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Please Introduce A Tier Level Minimum Requirement


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#21 Hanky Spam

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Posted 09 May 2016 - 12:15 PM

View Postnehebkau, on 09 May 2016 - 08:12 AM, said:


you are under the impression that the PSR is an actual indication of skill. It is more of an indicator of "Plays the game a lot" or "Plays in the group queue often".



You dont gain PSR if you loose.
So It represents till some degree your skill (and skill implies up to some degree game knowledge and tactics), you cant deny that... and you wont gain PSR if you suck hard

Of course it also doesnt represent the overall game knowledge and understanding, but it's at some point part of the PSR and it can be a foundation for a successful entry into Faction Warfare.

Anyway, I would be also pretty fine if there was a minimum requirement of played QP like Palor suggested it.

I just think that a completely new player won't be helpful if he installs the game, decides to play FW instead of QP and then as a result sucks, so he wont be helpful for the rest of the team.

#22 Willard Phule

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Posted 10 May 2016 - 09:25 AM

Although separating the new players from the experienced ones would indeed improve gameplay in FW, it goes against everything PGI has ever put into play as far as MW:O is concerned.

Remember, you're supposed to be nice to new players and teach them how to play. FOREVER. There is no point in your individual progression where you will ever be able to play without them. No achievement, no Pilot Skill Rating...nothing. Accept the fact that unless you're in a Group, you WILL drop with guys in trial mechs that haven't figured out how to move forward yet.

Also, you need to accept that AT NO TIME will it be acceptable for you to focus on your own objectives. It's all about teaching the new guys, since there's nowhere else to learn. It's a shame that there isn't a tutorial or some kind of queue where they can drop into single matches to earn cbills or to learn basic gameplay before joining FW.

Perhaps someone should suggest to PGI that they add a Tutorial and perhaps a "Quick Play" or "Solo" based queue for individuals to learn the game in. That would certainly relieve a lot of pressure off of FW.

#23 WVAnonymous

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Posted 10 May 2016 - 09:32 AM

To loop back to the original post, if you don't want to drop with pugs (and all that entails) learn to unit, or at least hang out on the more crowded TS3 servers and look for groups.

I'll suffer with pugs if I'm feeling anti-social, but I know that's the price I'm paying.

Plus a shout-out to Theaus who keeps inviting me to his FP groups while I'm AFK, but he keeps inviting me anyway!

#24 Karamarka

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Posted 10 May 2016 - 11:58 PM

Yup, every pug game I played today was a 10-48 stomp and a lose. At the end, there is only 2-3 people on my team with 1500+ damage and everyone else is sub 600. what a waste of time.

#25 ArmandTulsen

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Posted 11 May 2016 - 06:07 PM

Bad idea.

What SHOULD be introduced is a lot more tutorials that are prerequisites to dropping in a live game.

That should prep all but the physically and/or cognitively challenged.

#26 MacClearly

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Posted 11 May 2016 - 07:48 PM

I am not quite sure why last patch they changed the pugs not being able to drop with or against organized units. I know some created one man units and it made recruiting difficult. All they needed to do was make an adjustment so units could invite pilots to join them.

There definitely should be something done as clubbing baby seals is demoralizing and not good for the game. PGI seems to be loving the attention to faction warfare the promotion is bringing. Since I love the game I want the game to grow and succeed. I can't see endless promotions being something in PGI's interest.

Tiers are not the answer. I know guys in my unit that are tier three as their focus is faction. They tend to pug only to grind new mechs and horse around. These are guys who put up 2000+ damage and 7 or more kills in faction consistently. Organized unit vs. organized unit and pugs vs. pugs is the only thing that would make sense for the game to grow and thrive. One man units wouldn't make sense this way, and for insurance there could be a minimum unit size to be eligible to drop.

Finally, we have to remember that faction is the only game mode that is actually telling the story that the game is based on. That it's not the most populated is a shame. It needs to grow so that there's actually something to fight for. I can't see how a game can survive that's based on teamwork, with the majority of players lone wolfing in a meaningless game mode like quick play....

