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Why So Few Playing Faction Warfare

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#81 TheLuc

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Posted 27 April 2016 - 11:38 PM

View PostAnimeFreak40K, on 27 April 2016 - 02:20 PM, said:

Folks have already explained that reason (or, rather, multiple reasons):
1 - FW is not for Casuals. It never was intended for that audience. Before it was really easy for a casual to wander into FW, accept a contract for 1-3 weeks with any given faction and jump in when the CtA came out. This caused several things that brought us to where we are now:
- PUGs/Solos getting farmed by units (Units found incentive to attack rather than defend, so most CtAs were for defending a planet from a 12-man group's attack)...who were quickly soured on the mode as a whole
- Units getting PUGs/Solos (as above, but units want an actual challenge)
- FW3 ended this by making it harder for the causal to pick a faction (either make a unit and go Merc or pick a faction and stick with them permanently)

2 - FW has always had a lower population even from day 1. Folks saw it for what it was, which was a place for units to throw down against each other without having to deal with matchmakers. It was also designed for people who wanted a (more or less) immersive experience in the game as a whole and similar stuff... unfortunately, the majority of the playerbase of MWO don't care for such things.

3 - Time investment is always a huge issue. You can expect to spend 30+ minutes in an FW match (most matches go about 10-20 minutes, but there is always the waiting game to get a match in the first place). The fact of the matter is that in the time it takes to play 1 FW match, one can play 2-5 QP matches....and in theory get better rewards (or at least not roflstomped). Casuals don't have that time.
Dovetailing on this is the effort required to be part of a unit; you need some some software or ap to coordinate with your team (Skype, Discord, Ventrillo, Teamspeak, whatever...) and equipment (headset, mic, etc.) in addition to the time... at least if you want to be reasonably coherent as a unit. Either way, this is a time/effort investment that many casuals are unable or unwilling to make...especially if they see no return.

4 - No incentive for the casual. Given the above mentioned reasons, why should a casual player even think about stepping into FW at all? On the surface, there is very little to gain, so why bother? Keep in mind that the sort of folks that I'm referring to at this point would, most likely, stick with PvE entirely and never touch any PvP part of the game if the option existed.

I know there's more to it, and there are likely more nuanced and specific views, thoughts and reasons than what I listed, but from what I've gathered, most (if not all) reasons pretty much fall into at least 1 of these broad categories.


Do you realize those point of views hurts the game and wont attract new players to fill up that almost empty space that is FP, that elitist way of thinking doesn't generate money for the game and not being able to explore all the facets of MWO which are already so few limits any potential for growth.

1- not intended for the casuals, well as it is none of the game is to start with, if i go by the paragraph you wrote, why not lock quick play for those in FP to prevent elitists from farming the average joe. To divide the population even more seem like your solution.

2- Lower population in FP, the game mode or play ground for the big bad units was never complete. Immersion, every player wants it, all who tried the game wanted a Mechwarrior experience or just something new for those who don't know the franchise. Immersion is that feeling that makes players come back and stick around. So everyone do care about immersion.

3-Time investment, that is true for every activity that uses up the free time of anyone. Some have lots,some have less free time to spare, having 30mins matches was never an issue, never heard or did I read that it was a problem, getting a match is an issue and lack of population create that issue.

3.1- Team play, while its written every where even in quick tips that team play is the winner and even is Over Powered ( communications and coordination is the best weapons in the game ) Im all for it, I have no issues with that part of the game and even enjoy it. New players or Casuals like many players for any other game just wants to sit down and jump right in the action. Doing so creates the stomps, farming and whining. To fix that the tutorial has to be mandatory and clearly explain how to play the game in detail. If I remember correctly the tutorial is not mandatory and just do the basics to move and shoot.

4- No incentive for the casual, what is the problem with making rewards fair for everyone participating ? Every player wants CBills and MCs. Thats a other point of view that chases the casuals as well as the new players away.

