@Kyrie - thank you for reiterating your points. Regardless of the extent to which I agree or disagree, this kind of staying on a concise and clear message is how we get through to PGI. PGI is finally actively reaching out to the playerbase for suggestions, so now is the time for all CW champions to really come out with everything they have.
A couple of things regarding what you said
Kyrie, on 29 July 2016 - 11:15 AM, said:
-Map design
[...]
-Failed to leverage the players as content creators
These were both addressed in the pre-roundtable meeting, but sadly did not really get any airtime due to focus on just a couple of issues really. The hope is that they'll be touched upon in future roundtables. Listen to the meeting recording if you want all the details, but the takeaway is that the panelists too want to move away from lane fights and leverage the existing map design experience in the community (multiple members have quite a bit of experience with map design from previous MW titles).
Kyrie, on 29 July 2016 - 11:15 AM, said:
-Failure to incorporate mechanisms to promote one of the core monetization schemes in the game: "gotta collect'm all". One perfect drop deck is all you really need.
Not really touched upon in the roundtable, but I'll personally have to disagree with that one. It is true that you can put together a drop deck that will be generally viable for all maps, especially with IS laser vomit, but there are plenty of opportunities to optimize for map and team tactics/gameplay strategy. In fact, most successful groups will promote and guide their members to, at the very least, build separate "hot" and "cold" decks. I've heard one KCom member commenting in chat that he has a separate deck for each map. For my own end, I've got separate decks for "hot" and "cold", offense and defense, brawl, midrange (dakka and laser/gaussvomit), and even a few long-range options for both Clan and IS. You can certainly work off a single deck, but running coordinated strategies requires a lot more specialization, especially against other coordinated groups.
Kyrie, on 29 July 2016 - 11:15 AM, said:
-Pugstomping ad nauseam exacerbated by the map design
The combined attack/defense and "tug-of-war" concepts presented by the panelists are expected to help groups encounter each other more often. The "redlight button" feature also proposed by the panelists is also intended to make it easier for large groups (especially 12-mans) to find and challenge each other in high-stakes matches; PGI seemed intrigued, we'll see what happens.
The sad reality is that, as long as we're all looking to contest and influence a common map, we will never really be able to avoid skill and coordination mismatches. It's not all unlike a sports tournament where competitors all vie for the same prize (in our case, ownership of the Inner Sphere/Terra); sooner or later, competitive mismatches will occur as there can only be one winner. By the same token, everyone is in agreement that these kinds of situations are not desirable and active efforts are being made to find ways to avoid them as much as possible or, at the very least, either offer handicaps to the weaker teams or compensate the weaker teams for their time and suffering (e.g. the pre-roundtable meeting brought up the idea of "bounties" being placed on high-ranked players and units, offering C-Bill, XP, and LP/RP bonuses for individual kills and achievements against these units and individuals, but I don't think there was any airtime allocated to this at the actual roundtable).
Kyrie, on 29 July 2016 - 11:15 AM, said:
-Failure from the very beginning to create a "multi" player experience. Lack of comm tools addressed late even in CW stages.
This was acknowledged and discussed in the context of enabling alliances between factions in an effort to ultimately find ways to reduce buckets. We'll see what comes of it.
Kyrie, on 29 July 2016 - 11:15 AM, said:
-Poorly conceived end-game reward structures for the game mode, no growth is possible through the game-mode.
Blueduck of SWOL specifically brought up the fact that longtime loyalists were utterly screwed by a.) a lack of any kind of recognition of their efforts in affecting the map (he brought up Clan Wolf encircling Terra, but the same could be said of Kurita driving Smoke Jag back to their starting planet, CJF mauling Steiner, the Southern houses knocking the stuffing out of each other, etc.) and b.) any kind of new reward structure being available to enable further progression for the numerous loyalist players who have already reached rank 20 and have been there for a while. Russ, seemed to grasp that this was a crushing disappointment for a good many players; we'll see if anything gets done.
Kyrie, on 29 July 2016 - 11:15 AM, said:
All of these are obvious issues, in fact, I am absolutely pconvinced PGI was aware of these issues -- but for whatever reason nothing was done to address it with the development resources in the first go-round. And that is what depresses me.
You might think so, but if you've listened to any of the townhalls, roundtables, and other engagements between Russ and the playerbase, the obliviousness becomes a lot less surprising. I'll stop here on the subject since I don't want to have the modhammer come down, but, as a community, we've got our work cut out for us in convincing the powers that be that many of their cherished mechanics and concepts are not working out and that we'd like to see them gone and replaced with other alternatives.
Kyrie, on 29 July 2016 - 11:15 AM, said:
Building something like CW is not like building a DLC. The expectation is that by making a fairly significant upfront development investment in CW you create what I would refer to as player-leveraging -- you empower the players to get involved and play out stories through their choices. A DLC is about providing content, CW should be about providing a sandbox. PGI did not visualize what they really wanted to do in CW.
Player-leveraging, if achieved, makes what you built fundamentally reusable -- the users create content for you by playing your game. You build a structure, players move in and take ownership of it. This should have been the design target for PGI, and if necessary, they should do fundraising to achieve it from the community.
Yes, I am a crazy Founder who would in fact go all-in again if PGI were to make me an offer on a new CW development plan. Call me insane, but my nostalgia is in fact that strong -- and there is nothing comparable even in other genres to what I had hoped, and continue to somehow hope PGI would build.
No argument on that. As a matter of fact, you're not alone. Think for a second what just happened here this week. A couple of dozen (at least) adults, with work and family commitments, sunk (at least) 10-12 hours of their personal time to contribute ideas to fix CW and make it appealing again. And they (and many others) have all committed to following up and doing this again in the future.
I guess we'll see how it all pans out.
Edited by habu86, 29 July 2016 - 12:58 PM.