AnimeFreak40K, on 13 January 2016 - 11:19 AM, said:
I was not trying to sound sinister, if I was, I do apologize.
I was simply stating facts as I see them, and the point you quoted really should be taken in context of the points that preceded it, specifically about the design structure of Faction Warfare as it stands right now.
Faction Warfare favors the attacker with regard to match times, rewards, etc. in its present state. I do not feel that MercStar (or any unit, large or small, competitive or casual for that matter) should be faulted when it comes to trying to get fast matches, make C-Bills/LP as quickly as possible or make the most out of a system by staying on the attack (since that is what Faction Warfare seems to favor at the moment).
That being said, I do stand by my statement of the desire to face against units however. I understand what is wanted (strong opponents and short wait-times), but sometimes you have to decide which is more important.
If you really want to face off against units and get strong opposition, spend some time defending; wait times be dammed. If you want to focus on earning money and quick matches then don't complain about the lack strong opponents.
And the way I see it, as long as it remains clear to me that units prefer chasing the money and/or quick matches, they don't get to use the "but we want strong opponents" argument with me.
I am not sure what matches you drop in but I average between 900,000 and 1.1mil cbills per 12 man CW match that I drop not including the 300k victory bonus. Our drops generally las about 18-22 minutes for a full 48 player kill victory. I cannot make 1.2-1.4million cbills in solo queue in the same time frame.
I figured out I almost double my cbill earning potential playing CW in 12 mans because we have no wait times.
Zfailboat, on 13 January 2016 - 05:04 PM, said:
See Khereg, you are doing it wrong.
You are trying explain what MS does, when you should have put more effort into explaining the system PGI built.
1. You can not defend, unless someone attacks. Solo players 95% of the time follow the curve, they don't lead it. Until an organised team starts an attack, solo players will not follow. So someone has to start attacking first - and its almost always going to be a premade team of varying size.
2. When you have 1 faction able to attack, but either 4 (for clans) or 6 for IS able to defend, The attackers will AWAYS have the ability to be better co-ordinated. Such as everyone gathering on house team speak servers.
3. The style of the call to arms encourages people to solo drop when it pops up.
To fix this is not the job of units it is the job of PGI. There is many ways they can do this. a few of them are.
1. Allow factions to buddy up. EG Davion and Kurita, Liao and FRR, Marik and Steiner, Jade Falcon and Wolf, Ghost bear and Smoke Jag. This condenses player number and allows for larger co-ordination.
2. Create some unique 2 week long events. Such as Kurita Davion and Smoke jag VS Liao FRR, Wolf and Ghost bear, vs Marrik,Steiner and Jade falcon. This creates opportunities for friends on different sides to group up for fun events + allows friendships to form between loyalist clan and IS sides - which will make people want to shoot people they were friends with during normal play.
3. Increase rewards dynamically as planets evolve. Give merc attackers a 20% cbill boost and loyalists a 15% cbill and 10% LP boost for attacking a planet under 25%. Do the same for defenders when a planet gets over 75% lost. This encourages units to defend planes when they are about to drop, and attack planets when they are fresh. whilst leaving the middle ground more for solo players who just follow the call to arms click bait regardless.
I actually think the answer is simpler than even what you have said....I think each border should just be a single attack defend queue. Whoever wins that queue for that attack/defend cycle wins a planet from their opponent. This way 12 mans would all be in the same queue