#82 TheLuc

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Posted 27 April 2016 - 11:47 PM

View PostKingCobra, on 27 April 2016 - 10:02 PM, said:

I cant tell you how many thousands of us old guard players from MechWarrior2-4 said hey Make MWO private multiplayer like the old PC MechWarrior games were with a huge social lobby launcher system and private leagues Solaris and planetary style players could play it for free with all the MW4 game modes and maps.

Then work on the solo mm queues and CW if you want down the road with PVE but Russ/Brian would not do it and so 4 years later MWO is a total mess not many want to play and its sad as heck because MWO had so much potential for all Mecha fans old MechWarrior and new pilots and Battletech fans.

PGI could still salvage MWO and bring it back to its MechWarrior/battletech roots before it dies from lack of players and $USD support but it might need someone else at the helm rethinking MWO out of the box


I am afraid you are right King Cobra,

Game play itself is far more balanced than any other MW title that been out so far, they should give it a rest on that part and really just work on making the game as a MechWarrior title, sadly as you wrote it doesn't seem like the bosses wants a successful game and they continue to chase that E-Sport illusion.

I wonder what is the plan really? Smells like doing the tourney, grab the cash and put the key in the door.

#83 LordNothing

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Posted 28 April 2016 - 03:24 AM

been wanting to play but the patch pretty much killed invasion for solos. lots of people scouting, but no invasion. im hoping things pick up again after the queue merge. ive also been playing later than usual and missing the end of the na phase, and oceanic is always dead.

#84 iLLcapitan

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Posted 28 April 2016 - 03:48 AM

ye ye ye - solo players will flood the unit gamemode again and we will be back to shallow matches - rejoice.

#85 The Basilisk

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Posted 28 April 2016 - 03:55 AM

I'm a bit puzzeled no one else is mentioning it but....maybe its just my problem.

The main reason for me why I finaly stoped to play CW at all is the continuous decline in performance of MWO on my computer, and as it is I simply cant afford a new gaming rig.

In pug queue I get between 35 and 25 fps...(droped from around 40) thats far from good but enough to play, in CW it heavyly depends on the map I'm on.
Boreal is okish, Grim Portico too and Hellbore springs is fine.
The others just suck. Got 8 to 18 frames on them. Sulfurus and emerald taiga are the worst and vitric is on the line.

Now considering my processor and graphics never go over 60% when playing.... and memory is a also pretty much abundant....well

#86 Speedkermit

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Posted 28 April 2016 - 04:27 AM

The biggest problem with CW is the lore. It's literally killing the game.

The lore with it's 10 factions, makes for bad game design.

PGI needs to start all over again with CW, and this time design a fun, immersive, challenging game mode first and foremost. Once that's done then try and shoehorn some kind of lore into that.

#87 102_devill

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Posted 28 April 2016 - 05:26 AM

View PostSpeedkermit, on 28 April 2016 - 04:27 AM, said:

The biggest problem with CW is the lore. It's literally killing the game.

The lore with it's 10 factions, makes for bad game design.

PGI needs to start all over again with CW, and this time design a fun, immersive, challenging game mode first and foremost. Once that's done then try and shoehorn some kind of lore into that.


Are you kidding there mate?

The problem is not the lore, ffs this game is called MechWarrior and it should profit from the franchise lore. The problem is the PGI and their total failure in designing a playable game, lore or not.

And by the way, if the lore was first and foremost you would not have mech customization. No mech customization and the meta builds and you would already have a much more challenging experience.

#88 Speedkermit

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Posted 28 April 2016 - 06:15 AM

View PostRokerSaMoravu, on 28 April 2016 - 05:26 AM, said:


Are you kidding there mate?

The problem is not the lore, ffs this game is called MechWarrior and it should profit from the franchise lore. The problem is the PGI and their total failure in designing a playable game, lore or not.

And by the way, if the lore was first and foremost you would not have mech customization. No mech customization and the meta builds and you would already have a much more challenging experience.


I wonder how many people are that bothered about lore.

How is having a few thousand players (maybe even only a few hundred) spread between 10 different factions helping gameplay? All because lore says that we have to have 10 factions.

Lore dictates we have to have the map that we do, with the factions placed the way they are. It doesn't look to me like it's contributing to a great CW experience. Look at the southern half of the map. Populated by zombie factions with borders that have barely ever changed.

