

Why Do You Play Fw?
#21
Posted 25 May 2016 - 07:09 AM
In MCW there was a galactic map, units aligned with different factions, planned and scheduled attacks that were unit on unit battles, with several matches across a rotation of maps and the unit composition and strategy was an important feature to the competition.
At its best, Faction Play emulates pieces of this. I like having four mechs in a drop, that objectives can be important, that there is a faction component that can matter. And in the current iteration, scouting missions are fun and the leaderboards allow you to see your improvement, see how you fare against others inside and outside your faction, and even foster some competition within the same unit.
The main problems with Faction Play are when you don't have a good group to play with - pug teams and long wait times are the real banes of Faction Play - not the long tom or massive mercenary units.
#22
Posted 26 May 2016 - 05:05 AM
Stikyard, on 24 May 2016 - 12:08 PM, said:
Short answer: I don't (anymore). The re-merging of the queues was what coffined my last shards of hope I had for PGI to have some sense. But they don't. Sadly.
Hopefully the next guy who picks up the Battletech/Mechwarrior franchise has more sense and more willingness to develop a good game, because even with this bunch of crap, people are willing to shell out money like mad - now imagine what amounts of cash you'd rake in with a game that's actually fun to play and has more content to offer.
#23
Posted 26 May 2016 - 09:44 AM
xX PUG Xx, on 24 May 2016 - 04:31 PM, said:
Good question, I thought I knew once but nowadays I find myself asking "Why do I play this game?".
*Edit*
OK. So as not to look like a child throwing a temper tantrum and give a little context, I will try and elaborate. It's a bit of a therapy session so spoilered for those that can't be bothered scrolling past.
Original post editted for those that thought I was being a twa... child.
#24
Posted 26 May 2016 - 09:47 AM
The biggest issue holding it back are the wait times. Two things I would do to improve it:
1. Don't waste everybody's time by loading into a map for a ghost drop. It should be an automatic win and contract reward. It will reduce the load on your servers, it will make wait times more bearable, and it will hamper factions from using ghost drops as defense tools (bore people off planets).
2. Auto merge queues from different planets when possible. This isn't as polished an idea yet, but I think there should be someway of grabbing all the people waiting for a match on different planets and grouping them up when possible. So if one team is trying to drop against smoke jaguar, but smoke jaguar can't fill their game after 5-10 minutes, it will grab some guys waiting from Wolf, or Ghost Bear, or Jade Falcon. And not just on defense, but on attack as well.
#25
Posted 26 May 2016 - 09:50 AM
I'll look again this weekend, maybe there'll be some action.
On the rare days that my unit gets 6 or more on line (preferably 9 or more) if it looks like there's a good possibility of actually getting a drop, we'll take a shot at Invasion mode.
#26
Posted 26 May 2016 - 10:22 AM
I'm mainly a medium, occasionally light pilot. I've long lamented how far MWO has drifted from a lore-correct weight distribution. Our 'mech companies are basically ridiculously overweight. I love how scouting puts the real cornerstone mechs, lights and mediums in the forefront, although that took the heavy-handed solution of throwing out heavies and assaults.
#27
Posted 26 May 2016 - 11:13 AM
To win alongside my team.
Edited by Commander A9, 26 May 2016 - 11:14 AM.
#28
Posted 26 May 2016 - 09:58 PM
#29
Posted 27 May 2016 - 07:05 AM
I sometimes play it in groups cause on my unit TS, thats where sometimes were the group is at.
I used to play it to gain loyalty points for the faction I am with and get mechbays. Thats gone and replaced with the merc rewards, which have already stagnated to the point its not a reason to hop into CW anymore.
#30
Posted 27 May 2016 - 07:11 AM
#31
Posted 27 May 2016 - 07:27 AM
#32
Posted 27 May 2016 - 06:17 PM
Edited by Mystek, 27 May 2016 - 06:18 PM.
#33
Posted 27 May 2016 - 06:36 PM
#34
Posted 27 May 2016 - 06:58 PM
The people I play with.
QP is worse and I've got the sunk cost fallacy going for me.
#35
Posted 27 May 2016 - 07:02 PM
Hmm,,interesting.
1) I'm a F2P player
2) I like cbills
3) PGI isn't giving me mechbays in events
4) Solo queue nascar is boring.
#36
Posted 29 May 2016 - 03:54 AM
PFC Carsten, on 26 May 2016 - 05:05 AM, said:
Hopefully the next guy who picks up the Battletech/Mechwarrior franchise has more sense and more willingness to develop a good game, because even with this bunch of crap, people are willing to shell out money like mad - now imagine what amounts of cash you'd rake in with a game that's actually fun to play and has more content to offer.
Sadly, this is the way with a lot of franchises without a HUGE fan/playerbase. If it's not CoD or whatnot, prepare for it to be crap. Minimum Viable Product sums up a bunch of my favorite "games" right now. Go have a look at Blood Bowl 2, the latest iteration of another one of my favorite franchises. Release a ****-tastic game with 1/4 the content of the prequel and DLC the rest. The fanboys eat that **** up. When all the whales are gone, abandon ship.
Tribes: Ascend also comes to mind. Glad we could help fund the development of Smite before Hi-Rez canned it. It got a new patch recently.... but it's still a ghost town. Too little too late.
PGI seems to be feeding us the same crap that Cyanide fed the BB community. You'd better buy the DLC/Mech Packs so we can make a profit, or we might not finish the game.
Edited by Breidr Breidsson, 29 May 2016 - 03:57 AM.
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