Did Anything Come Out Of The Round Table?
#21
Posted 15 October 2016 - 10:31 AM
Podcast was 9/7
Changes to FW as a result : ZERO
Probable changes: 60-90 days out
Don't expect anything before December.
#22
Posted 15 October 2016 - 10:41 AM
everything PGI done and patched in was failure and done nothing else than imbalance this game more and more.
no sign that this will change.
they dont fix the BS they do to this game anymore. instead they even buff already imbalanced stuff.
FW is dead and wont get any improvements because of it. it is dead for a good reason: imbalance towards clans. no one has fun to play against a wall of kodiak-3's and night gyr's and god tom everyone wanted to have in.
IS lights took a massive beating on the rescaling and made the majority of them useless.
PGI cant see the sh*t they do anymore because of too much sh*t already in front of their eyes.
power draw will just another failing bandaid that will be worse than anything before.
#23
Posted 15 October 2016 - 10:53 AM
Remover of Obstacles, on 15 October 2016 - 10:21 AM, said:
Isn't that podcast list a month or more old?
I was hopeful that there was a new podcast I missed.
Ya I would like something g new too, Russ did just tweet
Oct -11
[-MS-] Xavier @yebgretzsky
@russ_bullock any updates on FW development and how it is proceeding?
in reply to @yebgretzsk
Russ Bullock @russ_bullock
@yebgretzsky yes soon - going well. Will update the community soon
So Soon lol
Edited by Monkey Lover, 15 October 2016 - 10:55 AM.
#24
Posted 15 October 2016 - 10:54 AM
Remover of Obstacles, on 15 October 2016 - 10:21 AM, said:
Isn't that podcast list a month or more old?
I was hopeful that there was a new podcast I missed.
Nope, only "official" word from Russ on the future of CW since the round table is NGNG podcast #145.
In summary: CW will become a form of QP with respawn. All the maps will be available. Normal play will be confined to 8 (or was it 4?) planets. With Clan v IS being the extent of the buckets. On special weekend events there will be the opportunity for Clan v Clan and IS v IS. That's really about it.
#25
Posted 15 October 2016 - 01:35 PM
Trying get in a bloody game to protect a planet and it's just bloody waiting.
There good at making features and put out mechs to sell, but the game is not improving at all in the last 2 years if you look at CW/FW.
Rlly sad to watch a game go down like this.
(^&)*%^%#_ @ PGI is what's in my mind.
Edited by Rebel Ace Fryslan, 15 October 2016 - 01:36 PM.
#26
Posted 15 October 2016 - 07:01 PM
Alienized, on 15 October 2016 - 10:41 AM, said:
...power draw will just another failing bandaid that will be worse than anything before.
I went and got my pre-orders refunded.
Not sure how else to show that I am disappointed with the lack of progress on Faction Play or wasting time on E.D. when they could be working on Solaris or new weapons or maps or something.
The lack of communication is also discouraging. Not many blue posts here or even for the Energy Draw Public Test.
#27
Posted 15 October 2016 - 10:46 PM
First, the reduction in buckets, which will be IS vs Clan as a whole. This does not eliminate loyalists and IS vs IS or Clan Vs. Clan conflict as some seem to allude to. The plan here would be to run events side by side with the whole war of IS vs Clan to act as battlefronts and skirmishes within the Great Houses or between the clans. These are to be for loyalists only and are to have specific rewards for the houses and units that take part. (pending an updated rewards and contract system) In general, this will mean pilots from all the houses will be fighting together to fight the Clanner scum and pilots from the all the Clans will be working together to eliminate and subjugate the freeborn filth, and occasionally taking shots at each other.
Second, selection of the battlefront. This is to involve the voting of 4 planets each, for both, IS and Clan. The IS vote is along a more collective line which selects four nearby planets along one edge of the battlefront. The Clans vote more along the lines of each individual Clan voting for an individual planet to attack, anywhere along the battle lines. So the Clanners can choose to fight along a unified front or a divided if they so choose, and the IS always presents a unified front in the general game.
Third, the progression of warfare and the tug of war. Here is where the QP maps are to be added to FW. The intent is to use the game types and map types to allow for a sense of progression through the overall tug of war and taking of planets. I am assuming this means something like progressing from skirmish games to perhaps domination or conquest then transitioning to the new assault mode (or whatever the other game type they've mentioned actually is) and finally to Invasion with scouting missions going on throughout the fight.
They are also planning on replacing the Long Tom with a global ECM satellite which will scramble sensors and HUD which will be triggered during scouting missions and activated in general warfare.
As battles are won, one side or the other wins the tug of war and eventually takes the planet and rewards will be dished out, in the short term much like it is now, with an updated rewards system inbound afterwards which is to better reward small units and individuals better.
A lot of this will really hinge on the rewards system, but I think it's a decent step in a better direction and allows room for growth and lore (battles and skirmishes in the timeline) inclusion if done correctly.
I figured at the very least we should actually discuss what is being suggested rather than selective versions which, for whatever reason, do not lay out the entirety of what is currently intended.
