players to go/stay away from your precious CW and when they do get somewhere to go, to get away from the Leet E-Peen Salties, they will flock to "their" own, long awaited, "game mode" of choice and the Leet E-Peen Salties will not be able run after them asking/begging them to come back because there will be no way to un-burn that bridge, ever.

That day will be a very f'ing sad day for MechWarriors everywhere. Enjoy the CW Elitist E-Peen attitudes we read on here so much while you can folks, and remember what really killed CW. Posted Image

Edited by Almond Brown, 05 January 2016 - 06:22 AM.


#288 Desdakan

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Posted 05 January 2016 - 06:44 AM

Would it be an option to avoid spawn point camping by arming the dropships better? If they could really clear the landing zone with devastating gunfire (dropping mechs in a hot landing zone to die makes no tactical sense anyway). Some cover on the maps with open spawn points would help, too. This should give the dropped mechs a chance to at least orient themselves and may practice pushing out.

#289 Hotthedd

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Posted 05 January 2016 - 07:02 AM

View PostDesdakan, on 05 January 2016 - 06:44 AM, said:

Would it be an option to avoid spawn point camping by arming the dropships better? If they could really clear the landing zone with devastating gunfire (dropping mechs in a hot landing zone to die makes no tactical sense anyway). Some cover on the maps with open spawn points would help, too. This should give the dropped mechs a chance to at least orient themselves and may practice pushing out.

The problem with making spawn points impregnable is Counter-attack mode.

If all one team needs is a kill lead, then being able to have the game (drop ships) protect their lead for them breaks the game.

If re-spawns exist, there will ALWAYS be either spawn camping or turtling. It is the very nature of the beast.

#290 Lily from animove

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Posted 05 January 2016 - 07:02 AM

What if i tell you that these large units are actually housing a lot people with lives and profession? They just are big ad this makes them have enough people online when those have time free and so can create a 12 man. They aren't magically no-lifers, just people under a unit tag. And thats also the reason why these groups aren't instantly autowins even vs pugs.

Being in a unit or not isn't the real reason. there are many casual friendly large units out there. CW has some other issues.

#291 SnowDragon

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Posted 05 January 2016 - 07:12 AM

So if we gen rush, you'll just whine about not getting any match score/LPs instead right?

Read the CW warning, it takes up half the bloody screen when you drop. "Competitive End Game". If you clicked okay, that means you read it. If you read it and proceeded solo anyway, that's your own fault. If you didn't read it, that's also your own fault. CDub ain't for casual play. There's a warning before you get into the shark tank.

Maybe you should ask (sue?) PGI for a bigger fence. Maybe a warning the full size of the screen.

#292 GRiPSViGiL

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Posted 05 January 2016 - 07:20 AM

I love how people are blaming each other and not PGI for CWs failures. Priceless.

#293 Almond Brown

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Posted 05 January 2016 - 07:24 AM

View PostGRiPSViGiL, on 05 January 2016 - 07:20 AM, said:

I love how people are blaming each other and not PGI for CWs failures. Priceless.


Last we read, PGI are not the ones "belittling the new players" who are attempting to try out CW... Priceless indeed.

#294 Bobzilla

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Posted 05 January 2016 - 07:38 AM

View PostAlmond Brown, on 05 January 2016 - 07:24 AM, said:


Last we read, PGI are not the ones "belittling the new players" who are attempting to try out CW... Priceless indeed.


If a game mode is set up so that a completely outclassed team is worth more when they are meticulously farmed and straight up humiliated, it's the game. I've personally have never been in a game where a large group mouthed off, but i've been in lots where a solo did vs a group (most of the time the group doesn't respond).

I think it mostly comes from the fact that a newer player to CW will see getting clubbed and stomped as a personal thing and are insulted from it. So it is in fact the game.

#295 TWIAFU

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Posted 05 January 2016 - 07:42 AM

View PostBobzilla, on 05 January 2016 - 07:38 AM, said:


If a game mode is set up so that a completely outclassed team is worth more when they are meticulously farmed and straight up humiliated, it's the game. I've personally have never been in a game where a large group mouthed off, but i've been in lots where a solo did vs a group (most of the time the group doesn't respond).

I think it mostly comes from the fact that a newer player to CW will see getting clubbed and stomped as a personal thing and are insulted from it. So it is in fact the game.


Maybe next time they will learn to READ THE WARNING BOX.

#296 KahnWongFuChung

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Posted 05 January 2016 - 07:47 AM

There is only one thing left to say about CW and that is if PGI does not segregate CW like they did the solo MM PGI and MWO will lose 95% of the new steam players and the revenue for the game will dry up.

But MWO needs a new makeover for solo and CW gameplay with new game modes and mission play after 3 years it is time for PGI to wake up and smell the coffee or watch what they have made go the way of the DODO Bird,

#297 Hotthedd

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Posted 05 January 2016 - 07:53 AM

View PostKahnWongFuChung, on 05 January 2016 - 07:47 AM, said:

There is only one thing left to say about CW and that is if PGI does not segregate CW like they did the solo MM PGI and MWO will lose 95% of the new steam players and the revenue for the game will dry up.

But MWO needs a new makeover for solo and CW gameplay with new game modes and mission play after 3 years it is time for PGI to wake up and smell the coffee or watch what they have made go the way of the DODO Bird,

I completely disagree.

Segregating the queues dumbs down the game. CW (in whatever iteration it ends up being) is the deep end of the pool. Nobody is forced to play it before they are ready. Not. One. Person. There is a warning. There should actually be a small barrier. There needs to be a much better version of CW. But protecting baby seals from themselves is NOT the way to do it, rather teach the seals to shoot a machine gun, NOW the odds have been evened.

#298 CDLord HHGD

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Posted 05 January 2016 - 07:55 AM

Community Warfare (NOT Clan Wars and NOT Faction Wars) is inherently flawed.

In military doctrine (correct me if I am wrong) is that it takes a 2:1 numerical advantage to assault a defended position. Add to that the fact that we cannot simply shoot the wall. No! We have to shoot BEHIND the wall at a generator exposing ourselves to enemy fire.

There's room to simplify the attacking equation here. Mount the generator IN the wall so it's exposed on both sides like a control panel (which in lore makes sense because there are ways for mechs to manipulate door controls).

#299 GRiPSViGiL

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Posted 05 January 2016 - 08:15 AM

View PostAlmond Brown, on 05 January 2016 - 07:24 AM, said:


Last we read, PGI are not the ones "belittling the new players" who are attempting to try out CW... Priceless indeed.

Irrelevant to the actual problem.

#300 Desdakan

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Posted 05 January 2016 - 08:21 AM

View PostHotthedd, on 05 January 2016 - 07:02 AM, said:

The problem with making spawn points impregnable is Counter-attack mode.

If all one team needs is a kill lead, then being able to have the game (drop ships) protect their lead for them breaks the game.


Not so. Obviously dropships only appear after someone has died and they take a while to come. So it just gives people time to get back up to 12 players and form up for a fair fight. After that, the spawn points can be attacked but the attacker would have to retreat after some kills before the dropships return.

So it is possible to regain the lead and it would not break the game.





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