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Faction Play Is Dying

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#121 Chados

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Posted 23 October 2016 - 08:30 AM

View PostLightfoot, on 22 October 2016 - 11:07 PM, said:


I played it up until Tukkiyad One. We PUGinies won about 30% of the time at first before the LRM nerf of Jan. 2015, but by the time Tukkiyad One rolled around that had dropped off to under 1 in 10. A half hour drubbing is too much to ask of players and it's the Orbital Cannon attack/defend maps that are the cause of the lopsided odds.

You replace that with Mech vs Mech combat like you find in PUGs and players would go for that, understand how to do that, and CW would start to work. There could be some mutual objectives, but only if they are MAP NEUTRAL. No attack/defend the Maze. MWO is just not ready for that and maybe Orbital Cannon Attack/Defend just won't work except as a alternate gametpype that both teams choose in advance.

It's not CW, it's Orbital Cannon Attack/Defend that killed CW. I used to be CO of a MechWarrior 3/ MW4 merc unit so I have some understanding of what teams and players like and can't like. CW is what they want even if no one (or few) in MWO have ever liked MWO's Orbital Cannon version of it. As far as I can tell, this is true. Short of PvE campaigns, this is the only way to begin to introduce roleplay into MWO and it can be built on as time goes on.

Probably no one wants to blame Orbital Cannon Attack/Defend as the failed element since it required it's own Maps, but just make a main planet assault gametype that can use normal maps and see what happens.


The truth has been spoken.

It IS those maps that I also believe deserve the lion's share of the credit for why FP/FW/CW, whatever you want to call it, is no fun. The orbital cannon attack/defend maps. They're God-awful. Riddled with chokepoints. Badly designed. Boring objectives. They aren't the only reason CW isn't fun, but they are in the top five of reasons why. There isn't a single CW map I like better than the old Terrible Therma or even Alpine Peaks. And I like the new TT and Polar Highlands very much. Even when I'm not bringing LRMs.

#122 Vellron2005

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Posted 24 October 2016 - 03:29 AM

I for one LOVE the asymmetric CW/FW invasion maps.

If I were a space commander, and wanted to plant a nice Orbital cannon somewhere to defend my planet, YES, I would put it in the most hard to reach maze of razor-sharp rocks I can find, behind walls and gates. And the old CW maps gave us that.

All of you asswhipes who want arena HPG death match maps all the time, go suck a lemon.

It's not how the real world works, or how a realistic battlefield would look like.

Those maps took strategy and teamwork. None of the QP maps need that, and in my opinion, that's what this game is sorely missing.

What is killing FW is the fact that PLANETS DON'T MATTER.

As a player, I don't really care that my beloved Clan Wolf has been pushed back to it's starting point.

Why would I? It costs me nothing. We're fighting over dots. Not planets. Not people. Not industry.

Dots.

That's why FW is dying.

#123 Imperius

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Posted 24 October 2016 - 04:45 AM

View PostKing Alen, on 23 October 2016 - 08:00 AM, said:


If I wanted to play against AI I would play a single player game.

Ahh so you prefer 4hr wait times over playing a franchise that wouldn't be popular at all if it wasn't for the other mechwarriors that had single player.



#124 Rhaythe

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Posted 24 October 2016 - 04:52 AM

I seem to recall 12-man teams complaining because solo players or small groups ruined their play experience.

If you ever said that once, congrats. You got exactly what you asked for.

#125 Lightfoot

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Posted 24 October 2016 - 05:21 AM

@Vellron2005

To be fighting over more than dots you have to have a large player population to participate in the competition. We all want this too.

I didn't say do away with Orbital Cannon attack/defend, I said make another planetary assault gametype that uses ordinary maps with an objective that both teams have to complete. Could be capture the Mech Factory or SWF or Spaceport with a new map! It would be a shame to not try something new with CW. CW is on the cusp of greatness.

#126 Bud Crue

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Posted 24 October 2016 - 05:31 AM

View PostLightfoot, on 24 October 2016 - 05:21 AM, said:

@Vellron2005

To be fighting over more than dots you have to have a large player population to participate in the competition. We all want this too.

I didn't say do away with Orbital Cannon attack/defend, I said make another planetary assault gametype that uses ordinary maps with an objective that both teams have to complete. Could be capture the Mech Factory or SWF or Spaceport with a new map! It would be a shame to not try something new with CW. CW is on the cusp of greatness.


Dude. Was reading your post and was all like "Yeah, well said." Then the last sentence: "cusp of greatness". Huh.

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#127 RussianWolf

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Posted 24 October 2016 - 06:19 AM

Sorry but CW was on life support from the beginning. I only played about a week myself. Saw what they had delivered, chuckled and returned to solo.

1) Go watch the video from the launch party. All the planned aspects and promises. Then what they delivered for Phase 1. Not even a 10th of what was planned, barely could be called a place marker.

2) Anyone who had been around MWO from the beginning knows that one of the biggest problems PGI had was competitive teams and wanna-be competitive teams in the same queue as casuals and new players. They tried separating the queues with 1-4 and 8 man (later turned into 12man) But this was too restrictive for the groups because maintaining a specific number team for any length of time can be difficult, and then the wanna-be competitive teams were run off by actual competition from the actual competitive teams. So the competitive teams had to fall back down to the 1-4 queue in order to play at all due to lack of players.

Finally we got the separation needed with the solo queue and group queue. Then comes CW. And what do they in their infinite wisdom do? They put into place the same system they started with in the first place. One that is very unfriendly to new, solo and casual players. Then people wonder why the same thing happened that was the bane of MWO in the beginning..... players stopped playing that mode. and the numbers dropped.

"Those who do not learn from the past are doomed to repeat it."

PGI has never learned a lesson. They make the same mistakes repeatedly. From ignoring important parts of the player base, to communication, to their own queue system.





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