#27 Czarr

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Posted 11 May 2016 - 09:16 PM

they should have divisions like they do in sports or in this case "tiers". At least when they introduce 1v1 solaris tournament (you know it's eventually coming) it should be divided into skill levels

#28 fbj

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Posted 11 May 2016 - 10:09 PM

They won't because everyone wants to be included.

We can't leave anyone out, because it would be unfair.

So we will let new players drop into CW and have their experienced ruined within 2 minutes of playing.

#29 Leone

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Posted 11 May 2016 - 10:41 PM

I, personally, wouldn't still be here if I couldn't've played faction warfare before I finished my first 25 matches. It was the CW gameplay that got me hooked, and got me to finish my first 25 so I had more access on the forums and such.

Without the oppourtunity to see what this game can be, PGI'd be missing out on getting customers, and as a company, they need em.

Also, using Tier as a gauge or readiness is a poor plan. What if I decide I wanna drop IS, but don't want to leave my Unit? With your way, I'd hafta grind up my tier just to do so.

~Leone.

Edited by Leone, 11 May 2016 - 10:42 PM.


#30 shakes

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Posted 11 May 2016 - 11:42 PM

I wouldn’t be opposed to this if there was another game mode that PUGs could still jump into that contributes to faction play, just to a lesser extent.

Let’s take the upcoming improved assault mode. If we changed planetary takeover to percentage based, we could make assault matches give you say 1% territory on a win, and then give invasion matches between say 5 and 15% for a win (ie still with the option to add more bases to a planet to make it harder to capture). Only players rank 4 or above (or groups larger than 4) can jump into the invasion queue.
This would allow organised and experienced players to still have a greater influence on a planet, and come and attempt to save a planet that is 80% gone (but if other organised opposing units keep attacking they may have trouble saving it).

Option 2 - have a ‘training mode’ for invasion where new players can queue up and learn the ropes with 1 experienced commander per side (who would be incentivised well with CBills or even MC). You’d have to complete at least say 3 of these before playing the real deal, or be rank 4 or higher – unless you’re invited to a group by someone that falls into one of the previous categories.

#31 B0oN

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Posted 11 May 2016 - 11:49 PM

#300games in QP minimum or stay locked OUT of CW

said it a few times, am easily able to continue for another few times, no problem .

Edited by Rad Hanzo, 11 May 2016 - 11:50 PM.


#32 ArmandTulsen

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Posted 12 May 2016 - 12:08 AM

View PostRad Hanzo, on 11 May 2016 - 11:49 PM, said:

#300games in QP minimum or stay locked OUT of CW

said it a few times, am easily able to continue for another few times, no problem .


LOL NO.

That's terrible. Quickplay teaches you nothing about CW. If anything, it makes you worse at CW.

#33 Palfatreos

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Posted 12 May 2016 - 03:55 AM

Limiting new players to drop later doesn't teach them the FW=/=QP difference they might aim or have a better build but they still know nothing how to play FW properly. Unless sombody teach you the difference you will keep making the same mistake.

The first few FW game i shot the gate not gen, i shot turret which where still closed, i shot the shell of the ogen or the gun of omega instead shooting the gens. Everybody (tier 1-5) made that same mistake when they first played it until sombody showed/told you how to do it correctly. Those 300 quickplays din't magicly learned me how to shoot objectives or where to position in different maps.


I remeber when i first started the game i grinded myself 3 hunchies and 1 shadowhawk in quickplay because they where recomended for new players on forum.

However i did not know what FW was. Lucky i took kurita that had IS mech (since i din't know what clan or IS even mean that time) otherwise i had to use clan trials only. But i had to take trial heavy or assault to compensate the lack of tonnage i had with my mediums.

This is why i think banning trial bad idea because most new players buying there first 4 mech are to try in QP they don't know FW IS/Clan restriction. If they bought 4 light or assualt or 4 not the same side they simply can't play FW not because they totaly newborns but simply nobody teached them to plan for FW dropsdecks.


Restriction doesn't make new FW player better it only delays there question for *WTF AM I SUPPOSED TO DO!* You have to teach them either in-game, fighting with other people/units.


