imo MWO shoud handle FW the same way as world of tanks do with clanwars
(the mode with the world map).
It shoud be restricted to units only.Because if this is the case it is garanteed that no one
drops as a pug.with the current design of FW it is the only acceptable way to handling it.
Pugging is just too frustrating, especially when attacking a base.
For what?To protect solo players from extremely frustrating experiences.
With the current design of FW it is essential that people use voice comms and know
what they have to do.This can only be achieved by restricting it to only allow units to play
when fielding 12 players or maybie 3x 4 man groups of different units.
And because this wont happen the only solution is to implement quick play maps somehow
into the FW concept to make it an acceptable experience for pugs.


My Thoughts To Fw And Pugs
Started by SCHLIMMER BESTIMMER XXX, Sep 16 2016 10:20 AM
8 replies to this topic
#1
Posted 16 September 2016 - 10:20 AM
#2
Posted 16 September 2016 - 10:33 AM
I don't think it's even worth the time to program this in. Very few pugs even play cw if we go by how active they were when they had their own Q.
#3
Posted 16 September 2016 - 10:48 AM
Monkey Lover, on 16 September 2016 - 10:33 AM, said:
I don't think it's even worth the time to program this in. Very few pugs even play cw if we go by how active they were when they had their own Q.
This is true since the vast majority of solo players simply formed a one man merc unit and joined in the "unit only" queue, defeating the purpose of splitting the queues in the first place. I never understood that programming choice and why it wasn't split in the same fashion as the QP queues *shrug* With the currently proposed changes announced in the podcast, the solo / group split should be attempted again but I guess it would make group building/matchmaking a longer process.
#4
Posted 16 September 2016 - 11:50 AM
Ideally they should have done that from the start along with disabling the use of trials in a deck. Quick play should have had groups limited to 4, kept the tonnage restrictions. Leaving Faction Play as a proper Unit/group endgame.
Faction Play would still be the same gamemode but at the very least you'd have a lot more Unit vs Unit combat and less solo/new players running around getting stomped which would have made the games a lot more interesting and would have likely made a lot of the new players less likely to quit.
Though it's too late for that now. There are a lot of people with Unit tags now but a lot of them are just solo Units and the gamemode can no longer afford to remove any population regardless of what form it takes.
Faction Play would still be the same gamemode but at the very least you'd have a lot more Unit vs Unit combat and less solo/new players running around getting stomped which would have made the games a lot more interesting and would have likely made a lot of the new players less likely to quit.
Though it's too late for that now. There are a lot of people with Unit tags now but a lot of them are just solo Units and the gamemode can no longer afford to remove any population regardless of what form it takes.
#5
Posted 19 September 2016 - 03:23 AM
OR....you can simply accept the fact that in a game mode with 12 man, organized teams that practice together you are nothing but a moving target.
Because, that's what PGI intended. You, the "solo player" are OPFOR for the paying customers. That's right. The organized groups are the only guaranteed income they have. So, you'll understand if your enjoyment of the game comes second to those that are actually making sure PGI can continue to be in business.
Because, that's what PGI intended. You, the "solo player" are OPFOR for the paying customers. That's right. The organized groups are the only guaranteed income they have. So, you'll understand if your enjoyment of the game comes second to those that are actually making sure PGI can continue to be in business.
#6
Posted 19 September 2016 - 03:47 AM
xX PUG Xx, on 16 September 2016 - 10:48 AM, said:
This is true since the vast majority of solo players simply formed a one man merc unit and joined in the "unit only" queue, defeating the purpose of splitting the queues in the first place. I never understood that programming choice and why it wasn't split in the same fashion as the QP queues *shrug* With the currently proposed changes announced in the podcast, the solo / group split should be attempted again but I guess it would make group building/matchmaking a longer process.
You should also tell, that they changed the rewards and career!
As pug you can, after the split, be a:
Loyalist, bound to house or clan, thats no option for people with mechs from both factions.
Freelancer, where you only get cbills and xp, but no lp or pr.
