NightStalker97, on 25 July 2016 - 03:01 PM, said:
Read my 3 main posts on
Page 1:
http://mwomercs.com/...ost__p__5306783
Page 8:
http://mwomercs.com/...ost__p__5307760
and Page 17:
http://mwomercs.com/...ost__p__5309423
I care just as much as anyone about the success of this game and I want most of the things that you want too and more. I understand we need better game play. In fact I hope that after sometime we can reopen all of the queues again.
It's just, I see no point to trying to make the game better until people can actually play it.
And right now, it's meant for a player group that is much Much larger.
Once people can play it, then we can make it incredible.
EDIT: Looks like I failed to address your post in my original. Lots of ideas in those links, but lots of them are overworld based. I keep getting back to gameplay gameplay gameplay. Stick to what PGI does best--arena shooters--and add variety to that element. Though again, I won't disagree with you about the barriers to gameplay that keep an already low population even lower.
Cato Zilks, on 25 July 2016 - 04:16 PM, said:
1st) Listening to the puggie masses is what led PGI to invest a lot of effort into the split que that NOBODY used. I don't want to waste PGI's time. (The FW community thought split ques were dumb and . . . the FW community was absolutely correct.)
2nd) Players that don't spend time in FW, are not in a position to see whats wrong with FW. They will certainly have reasons why they are not here, but that does not mean they have good reasons. I want people talking to russ who. . . know MWO very well, know and have talked many players of MWO, have had discussions with people about Faction Warfare, actually play FW, and lastly have had some success and fun in community warfare.
I am not looking to waste Russ' time with low-tier QP LRMer's crying about how FW is not fun for them. I want people with well founded opinions.
3rd) Maybe you don't have good unit leaders. If not come join Marik and talk to Stingr4y. I can promise you that he has talked with most every major Marik unit leaders about FW participation. He actively tries to grow our FP, QP, and general community base. If there is anybody that should speak for us on a TS connection with Russ, it is Stingr4y. I can promise you he, and good unit commanders like him, will give PGI better info about why puggie players aren't showing up. Having 10+ minute conversations with players is always better than a survey, and he can normally suss out the deeper causes for disgruntlement that surveys inevitably miss.
4th) The round table will have a select few on a TS channel with Russ. Players that can talk directly with him. They are not going to put all the pugs on that TS. So given that there will be representatives, we need to make sure they actually represent the community well.
1. Others have already mentioned the botched implementation of split queue, so I'll just write that off as well.
2-4. I know nothing about this guy, he sounds great, and I hope he does in fact have radical (root-oriented) ideas about how to improve FP. But if you want to increase the FP player base, you
do need to listen to the non-FPers. No, not the "underhive" that is complaining about one-sided stomps, but people who have played, who can post good numbers, but who have no interest anyway.
Some people who get it:
Jack Booted Thug, on 25 July 2016 - 04:47 PM, said:
Jack Booted Thug, on 25 July 2016 - 08:15 PM, said:
Bud Crue, on 26 July 2016 - 03:10 AM, said:
[The potatoes of the issue]
TLDR: We are not going to get virtually any of the immersive/interactive things that folks have put forth for the last 25 pages if they would require any substantive changes in the current game play. And I think it behooves PGI to be upfront about that, and the community to be realistic in its expectations. If they don't level with us about this, I foresee see this round table being just another opportunity for the community to howl with rage over more "false promises" from PGI down the road.
Skaav, on 26 July 2016 - 04:42 AM, said:
[the mixed vegetables of the issue]
Bud Crue, on 26 July 2016 - 06:38 AM, said:
I agree that the modes play differently but I still see the loop as being nearly the same.
Nevertheless I appreciate your points and I agree with your comments about FP vs CW balance and Scouting mode.
But I disagree with your view on immersion. I think the last 25 pages of comments make clear that a large number of the community want exactly what you dismiss as **** on the ****pile. They are not looking for QP matches in a different environment, rather they are looking for matches that affect the IS map and play out over the long term at best like a story and at worst like a military campaign with the flavor of mechwarrior and/or battletech. To achieve that I think PGI does indeed need to make the maps and objectives better, as you and many of us suggest, but it also needs to consider adding some of that **** for the mode to feel like it is indeed "faction" play with a hint of flavor of the MW and BT universe. To each his own.
Here's my perspective on it:
The "extra sh*t" (lore, dropships, unit interactions, etc.) would be nice, but the "core sh*t" (repetitive gameplay with little variation) will always keep population low.
I posit this: That the jaded units that want more "extra sh*t" are jaded because the core sh*t is fundamentally uninteresting. If the core gameplay was interesting and varied, there's a reason to play.
Don't get me wrong, I really really really want to see all the extra sh*t. Economy, dropships, logistics, you name it. But it's really just icing on a very, very bland cake.
Rebas Kradd, on 26 July 2016 - 09:14 AM, said:
People are upset that FW turned out to be nothing but a new gamemode and six new maps.
We had envisioned a lot more than that. That's all. Every planet is the same, which makes the IS map largely meaningless. Factions are exactly the same - no personality, no drawbacks or advantages for being in one or the other.
If you want people to enjoy FW, start by making it more than a gamemode and new maps. Bring distinctions for each planet, reasons to capture it. Impart logistics - discrete units, travel times, drop costs, advantages to holding specific maps. Inject some personality into the thing.
Then there's the Invasion gamemode. It's punishing and repetitive. We need something more open-ended, something with multiple ways to complete an objective, something without chokepoints that funnel everything into a withering kill zone. Go with a different map philosophy - open instead of pathing.
I don't have the population numbers, but at this point a rather significant portion of the MWO playerbase has likely joined post-FW release. So they aren't expecting what founders or early adopters were expecting.
Take what we have--a different game mode with some interactions between matches--and make that more interesting (additional game modes, or more variation among maps), and you'll get higher populations. Eventually if it draws a large enough population it might be worthwhile to add in the logistics and economics.
And as a coda I do think there are lots of logistical barriers to gameplay (clunky dropdecks, confusing interface, long queue times, etc.), but that these would be ignored if the game mode was *that good*.
Ibrandul Mike, on 25 July 2016 - 09:57 PM, said:
[lots of truncations for brevity]
MERCs:
Big Units - UI and structure overhaul
Don't break big Units up into smaller ones or hamper them too severely. Give them other structural possibilities or at least check if there are enough active FP players so that they imbalance the whole system.
ComGuards Training Unit - Bringing FP to players
"Academy" like Achievements for FP and possible ways to make it a more enjoyable experience than solo dropping.
MERCs and the Great Hopping
Soft and hard caps for Factions.
Broadly agree with these points, though I'd advocate not touching unit organization at all. Too much negative impact for tenuous outcomes (saying this as the head of a 5-man unit of personal friends that will play together regardless, so pretty disinterested).
But first, better gameplay to engage a wider audience. Then these might be good things to tack on.
Edited by Jables McBarty, 26 July 2016 - 10:07 AM.