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What Is Wrong And What Is Going On?

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#41 DarklightCA

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Posted 13 April 2016 - 01:31 PM

There is not a lot of interest in Community Warfare because there is no drive to do anything in it, there is zero competition to maintain a interest in playing it and that has always been the problem with it. You have a gamemode about unit planetary conquest without actual units competing against other units to conquer those planets.

Right now it's playing out as which organized unit can beat down the most solo queue pug teams to earn the most worthless planets. In CW3 it will likely play out as which organized unit can beat down the most solo queue tagged pug teams to earn the most planet income. Giving units a thing to compete for except for anybody to actually compete against.

Too many people treating Community Warfare as another quick play, a easy way for them to earn rewards without putting any actual effort into playing with other people to win games. What Community Warfare really needed/needs is a actual Community even if it is a small one. LFG was a nice tool to allow people to play with other people but they never gave a reason for why people should do that in Community Warfare and that lack of aspect in my mind is what is killing the gamemode.

#42 UberStuka

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Posted 13 April 2016 - 01:37 PM

I predict the unit que will die off. Good units will smash bad units over and over.... The bad units will get tired of getting rolled and leave.

It will be like the 12 man only que we once had. **** was a ghost town.

#43 KingCobra

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Posted 13 April 2016 - 01:59 PM

Too many people treating Community Warfare as another quick play, a easy way for them to earn rewards without putting any actual effort into playing with other people to win games. What Community Warfare really needed/needs is a actual Community even if it is a small one. LFG was a nice tool to allow people to play with other people but they never gave a reason for why people should do that in Community Warfare and that lack of aspect in my mind is what is killing the gamemode.

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To be honest Darklight I think your wrong after 4 years of team play and solo pug play with MWO the problem is a non social environment as in a true Social lobby system and team farming/seal clubbing that has done in CW/FW.

Once new players and casuals were a very high asset to teams for private league play some players would set for hours in the MSN gamming zone lobby and talk-recruit-and play 1v1-12v12 games so new and interested players could learn the system and gameplay and join teams for great Solaris and planetary league play in past PC MechWarrior games.

In MWO new players and casuals are just farmed for whatever the reward system has to offer most teams don't even recruit new players or even try to knowing PGI will not place the social tools into MWO so they can even be integrated into the CW/FW system in a good positive way and not prayed upon battle after battle.

So in my opinion it is PGI'S fault for not providing the Social tools to allow for CW/FW play in a way new and interested players can thrive and It is the teams faults for not integrating new and casual players into units and not preying on them as in just playing teams vs teams only from the start and demanding PGI fix the system so we did not have this end result today.

As far as FW phase 3 who knows maybe Russ and PGI has smelled the coffee and will turn things around for CW/FW or it will be just the same same and this game mode will die I truly hope they have smelled the coffee and wake up I enjoy MWO and would like to see it have a long life.

Edited by KingCobra, 13 April 2016 - 02:01 PM.


#44 MischiefSC

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Posted 13 April 2016 - 02:03 PM

View PostDarklightCA, on 13 April 2016 - 01:31 PM, said:

There is not a lot of interest in Community Warfare because there is no drive to do anything in it, there is zero competition to maintain a interest in playing it and that has always been the problem with it. You have a gamemode about unit planetary conquest without actual units competing against other units to conquer those planets.

Right now it's playing out as which organized unit can beat down the most solo queue pug teams to earn the most worthless planets. In CW3 it will likely play out as which organized unit can beat down the most solo queue tagged pug teams to earn the most planet income. Giving units a thing to compete for except for anybody to actually compete against.

Too many people treating Community Warfare as another quick play, a easy way for them to earn rewards without putting any actual effort into playing with other people to win games. What Community Warfare really needed/needs is a actual Community even if it is a small one. LFG was a nice tool to allow people to play with other people but they never gave a reason for why people should do that in Community Warfare and that lack of aspect in my mind is what is killing the gamemode.


Small events per Faction that go for a couple of weeks. Take X planets from Y faction by Z date. Hold your border with A without losing more than 1 world for B days, there's a lot of potential variety. Then give some simple reward. Once a month do a bigger event and have cockpit flair rewards for the top 3 participating units and, say, a couple prizes for best individual performance. Say most winning drops with highest total match scores as a tie breaker.

Something. Not big dollar prizes but memorabilia sort of stuff.

Something like that. Rewards for the faction, rewards for participating units, rewards for participating players.

