Pool The Cw Drops...go Go
#1
Posted 19 January 2016 - 03:04 PM
New to the game, love the gameplay so far, the dry/ghost drops though, not so much. Atm it seems as though the real estate offers no actual incentive to capturing a particular planet. I have been told by others that this is going to change at some point.
Until then.
What about allowing some number of the highest ranking officers of a given faction the ability to "vote" for what planets to attack on a daily basis? That way, teams can simply form up and drop into a que, get next in line just like in quickplay, not having to select a planet to drop on. In the event that there is simply not a team available to drop against, you could still have dry drops I suppose after a certain amount of time, just as it is now. More real drops, less 10 minute waits into a dry drop...
Just an idea.
#2
Posted 19 January 2016 - 04:10 PM
Due date is still unconfirmed but supposed to be around the end of march.
Russ is doing another town hall on the 29th, I expect we will have a lot more information then.
#3
Posted 19 January 2016 - 05:18 PM
#4
Posted 20 January 2016 - 08:10 AM
sycocys, on 19 January 2016 - 05:18 PM, said:
I dont see how there being "so many planets" is a problem. Are you talking about available attack lanes or just in general? Because for this game mode to make any sense a plethora of planets makes sense considering if there were only 100 planets you would have factions pushed back to only their home worlds and even more crying.
#5
Posted 20 January 2016 - 08:27 AM
With it being on the front end it decentralizes the fighting and creates wait large wait times. The mode would be far better off with 3 buckets and your faction/units success determined if you successfully attacked or defended planets at ceasefire cutoffs.
Do that and you won't need a split queue system because most of everyone is pooled together which lessens the issue many of the solo/new players are having with the mode. If you get that into shape and people actually still want a "hard" mode for units then you add them an additional way to queue up against each other with proper rewards/planetary influence/risk for the additional challenge level.
The current system is only sustainable if a huge portion of the games entire player base is active AND in CW.
#6
Posted 20 January 2016 - 08:38 AM
sycocys, on 20 January 2016 - 08:27 AM, said:
With it being on the front end it decentralizes the fighting and creates wait large wait times. The mode would be far better off with 3 buckets and your faction/units success determined if you successfully attacked or defended planets at ceasefire cutoffs.
Do that and you won't need a split queue system because most of everyone is pooled together which lessens the issue many of the solo/new players are having with the mode. If you get that into shape and people actually still want a "hard" mode for units then you add them an additional way to queue up against each other with proper rewards/planetary influence/risk for the additional challenge level.
The current system is only sustainable if a huge portion of the games entire player base is active AND in CW.
Indeed however expecting them to create a fix until population increases is a bit of a waste of resources on their part in ways as bringing players back in could be facilitated through incentives/CW only events and so forth.
I am not disagreeing with you just was curious where how exactly you meant too many planets.
I have another post up that talks about this indirectly in ways
#7
Posted 20 January 2016 - 10:35 AM
#8
Posted 20 January 2016 - 10:36 AM
#9
Posted 20 January 2016 - 10:48 AM
Use it in the background as a meta game thing for units and commanders to tag planets and conquer the universe, its still there but removed from doing what its currently doing - making the game worse.
#10
Posted 20 January 2016 - 12:00 PM
For the love of anything that is holy, pool the CW que.
Do players really care about the "total war" style pixel conquest? I think its cool that its there, but again, let the high ups decide what gets hit and let the pilots drive.
#11
Posted 20 January 2016 - 12:13 PM
Edited by ztac, 20 January 2016 - 12:13 PM.
#12
Posted 20 January 2016 - 02:07 PM
#13
Posted 20 January 2016 - 02:12 PM
x Nin x, on 20 January 2016 - 12:00 PM, said:
For the love of anything that is holy, pool the CW que.
Do players really care about the "total war" style pixel conquest? I think its cool that its there, but again, let the high ups decide what gets hit and let the pilots drive.
CW would be great if it had the population and you could count on more than 30% of the playerbase to be competent
Speaking of competency if the higher ups youre referring to are PGIs development team you should know by now that they struggle with making decent decisions by now.
#14
Posted 20 January 2016 - 03:10 PM
Leggin Ho, on 20 January 2016 - 02:07 PM, said:
This is exactly why the 30 bucket system doesn't work.
#15
Posted 21 January 2016 - 02:28 PM
Leggin Ho, on 20 January 2016 - 02:07 PM, said:
While I understand your point and agree, there is not a total lack teams available to play against. I typically play during the hours 7pm-12midnight Pacific; during that time there are on average at least 5 opposing teams from the Davion perspective, and I have seen as many as 10 teams. In the current system it is very possible to get dry drops, one after another even with 5 or more active opponent teams queuing up.
As I said before, remove the planetary drop selection from the individual teams, place those decisions in the hands of high ranking officers of your faction, drop teams into one common que. Line them up, just as in quickplay. That way you get your 12 together, drop into the que, and get shuttled off to wherever your faction leadership has deemed most important.
#16
Posted 24 January 2016 - 07:47 AM
This may be sound military strategy, but it is extremely dull for the 2-out-of-3 attackers who aren't getting matches, and frustrating for the defenders, whose victories are empty and meaningless.
Unfortunately, unless the queue system is changed in Phase 3, none of this will change. The most important part of community warfare will be to recruit large numbers of players who are willing to go through the tedious process of attacking planets by overwhelming the number of defenders and forcing empty matches.
So long as players determine which buckets get filled, they will continue to exploit the system. Attempts to reign in "large units" or provide PvE matches for attackers will fail to change the essential problem: the population of factions determines victory in CW.
I agree that pooling CW drops and tracking the successes of individual mercenary units would make for a much more interesting "campaign mode" than the current strategy game which is rewarding factions for their coordinated avoidance of CW matches.
#17
Posted 24 January 2016 - 08:00 AM
The main queue should just be alternating attack/defense in 3 queues set up like Tukayiid. Track the results. Determine the planets fate in the background.
4v4/6v6 can be easily added in short order just by dropping the bonuses gained and just having full drops gather than split off into separate matches.
Don't need to spend another 4-5 months developing something that's going to only be an expansion of what hasn't worked very well for a year, just use the part of CW that actually worked better for the majority of players (Tuk-like queues) and build around what works instead of expanding out on what doesn't.
#18
Posted 25 January 2016 - 02:51 PM
Leave the simcity to those who wanna play it, if you want to have a say in a factions command, earn it, and get rank. Let the game get played though, the player base is growing, get more of these pilots in hot mechs more consistently. 10 minute dry drops over and over gets old real fast.
#19
Posted 26 January 2016 - 09:47 AM
x Nin x, on 20 January 2016 - 12:00 PM, said:
For the love of anything that is holy, pool the CW que.
Do players really care about the "total war" style pixel conquest? I think its cool that its there, but again, let the high ups decide what gets hit and let the pilots drive.
that's exactly what Phase 3 is supposed to do. You're complaining about something that they're currently working on implementing. lol
8 user(s) are reading this topic
0 members, 8 guests, 0 anonymous users