

#81
Posted 21 October 2016 - 11:05 PM
#82
Posted 22 October 2016 - 06:05 AM
#83
Posted 22 October 2016 - 10:08 AM
Imperius, on 21 October 2016 - 08:02 PM, said:
There was no "Before the Orbital Cannon", that's where CW started.
I promise, you make CW more like the straight-up Mech vs Mech game that players find in PUGs and they will play CW in pick-up teams just like they do PUGs. Orbital Cannon attack /defend pitches players against a map. The 12 mans know how to beat the map and the non-team players don't. That makes CW the game of 12 man teams that almost never lose. They get bored with winning and the rest don't bother trying. CW dies.
But CW is what everyone wants to do if they are playing MWO. They want something more than PUGs for CBills. No RP there. CW done right allows for the incorporation of roleplay, leaderboards, Mercs, Clans, Inner Sphere, and even Pirates. Also the need for hired guns like Lone Wolf players based on stats.
Orbital Cannon attack/defend favors 12-mans too much and drove everyone else off. Replace with a gametype that relies on Mech vs Mech combat. There can be some goal for both teams so long as it is map neutral. If you are fighting a map you need tactical weapons that can beat the map, not MWO's favored laser-brawl.
#84
Posted 22 October 2016 - 10:30 AM
Veev, on 21 October 2016 - 07:02 PM, said:
The list goes on. Quite frankly, the game is just not fun right now, at least to me. The map changes are not that thrilling and have detracted a lot from the game.
My wallet is sealed and I have no intention of supporting any projects from this dev or one of its shell companies in the future.
sadly, necroing this thread, and necroing Faction Warfare... not one and the same.

#85
Posted 22 October 2016 - 11:17 AM
#86
Posted 22 October 2016 - 11:24 AM
Lyoto Machida, on 22 October 2016 - 11:17 AM, said:
It's less about the Paulconomy (although it is a factor) and more about the gamemode itself.
If the gamemode itself was enjoyable on a universal/global level, people would play it regardless of the rewards (though it would be a factor for some).
The problem is it isn't interesting and worth people's time... especially if you can do 2 or 3 quick play matches and get more or less the same effective rewards, sans loyalty points and do better for the most part.
Edited by Deathlike, 22 October 2016 - 11:53 AM.
#87
Posted 22 October 2016 - 12:21 PM
B-O-R-I-N-G
#88
Posted 22 October 2016 - 01:39 PM
Lightfoot, on 22 October 2016 - 10:08 AM, said:
There was no "Before the Orbital Cannon", that's where CW started.
I promise, you make CW more like the straight-up Mech vs Mech game that players find in PUGs and they will play CW in pick-up teams just like they do PUGs. Orbital Cannon attack /defend pitches players against a map. The 12 mans know how to beat the map and the non-team players don't. That makes CW the game of 12 man teams that almost never lose. They get bored with winning and the rest don't bother trying. CW dies.
But CW is what everyone wants to do if they are playing MWO. They want something more than PUGs for CBills. No RP there. CW done right allows for the incorporation of roleplay, leaderboards, Mercs, Clans, Inner Sphere, and even Pirates. Also the need for hired guns like Lone Wolf players based on stats.
Orbital Cannon attack/defend favors 12-mans too much and drove everyone else off. Replace with a gametype that relies on Mech vs Mech combat. There can be some goal for both teams so long as it is map neutral. If you are fighting a map you need tactical weapons that can beat the map, not MWO's favored laser-brawl.
You never played CW that much I can tell.
#89
Posted 22 October 2016 - 01:46 PM
But I just get farmed by 12-mans doing their thing. And that's not fun.
It's a shame there's no matchmaking that puts the 12-mans against each other, and enables solo and small groups to be better matched against each other.
#90
Posted 22 October 2016 - 01:50 PM
Appogee, on 22 October 2016 - 01:46 PM, said:
But I just get farmed by 12-mans doing their thing. And that's not fun.
It's a shame there's no matchmaking that puts the 12-mans against each other, and enables solo and small groups to be better matched against each other.
They tried that! You pugs didn't find games.
#91
Posted 22 October 2016 - 01:52 PM
#92
Posted 22 October 2016 - 01:55 PM
#93
Posted 22 October 2016 - 02:55 PM
The fraction of population there was always so low that they couldn't introduce any kind of MM to the queues. And when you reach the point that no MM of any kind exists, it becomes kind of pointless for 90+% of the player base to go there. And at that point the population remaining is so low it's just not worth the development effort.
IMO the population in general is currently so low, that I'm severely skeptical that FP can exist as a separate entitity from QP. Short of occasional Tukayyid-type events where you attract people with actual good rewards and put them in just a few, well yeah, buckets.
Edited by jss78, 22 October 2016 - 02:56 PM.
#94
Posted 22 October 2016 - 03:23 PM
Small factions couldn't take planets after the last two updates as they increased the slices and added scouting.
Teams wouldn't play if there wasn't a shot to take the planet before it ended.
Teams wouldn't player right after the cease fires because they knew know one was going to fight towards the end time. So they would just wait until the next day.
Of course their are other reasons people didn't play . But this was the main reason I saw players who wanted to play cw decide to go to bed or do group Q.
#95
Posted 22 October 2016 - 03:25 PM
Monkey Lover, on 22 October 2016 - 03:23 PM, said:
Small factions couldn't take planets after the last two updates as they increased the slices and added scouting.
Teams wouldn't play if there wasn't a shot to take the planet before it ended.
Teams wouldn't player right after the cease fires because they knew know one was going to fight towards the end time. So they would just wait until the next day.
Of course their are other reasons people didn't play . But this was the main reason I saw players who wanted to play cw decide to go to bed or do group Q.
The one point I like was making the rewards available to the units that participated and not just got their name on the planet.
#96
Posted 22 October 2016 - 04:04 PM

#97
Posted 22 October 2016 - 04:21 PM
Appogee, on 22 October 2016 - 01:46 PM, said:
But I just get farmed by 12-mans doing their thing. And that's not fun.
It's a shame there's no matchmaking that puts the 12-mans against each other, and enables solo and small groups to be better matched against each other.
Even though I only play solo, a matchmaker is something I'm going to raise hell to stop. Who fights whom where and when should be a player-driven decision as a core part of a campaign system -- something we do not have.
#98
Posted 22 October 2016 - 04:25 PM
jss78, on 22 October 2016 - 02:55 PM, said:
QP was supposed to be just a mere filler until CW was ready. But instead, it is now "The Game".
PGI could at the very least start rolling in the QP modes into CW.
#99
Posted 22 October 2016 - 04:36 PM
PGI has had years and this is it.
Abondon hope all ye who enter here
#100
Posted 22 October 2016 - 04:37 PM
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