Why have all so many planets in the first place? The majority of them have never changed hands and never will.

There is a place for lore, but when it's stifling good game design then disregard it.

Edited by Speedkermit, 28 April 2016 - 06:18 AM.


#89 Ghogiel

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Posted 28 April 2016 - 06:17 AM

View PostiLLcapitan, on 28 April 2016 - 03:48 AM, said:

ye ye ye - solo players will flood the unit gamemode again and we will be back to shallow matches - rejoice.

They kinda already did that by making 1 man units lol.

#90 Red Shrike

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Posted 28 April 2016 - 06:32 AM

View PostSpeedkermit, on 28 April 2016 - 06:15 AM, said:


I wonder how many people are that bothered about lore.

How is having a few thousand players (maybe even only a few hundred) spread between 10 different factions helping gameplay? All because lore says that we have to have 10 factions.

Lore dictates we have to have the map that we do, with the factions placed the way they are. It doesn't look to me like it's contributing to a great CW experience. Look at the southern half of the map. Populated by zombie factions with borders that have barely ever changed.

Why have all so many planets in the first place? The majority of them have never changed hands and never will.

There is a place for lore, but when it's stifling good game design then disregard it.

Lore is what keeps a lot of people here. Abandon lore, and a lot of players will abandon the game in return.

#91 iLLcapitan

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Posted 28 April 2016 - 06:47 AM

View PostGhogiel, on 28 April 2016 - 06:17 AM, said:

They kinda already did that by making 1 man units lol.


Kinda, we'll see lol.

#92 BattleUnitX

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Posted 28 April 2016 - 07:14 AM

View PostTheLuc, on 27 April 2016 - 08:00 AM, said:

Hillslam, as you wrote and as I wrote since closed Beta... Make Mechwarrior Online as a Mechwarrior game, PVE, mission based, coop and a small campaign for the factions. Looks like the CEO of PGI don't remember what was a Mechwarrior game in the first place. PVP should been End Game stuff or at least the FP side.

Seems that Russ is obsessed with MOBA and E-Sports stuff when its not that popular. That same obsession is driving the game into the ground by seeing the low population.


MWO reminds me of the late MPBT3025 back in the day. The FW drops in MPBT3025 were way faster. MWO has nice shiney graphics and all, but waiting times in FW until you actually drop were always a pain in the butt as far as i can remember. The 7 day penalty for desertion could have an impact on FW too.

#93 Kinski Orlawisch

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Posted 28 April 2016 - 07:18 AM

I think. Most players stopped playing due to the dropship bug. It is realy a point to wait till it is fixed.

#94 Speedkermit

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Posted 28 April 2016 - 07:42 AM

View PostRed Shrike, on 28 April 2016 - 06:32 AM, said:

Lore is what keeps a lot of people here. Abandon lore, and a lot of players will abandon the game in return.


An awful lot have players have abandoned the game because of poor game design as well.

#95 The Basilisk

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Posted 28 April 2016 - 07:48 AM

View PostSpeedkermit, on 28 April 2016 - 04:27 AM, said:

The biggest problem with CW is the lore. It's literally killing the game.

The lore with it's 10 factions, makes for bad game design.

PGI needs to start all over again with CW, and this time design a fun, immersive, challenging game mode first and foremost. Once that's done then try and shoehorn some kind of lore into that.


Uhm...you are kidding ? Or just trolling ?Posted Image

Lore is the reason why the game exists at all.
This is no little Final Fantasy episode 5000 or something.
The MW games exists because somebody wanted to make a computergame about the awsome Battletech universe.
Not the other way round.

But you are right when you say there are too many factions.
Lorewise you could easiely skip Liao and Marik and merge Steiner and Davion to one Faction.
Rasalhague could be Dev controled since its only a Kurita renegade military district that lost its new found freedom largely to the clans in the first few weeks of the invasion.
So there would be 2 IS Factions and Clans could be divided into wardens and crussaders.
4 factions and all is well.

And yes this would not change the fact that next to everything they do is too little too late.