I am gratefull for my old unit CBR1 teaching me the basic FW when i was total greenhorn.
MS for letting me play in there group few times and showing difference with having a DC even though i was an outsider and the dropdeck suggestion since i couldn't plan my own drowndeck at that time.
EK open minded DC with some intresting tactics that i din't know you could pull off.
KCOM for letting me in there group when i showed in TS and they had spot open. They showed that playing aggresive works and that you had to play aggresive yourself if you wanna do some damage during the gamePosted Image .

These are examples that helped me from a total newbie to an average skilled player but they all came from learning, teached and showed by veteran players how to do it.
Solo quickplay, my tier or my 3 hunchies and 1 shadowhawk did not teach how to be better FW newbie.

#34 Triordinant

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Posted 12 May 2016 - 06:27 AM

Anything that stops (not just warns) clueless new players from wandering into Faction Play to be helpless cannon fodder is a good thing. After getting stomped 5 to 10 times they'll either leave Faction Play or worse leave MWO altogether. It's in the interest of the game's long-term survival that they be kept out of FP until they either join established Units or get really good first.

#35 Crockdaddy

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Posted 12 May 2016 - 06:31 AM

I think it's reasonable to require a certain number of drops first. I'd say at least 250 drops. By then you should have a few mechs and some idea what you are doing. Dropping completely green players into FP isn't healthy for the players. Then again I think MWO needs to drastically lower the grind for the first 500 matches. Hooking new players is important. Grinding them into the ground isn't.

#36 Willard Phule

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Posted 12 May 2016 - 07:07 AM

Let's pretend PGI is competent for a moment.

There really should be some kind of interactive 1st person/tutorial for FW that is MANDATORY for new players before being allowed into FW.

This is the first MW title that doesn't have any sort of 1st person functionality that allows people to learn without being clubbed like baby seals.

#37 StumbleBee

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Posted 12 May 2016 - 08:39 AM

View PostWillard Phule, on 12 May 2016 - 07:07 AM, said:

Let's pretend PGI is competent for a moment.

There really should be some kind of interactive 1st person/tutorial for FW that is MANDATORY for new players before being allowed into FW.

This is the first MW title that doesn't have any sort of 1st person functionality that allows people to learn without being clubbed like baby seals.
There should be quick play versions of scouting and invasion. Limit faction play to the units that actually have something at stake and let units determine whether players are competent.

#38 Feral Goose

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Posted 12 May 2016 - 09:03 AM

The only true way to minimize the unknown teammates to drop in a 10 to 12-man team.

#39 Hanky Spam

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Posted 12 May 2016 - 12:31 PM

View PostArmandTulsen, on 12 May 2016 - 12:08 AM, said:


LOL NO.

That's terrible. Quickplay teaches you nothing about CW. If anything, it makes you worse at CW.


It doesn't make you worse, though QP won't teach you how to be ultimate the "I-SHRED-ALL-MECHS" pilot - thats an exaggeration, but I hope you guys get it...

However, There MUST be either a minimum Tier requirement OR a minimum requirement of played QP games AND at best, also the mentioned tutorial for new FW pilots.
Through your first QP games you will earn C-Bills so that you can buy your first mechs and you can mount modules onto it. You can't do such things if you use the frigging trial mechs... and noone can deny that having a mech with UAV or any other module (you name it) won't be useful in FW...

Throwing yourself as a so mentioned baby-seal into FW won't be a joy, neither for the newbie, nor for the other pilots that the newb is dropping with.

We are bloody talking here about the first steps in MWO and not the special FW map only finesses and how to give the other pilots informations or orders via mic. Of course you can learn the latter things better in FW than in QP...

#40 Crockdaddy

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Posted 12 May 2016 - 12:32 PM

I don't mind unknown teammates so much. Its fun to interact with others and give them a chance to learn how to do things in FP. Most other groups I know are friendly to unknowns on their team including KCOM, NKVA, MS, etc. Sure there is always the exception or if I am irritable in a given day.





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