Sandpit, on 16 January 2016 - 02:19 PM, said:
I would say that ArenaNet has done exactly that.
When Guild Wars 2 first came out, there was no cap on the size a Guild could be. Now there is, but you can pay some in-game currency (gold) to increase that cap further. And Guild Wars 2 has been around a bit longer than MWO.
Sandpit, on 16 January 2016 - 02:19 PM, said:
Yeah, sorry to break it to you, but most (if not all) games that fall under 'MMO' and thus has a player base that has a significant PvP population does this frequently. I don't play WoW, but I know Blizzard makes changes to how various aspects of the game work, and they sometimes do so only the warning of "we are making some changes to this thing here."
I know that ArenaNet did that plenty of times for Guild Wars; they would constantly change out how skills worked...and then would rework them (it was almost like clockwork really. You could expect a round of buffs/nerfs every month or so). Again, there was little readily available information. These changes were being made to balance things and shake things up in the PvP meta, but it screwed things hard in PvE at times to the point that some skills ended up getting split (a PvP version and a PvE version of the same skill)...and these split skills sometimes worked very differently.
Again, ANet has been doing some of the same things with Guild Wars 2; making sweeping changes in how skills, professions, etc. work...again, with only the warning of "here's some things that need changing and here's a list of the stuff that's getting changed. You will see what these changes are when the patch goes live."
Sandpit, on 16 January 2016 - 02:19 PM, said:
This is the part where I insert a picture showing that I am now pointing and laughing at you.
I hate to break it to you, but the whole "Open Alpha"/"Open Beta" thing where people shove money at a game is something that has been going on for several years now and is an accepted business model...especially for independent publishers/studios. PGI is just one of those guys that's going with that flow. If you want someone to blame, then blame yourself for blindly shoving money into this game.
To be clear, I do *NOT* condone this business practice, and I think it has done *FAR* more harm to the gaming industry than any good, because it allows developers to be lazy, and the Triple A studios/companies are starting to take this same path.
But that is a flaw in the system, and the only way to make companies stop doing the 'perpetual beta'/'in development' is to stop incentivizing that sort of activity.
Sandpit, on 16 January 2016 - 02:19 PM, said:
Yeah, I don't care how the customers see things. I mean, I can understand why folks are frustrated. I really do. But at the same time, that's also what you get for investing in a thing without proper knowledge/understanding of what it is you're getting into.
To be clear, I've felt a little bummed out by some of the purchases I made in this game...but at the same time, I have nobody to blame but myself too.
Sandpit, on 16 January 2016 - 02:19 PM, said:
Get used to it. This is how MMO games are; stuff changes, especially when there is new content getting released and/or a new meta that's been sitting around.
Seriously, in MMO games there is no such thing as "balance". Things will be a certain way for awhile and then stuff will get shaken up for the express purpose of destroying the status quo. If you have a game that is an MMO that is not getting stuff kicked up and adjusted every so often, then you have a dead game that is no longer being supported.
As to the BTech campaign thing... you're making absolutely no sense here. At all. To my knowledge there is no "Campaign" going on, especially not in the same sense of running a tabletop campaign. And even then, what exactly are you trying to say? Are you suggesting that you could do a better job at this? Because if so, I vaguely recall that PGI has some open positions. Maybe you should submit a resume?
Sandpit, on 16 January 2016 - 02:19 PM, said:
Then don't take it. Just play, or not. I have friends that I like to play with and I also like to play on my own. From the looks of things, these changes won't make any difference to me unless I decide to jump in Faction Warfare and play with some guys that are in a unit... maybe. I don't know, because I don't know if I'd be able to join in their group because I don't have any unit tags.
Sandpit, on 16 January 2016 - 02:19 PM, said:
Here's the thing; PGI has access to data that neither you or I do. They understand what this stuff means. It also doesn't help that there are groups in this game that go out of their way to show PGI how messed up things are...and then PGI takes steps to correct that change.