If you wanted to play in the pug-cw-queue you had two choises:
1. Use only the half of your mechs
2. Dont get any meaningfull rewards
No surprise that most players choosed to build a one-person-mercenary unit.
Its the only option to use all mechs and get some rewards over cbills and xp.
It seems pgi wanted the pug-cw-queue to fail ...
Edit:
If this was not intentionally, it is just another pgi, what makes it even more worse.
Edited by Kroete, 19 September 2016 - 03:58 AM.
#7
Posted 19 September 2016 - 03:51 AM
Willard Phule, on 19 September 2016 - 03:23 AM, said:
OR....you can simply accept the fact that in a game mode with 12 man, organized teams that practice together you are nothing but a moving target.
Because, that's what PGI intended. You, the "solo player" are OPFOR for the paying customers. That's right. The organized groups are the only guaranteed income they have. So, you'll understand if your enjoyment of the game comes second to those that are actually making sure PGI can continue to be in business.
Because, that's what PGI intended. You, the "solo player" are OPFOR for the paying customers. That's right. The organized groups are the only guaranteed income they have. So, you'll understand if your enjoyment of the game comes second to those that are actually making sure PGI can continue to be in business.

#8
Posted 19 September 2016 - 05:53 AM
Well I solo FW and losing to premades is really not the biggest problem. I expect to lose PUG drops in FW, and I savor the victories. It is possible for good players to come together quickly and coordinate, assuming they are all experienced. It doesn't happen often but its great when it does. I solo in MWO because the time commitments to units can be constraining, and I don't play at consistent times. LFG would be great, but nobody uses it. I have always thought small units and solos should only come to FW through the LFG function.
To me the issues with FW are wait times. I almost never play FW anymore outside of an event, because I will wait a half hour or more and then get a ghost drop. FW and QP really need to be more integrated. Because FW is sadly devoid of players except for the big units who are not the bulk of the MWO playerbase.
The other issue is that the tactical problem in FW is always the same. Gate assault. There is no maneuver warfare, most of the maps are completely unused. It gets repetitive quick. Now this I attribute to PGI designers not really grasping tactics in either the RW or in the BTU. It mirrors the situation in quick play where the maps all sort fo flow around a big central feature. Maps that didn't, like the old Frozen, or the the Old Forest Colony were liked, but then nerfed to produce largely the same play on each map.
PGI is spending too much time monkeying with meta and balance, when they should be focusing on more and better maps. At least that is my opinion.
To me the issues with FW are wait times. I almost never play FW anymore outside of an event, because I will wait a half hour or more and then get a ghost drop. FW and QP really need to be more integrated. Because FW is sadly devoid of players except for the big units who are not the bulk of the MWO playerbase.
The other issue is that the tactical problem in FW is always the same. Gate assault. There is no maneuver warfare, most of the maps are completely unused. It gets repetitive quick. Now this I attribute to PGI designers not really grasping tactics in either the RW or in the BTU. It mirrors the situation in quick play where the maps all sort fo flow around a big central feature. Maps that didn't, like the old Frozen, or the the Old Forest Colony were liked, but then nerfed to produce largely the same play on each map.
PGI is spending too much time monkeying with meta and balance, when they should be focusing on more and better maps. At least that is my opinion.
#9
Posted 19 September 2016 - 06:06 AM
They did a unit only and pug only invasion before. But queue times were so horrendous, that it was eventually reverted back to a shared queue. Some pugs even made single man units to join the unit queue.
I've dropped with pugs before and unit prepare too. We've won with pugs and lost as a unit against skittles too. Just so many factors like player experience, mech choices etc. Don't lost heart mate. You'll eventually find great pugs and who knows? You guys could even group up for subsequent plays
I've dropped with pugs before and unit prepare too. We've won with pugs and lost as a unit against skittles too. Just so many factors like player experience, mech choices etc. Don't lost heart mate. You'll eventually find great pugs and who knows? You guys could even group up for subsequent plays
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