#45 DarklightCA

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Posted 13 April 2016 - 02:28 PM

View PostKingCobra, on 13 April 2016 - 01:59 PM, said:

To be honest Darklight I think your wrong after 4 years of team play and solo pug play with MWO the problem is a non social environment as in a true Social lobby system and team farming/seal clubbing that has done in CW/FW.

In MWO new players and casuals are just farmed for whatever the reward system has to offer most teams don't even recruit new players or even try to knowing PGI will not place the social tools into MWO so they can even be integrated into the CW/FW system in a good positive way and not prayed upon battle after battle.

So in my opinion it is PGI'S fault for not providing the Social tools to allow for CW/FW play in a way new and interested players can thrive and It is the teams faults for not integrating new and casual players into units and not preying on them as in just playing teams vs teams only from the start and demanding PGI fix the system so we did not have this end result today.

As far as FW phase 3 who knows maybe Russ and PGI has smelled the coffee and will turn things around for CW/FW or it will be just the same same and this game mode will die I truly hope they have smelled the coffee and wake up I enjoy MWO and would like to see it have a long life.


I sincerely hope you are joking, seal clubbing is the direct result of having a majority solo queue population and very little actual units capable of consistently forming groups which goes hand in hand with what I was saying. Units don't choose who they fight against, when majority of the population are solo players than it's more than likely that majority of the players those units will fight are solo players and in that there is zero competition for those players.

Also units recruit new players all the time, not sure where you are getting that information from. The only thing about that is that smaller units that have no brand name recognition or experience struggle to attract players to join their unit. Not everybody can be a competitive unit to get that brand name recognition or be really good at recruiting people so without proper tools they struggle. It's as much up to players to find units as it is up to units to find players.

You are bringing in a lot of unit hate that I don't quite understand, units are playing the gamemode as it was meant to be played. It's not their fault they don't have proper competition to play against or that smaller units don't have success attracting players to join them.

#46 QueenBlade

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Posted 13 April 2016 - 02:37 PM

In IS vs Clan situations, the solo pug will suffer the most.
In IS vs Clan situations, this is the quickest way to drop into a CW match.
In IS vs Clan situations, the Call to Arms notification goes off the most.
In IS vs Clan situations, the most population for CW can be used.

hmm anyone see a pattern?

#47 UberStuka

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Posted 13 April 2016 - 02:39 PM

^^^ IS vs Clan situation is the pattern :) ill take my 7 day premium code now..

#48 QueenBlade

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Posted 13 April 2016 - 02:54 PM

Another huge issue is the complete lack of any Population control. There is zero mechanics in place to assist in keeping Faction population balanced to help in creating battles all over the Inner Sphere.

Refer to this post for some insight: http://mwomercs.com/...lation-balance/

Edited by QueenBlade, 13 April 2016 - 02:54 PM.


#49 KingCobra

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Posted 13 April 2016 - 04:20 PM

You are bringing in a lot of unit hate that I don't quite understand?
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Darklight what I meant was PGI should have made it a split CW MM queue to start with as in (team vs team) and ( pug vs pug)

matches then place a social lobby system in the front on the UI with a tab that all players could chat about MWO and learn the ropes then teams could have recruited from this player pool to fill out rosters and play schedules for CW/FW its pretty simple to do.

PGI just keeps mixing 2 types of players in CW/FW (team units) and (solo/pugs/casuals) that never should have happened in the first place knowing organized teams would just farm the solo/pugs forever battle after battle until the system collapsed like it has now.

The team that im on I refuse to farm pugs I will only play when we play other teams there is no glory or satisfaction club-sealing players that don't know how to play and just get a bad taste in there mouth about CW and then refuse to play even if the rewards are good or better.

#50 DarklightCA

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Posted 13 April 2016 - 04:54 PM

So what you are saying is that the half a dozen or so units that can actually form 12 man's on a regular basis should form a great rivalry for all time because playing against people who choose to not play with a team is beneath you?

PGI should be giving people incentives to joining and forming units to play Community Warfare with, not giving them more reasons to remain a lone wolf in a community gamemode. That's what quick play is suppose to be about.

Units or teams as you are calling them are doing what is necessary to actually play games, when majority of the population are solo queue players than most of the opposition they get are solo queue teams. MechWarrior Online is a niche game with a low population, it does not have the luxury of splitting populations upon populations.

Unless you have a bunch of units that can form 12 man's up your sleeve for this non-solo queue, I'd suggest stop blaming units for playing the gamemode as it was meant to be played and instead think of ways to give those solo players incentives to join or form communities to play the gamemode with so they can match those 12 man's with their own 12 man's and create some actual competition for once in Community Warfare.