The fact of the matter also is that there are a large number of people stating that they want certain changes, well, truth is, is that there have been enough people bugging PGI for a split between Solo Que and Unit Que in Faction Warfare that it's now going to happen...despite MONTHS of PGI stating that it's not going to happen ever, and that it would be a bad thing...
This tells me that PGI is far more inclined to move in the direction that gives them the least amount of pushback/hate.
Sandpit, on 16 January 2016 - 02:19 PM, said:
I think you need to take a step back and approach this with a clear mind.
I'm not going to lie, PGI has made a fair number of mistakes that they have not owned up to.
With regard to their technical limitations, how certain are you of PGI's technical capabilities? Have you considered that PGI doesn't have the best of resources? I mean, it's not like they're getting support from Microsoft or a publisher or other some other independent source of revenue.
I'll be quite clear, I'm not a programmer...but I have an idea of how much a programmer makes. I'm also not an owner of a company, and I certainly don't run one, but I do have an idea of how much an employee costs (which is, invariably a significant amount more than what they are being paid). This said, I also know that PGI is not a large company by any stretch of the imagination (60-some-odd employees). I also know that your larger game companies have sections that are the size of PGI working on just one facet of a game.
So yes, PGI has a bit of a habit of talking big, but then failing to meet the expectations they raise, but I don't think they do it on purpose. They have a bunch of stuff that they want to do, and then realize, after the fact that they can't do it...or can't do it in the timeline that is reasonable or that may be expected.
Sandpit, on 16 January 2016 - 02:19 PM, said:
This... all of it... goes pretty much with what I put above regarding the size of the company...and some of it you even answer/address yourself.
Sandpit, on 16 January 2016 - 02:19 PM, said:
You do realize that MWO is PGI's first game, right? As in their first actual title that is all theirs (as opposed to being a studio tasked with working on some facet of a game). This means that no, they don't have the experience of these other developers. They're pretty much figuring this out as they go.
You have to remember also that as a small company, PGI has only so many people on-hand that they can devote to tasks. If PGI starts working on, say, a new round of mechs, that's going to take a good portion of their developmental resources....resources that are:
- Not working on Lobbies
- Not working on Comm Tools
- Not working on Social Environments
- Not working on revisiting mechs that need revisiting
- Not working on maps that need revising
- Not making new maps
- Not making new mechs
- Not working on Tutorials
This is one the biggest problems in being part of a small company with finite resources...they can't pay attention to all the things that need paying attention to. And they can't hire people or farm this work out to another studio because they don't have the capital to do it.
So what you have is a small company taking on a project that a larger (and/or well-funded) company should be doing, so they can really only work on one thing at a time...
...and the fact of the matter is that Faction Warfare has *NOT* been PGI's priority. Oh, I'm sure they would like it to be, but they decided that maps, mechs, mech-balance and UI stuff was a higher priority.
Sandpit, on 16 January 2016 - 02:19 PM, said:
I don't think it's them so much jumping on any sort of bandwagon. Instead, they are hearing what a lot of people are saying (here, Steam, Reddit, Twitter and other social media locations) and checking their numbers and realizing that there is some merit to what people are saying.
...and what people were saying is that premades were making things un-fun in the regular games, so they split the queues.
...then people were saying that very large groups (12-mans mostly) were making things un-fun for the smaller groups, so they split up and reworked the group queue further
What people are saying now, which is what people have been saying since well before Tukayyid 1 is that CW is un-fun because of the behavior of units (such as units avoiding each other and such), and PGI has the numbers and logs to back up those statements...so PGI is making changes based on what those people are saying.
To be clear, I think that making a separate solo/PUG group in Faction Warfare is a bad idea. I think that the best way to fix many of the problems that are with CW can be solved by having a unit-cap of 100 players and have planets actually be worth something.
Here is something I learned a long time ago, and I really think it's applicable here: Perception trumps Reality. Period.
The perception is that units actively avoid each other and would rather go 'seal-clubbing'. You and I both know that this is not true for the most part... but as I said, perception trumps reality, and PGI is doing something to correct that perception.
Edited by AnimeFreak40K, 17 January 2016 - 10:02 PM.