MischiefSC, on 21 January 2016 - 04:32 PM, said:
Your team being bad isn't an excuse. A coordinated 12man open rush is a good excuse. That's it.
If that isn't your attitude then you need to realize you're playing for planet's against people who do have that attitude, in some cases teams of people who are way more hardcore than that.
That's a "you" problem. That's not a game design problem. They are trying harder, working harder and putting in more effort to win. There is nothing available to them you don't have.
If your response to that is "Then the game developers need to cull out all the people who really try to win so I don't have to" Then the problem really, really is you.
There is already a quickplay queue for idontgiveaflyingfook matches. CW is supposed to be more than that.
Not sure if this was directed toward me, the OP, or not. But I have some points of disagreement: There's a bit of strawman & false-choice nestled in there.
My critique wasn't that I should still be competitive while being a slacker. What I'd written highlighted clearly the understanding that leadership and teamwork tends to make a vast difference in success rate, as does veterancy and preparation. My described experience is of someone who basically has veterancy(250 matches, excluding >100 that pre-date metrics), and a full understanding beforehand of the power of team play. This critique is not coming from one of the fresh Steam players. Nor is it an argument that the game should limit or take away elite units' sophistication, achievements and level of competition.
My complaint was that CW is the only means of accessing the broader MWO experience, one promised years ago, but the game mode is currently implemented in a very non-inclusive way. It is very natural that I(and almost anyone else) would want to play the CW game as early as possible, because what's written on the label says "The Real MWO, not just a string of pointless arenas". And it's not advertised as a Solaris team tournament.
However, the game's system is arranged such to encourage and reward fights that feature elite units against rabble. This is a system that appears to be tuned to encourage greatly imbalanced fights. Organized units have more incentive to attack. Disorganized individuals are more intuitively equipped to defend. And the seeds are sown for a bad experience.
I contend that this is not strictly necessary. I read people present this dynamic as a zero-sum game, where either it's for the loathsome casuals(and anti-socials, like me), or it's a mode for elite endgame competition. One or the other. This is a false choice. In a Venn diagram, the elite-endgame circle, and the icky-casuals circle ought to both exist within the big CW circle, and only intersect a little. The game mode has room to appease both at the same time. Elite units should be encouraged to do their thing, but people like me who wish to stay casual shouldn't be put into situations like a counter-attack against a 12-man, unless it's by choice. CW does not need to be a zero-sum tug of war between casual vs endgame.
You(or others?) highlighted earlier the fact that there's a few ways you can swerve and dodge such that you can avoid the landmines and pitfalls set in place to catch newcomers like me. I'm going to adopt your suggestions(when I recover my mood against MWO), and I will likely have a better time, even while avoiding joining a unit, and continuing to lose. There was some good ideas there. But you should consider that all the advice you listed to dodge pitfalls should not be necessary to hear from a random forumer, for each newcomer to adopt. Rather, the route and means of finding fun games in CW mode for a casual should be completely apparent, and the landmines should not be placed in the entry-way.
For those suggesting that "that's what quick-play is for," note that you're overlooking the fact that many players will see the two options, measure them, and find quick-play a strictly inferior game mode. Because it literally is: It has entirely less features, no context, no immersion, no goal or purpose, no pretty map, no stake in anything, no risk. Assuming quick play is fine for casuals is an argument that's not gonna work so long as CW does so much more(in theory). You will keep seeing people like me, and a large percent are going to bounce out of MWO as a result.
Anyhow... I'd seen the teaser of CW3. I'm hopeful. But having heard little about the design, and seeing the misfire currently in place, I'm also fearful that the next iteration won't fully address this dissonance between gaming motives. I hope forthcoming details will change my mood to enthusiasm.