Edited by DarklightCA, 13 April 2016 - 04:57 PM.


#51 KingCobra

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Posted 13 April 2016 - 05:34 PM

So what you are saying is that the half a dozen or so units that can actually form 12 man's on a regular basis should form a great rivalry for all time because playing against people who choose to not play with a team is beneath you?

PGI should be giving people incentives to joining and forming units to play Community Warfare with, not giving them more reasons to remain a lone wolf in a community gamemode. That's what quick play is suppose to be about.

Units or teams as you are calling them are doing what is necessary to actually play games, when majority of the population are solo queue players than most of the opposition they get are solo queue teams. MechWarrior Online is a niche game with a low population, it does not have the luxury of splitting populations upon populations.

Unless you have a bunch of units that can form 12 man's up your sleeve for this non-solo queue, I'd suggest stop blaming units for playing the gamemode as it was meant to be played and instead think of ways to give those solo players incentives to join or form communities to play the gamemode with so they can match those 12 man's with their own 12 man's and create some actual competition for once in Community Warfare.
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No what im saying is playing pugs/solo/casual players in CW when your in a organized team is just farming and seal-clubbing its as simple as that.When I play my main and play with 11 other comp players I want a good match one that either team can win or lose.

PGI does give incentives for players to join CW but it has not worked it never worked in the older PC MechWarrior games either.What did work and what made those games popular and have a million active players was the Social lobby systems and people that made the leagues work 24/7 7 days a week it was true competition for 1v1-12v12 Solaris and Planetary.

What's funny is most of these comp MWO teams think there leet33 just because they constantly seal-club noobs and casual players and they cry like little babies when they lose to another organized team why? because they don't want to put in the effort like we did in MechWarrior4 to be real great teams even the team I play on from time to time complain and I just laugh my *** off at them on TeamSpeak3.

Edited by KingCobra, 13 April 2016 - 05:35 PM.


#52 DarklightCA

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Posted 13 April 2016 - 06:17 PM

Not quite sure you are getting this but again I will say it, units have no choice who they fight. You can call them whatever you want but they want good games just like you. I also never said anything about giving incentives to play Community Warfare, I said give incentives to play with a group in Community Warfare which PGI does not give incentives towards even though they have a perfectly good LFG system.

Being from Marik, I am not sure how you gained this insight into comp teams being Marik doesn't have anything that can actually compare to one but I highly doubt that's even remotely accurate that comp teams that actively face some of the most skilled and experienced players/teams in the game think they are good just because they beat a bunch of unorganized pugs or cry when they lose. They also put in insane amount of effort to be that kind of player/team to remain competitive.

Anyways I am done replying to this crazy train, unless you want to say something that's not fictional unit bias. Not sure what you exactly mean by social lobbies but if you are refering to something like Unit chat but on a game wide scale that units can reach out to players and vice versa than that would be something valid.

#53 Mole

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Posted 14 April 2016 - 06:19 AM

View PostKingCobra, on 13 April 2016 - 05:34 PM, said:

No what im saying is playing pugs/solo/casual players in CW when your in a organized team is just farming and seal-clubbing its as simple as that.
So what are you saying? That when I join up with my unit or another Kurita unit who happens to need an extra pilot at the time and we attack a planet and end up getting saddled with a PUG to fight instead of an actual unit which is totally beyond our control that we should just roll over and let the PUG win so that we're not guilty of said seal clubbing/farming?

#54 iLLcapitan

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Posted 14 April 2016 - 06:55 AM

View PostMole, on 14 April 2016 - 06:19 AM, said:

So what are you saying? That when I join up with my unit or another Kurita unit who happens to need an extra pilot at the time and we attack a planet and end up getting saddled with a PUG to fight instead of an actual unit which is totally beyond our control that we should just roll over and let the PUG win so that we're not guilty of said seal clubbing/farming?


That guy is saying 'hello I'm trolling here, please feed me'.

#55 Commander A9

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Posted 14 April 2016 - 12:39 PM

Depends on the time of day.

Depends on if there's an event.

Either way, this upcoming unit/pug cue split is going to really piss alot of people off, especially unit players when they can't find 12 other team-tagged players who make the mistake of pug-dropping.

PGI wrongly assumes it has the regular numbers to have teams fight each other en masse on a regular basis.

That of course assumes you have teams that regularly play enough to drop 12-mans on a given planet each and every night.

There's only one team I've seen that can do that, and I'm on it.





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