Edited by The Basilisk, 28 April 2016 - 07:48 AM.


#96 Xoxim SC

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Posted 28 April 2016 - 07:48 AM

I don't find it fun personally. All you end up doing is throwing yourselves at the objective, and that's it. Balance issues need to be addressed across the board first, specifically heat scaling.

#97 Speedkermit

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Posted 28 April 2016 - 07:58 AM

View PostThe Basilisk, on 28 April 2016 - 07:48 AM, said:


Uhm...you are kidding ? Or just trolling ?Posted Image

Lore is the reason why the game exists at all.
This is no little Final Fantasy episode 5000 or something.
The MW games exists because somebody wanted to make a computergame about the awsome Battletech universe.
Not the other way round.

But you are right when you say there are too many factions.
Lorewise you could easiely skip Liao and Marik and merge Steiner and Davion to one Faction.
Rasalhague could be Dev controled since its only a Kurita renegade military district that lost its new found freedom largely to the clans in the first few weeks of the invasion.
So there would be 2 IS Factions and Clans could be divided into wardens and crussaders.
4 factions and all is well.

And yes this would not change the fact that next to everything they do is too little too late.


Of course I'm not trolling. PGI tried too hard to stick as close as possible to Battletech lore as possible to please the grognards. As a result we're stuck with an unfun and unbalanced CW game-mode that no-one is happy with.

Sadly what we have now is likely as good as it's ever going to get.

#98 KingCobra

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Posted 28 April 2016 - 08:01 AM

TheLuc said (I wonder what is the plan really? Smells like doing the tourney, grab the cash and put the key in the door. )
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I hope not what a waste.
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The Balisk said ( The MW games exists because somebody wanted to make a computergame about the awsome Battletech universe)
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What's funny my friend is most don't know BattleTech was a spin off of STARWARS if you read the books and look at the MW2-MW4 trailers and box art ETC you see elements of Starwars designs everywhere.
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SpeedKermit said (Of course I'm not trolling. PGI tried too hard to stick as close as possible to Battletech lore as possible to please the grognards. As a result we're stuck with an unfun and unbalanced CW game-mode that no-one is happy with.)
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Sorry Kermit but MWO is not even close to what we had as far as lore and BattleTech back in the day sorry but your wrong.
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Players in MWO except a few hundred that played MechWarrio2-MechWarrior4 with all the expansion do not know or understand what this IP has lost as in gameplay lore Social aspects FUN almost everything players ask for in MWO we had and played years ago in the PC IP games and PGI cannot recreate them in 2016? I find it funny and sad really .

Now they call it LOST TECH because they don't have the skills the old game designers had to make great games today there are a few exceptions but the majority of games being made today are clones of one another or repeats of the same titles.

So much has been lost with MWO being such a shallow game design sigh.

Posted Image

Edited by KingCobra, 28 April 2016 - 08:04 AM.


#99 AlphaToaster

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Posted 28 April 2016 - 08:01 AM

I'm on a break atm playing other games. I stopped by a few days after the FW3 patch to check out things, scout missions and whatnot.

I must have blocked from my mind the amount of waiting that goes into a night of FW in MWO.

It really adds up when someone only has a few hours to actually play. Not having to wait longer than a couple minutes before starting something in these other games really made me notice how much waiting around happens in MWO.

#100 Mystere

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Posted 28 April 2016 - 08:12 AM

View PostSpeedkermit, on 28 April 2016 - 06:15 AM, said:

I wonder how many people are that bothered about lore.

How is having a few thousand players (maybe even only a few hundred) spread between 10 different factions helping gameplay? All because lore says that we have to have 10 factions.

Lore dictates we have to have the map that we do, with the factions placed the way they are. It doesn't look to me like it's contributing to a great CW experience. Look at the southern half of the map. Populated by zombie factions with borders that have barely ever changed.

Why have all so many planets in the first place? The majority of them have never changed hands and never will.

There is a place for lore, but when it's stifling good game design then disregard it.


We have a low population because thousands upon thousands have already left and are never coming back after being disgusted at the very slow pace of progress, boredom, or some other reason.





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