So, I would say more than just throwing QP maps with respawn at FW. I'll try it out (and I've been wanting to get into it) once it's implemented as at least the premise sounds much more interesting than what we currently have. If it gets done.
#28
Posted 16 October 2016 - 02:02 AM
kuma8877, on 15 October 2016 - 10:46 PM, said:
First, the reduction in buckets, which will be IS vs Clan as a whole. This does not eliminate loyalists and IS vs IS or Clan Vs. Clan conflict as some seem to allude to. The plan here would be to run events side by side with the whole war of IS vs Clan to act as battlefronts and skirmishes within the Great Houses or between the clans. These are to be for loyalists only and are to have specific rewards for the houses and units that take part. (pending an updated rewards and contract system) In general, this will mean pilots from all the houses will be fighting together to fight the Clanner scum and pilots from the all the Clans will be working together to eliminate and subjugate the freeborn filth, and occasionally taking shots at each other.
Second, selection of the battlefront. This is to involve the voting of 4 planets each, for both, IS and Clan. The IS vote is along a more collective line which selects four nearby planets along one edge of the battlefront. The Clans vote more along the lines of each individual Clan voting for an individual planet to attack, anywhere along the battle lines. So the Clanners can choose to fight along a unified front or a divided if they so choose, and the IS always presents a unified front in the general game.
Third, the progression of warfare and the tug of war. Here is where the QP maps are to be added to FW. The intent is to use the game types and map types to allow for a sense of progression through the overall tug of war and taking of planets. I am assuming this means something like progressing from skirmish games to perhaps domination or conquest then transitioning to the new assault mode (or whatever the other game type they've mentioned actually is) and finally to Invasion with scouting missions going on throughout the fight.
They are also planning on replacing the Long Tom with a global ECM satellite which will scramble sensors and HUD which will be triggered during scouting missions and activated in general warfare.
As battles are won, one side or the other wins the tug of war and eventually takes the planet and rewards will be dished out, in the short term much like it is now, with an updated rewards system inbound afterwards which is to better reward small units and individuals better.
A lot of this will really hinge on the rewards system, but I think it's a decent step in a better direction and allows room for growth and lore (battles and skirmishes in the timeline) inclusion if done correctly.
I figured at the very least we should actually discuss what is being suggested rather than selective versions which, for whatever reason, do not lay out the entirety of what is currently intended.
So, I would say more than just throwing QP maps with respawn at FW. I'll try it out (and I've been wanting to get into it) once it's implemented as at least the premise sounds much more interesting than what we currently have. If it gets done.
Going try to keep this short.
- Phase 2 would be a better point to start the rebuild.
- Too many buckets is not the problem. Not enough players is the problem.
- "pending an updated rewards and contract system" -Russ already stated the contract system is not changing. Rewards "maybe" 2 months after the new FW launches.
- 4 planets contested, but 6 IS factions.The math still don't work. Also went from 10 tags to 4 tags.
- " planet and rewards will be dished out, in the short term much like it is now, with an updated rewards system inbound afterwards which is to better reward small units and individuals better." -So unless you're Kcom with a 12:1 win loss ratio, small units still get the shaft at the relaunch. Maybe 2 months later they'll figure out how to divide the paltry rewards.
- "The plan here would be to run events side by side with the whole war of IS vs Clan to act as battlefronts and skirmishes within the Great Houses or between the clans."- Let's see: 10 factions/ 2 per event. Loyalist "might" get an event, what on average once every 5 weeks?
#29
Posted 16 October 2016 - 06:38 AM
FallingAce, on 16 October 2016 - 02:02 AM, said:
Going try to keep this short.
- Phase 2 would be a better point to start the rebuild.
- Too many buckets is not the problem. Not enough players is the problem.
- "pending an updated rewards and contract system" -Russ already stated the contract system is not changing. Rewards "maybe" 2 months after the new FW launches.
- 4 planets contested, but 6 IS factions.The math still don't work. Also went from 10 tags to 4 tags.
- " planet and rewards will be dished out, in the short term much like it is now, with an updated rewards system inbound afterwards which is to better reward small units and individuals better." -So unless you're Kcom with a 12:1 win loss ratio, small units still get the shaft at the relaunch. Maybe 2 months later they'll figure out how to divide the paltry rewards.
- "The plan here would be to run events side by side with the whole war of IS vs Clan to act as battlefronts and skirmishes within the Great Houses or between the clans."- Let's see: 10 factions/ 2 per event. Loyalist "might" get an event, what on average once every 5 weeks?
I will also try to keep my response brief.
Too many buckets or too few player population to support the bucket system end up with the same outward result, long wait times and lost time to players. Either starting point leads to the same end result. No long term player base.
I'm pretty sure in the NGNG interview he did he stated both contracts and rewards would be updated to reflect the new system. Neither under the first change pass on FW. So yes, several weeks/months after the update. To directly counter the current state of large unit rewards.
The number of planets involved doesn't need to reflect the total number of factions as the overall conflict is now IS vs clan.
And again, the math doesn't need to add up with the total number of factions involved in smaller conflicts, you just run more events. Why can't you have 3 or 4 faction vs faction events going at any one time?
And I can't really speak to phase 2 since it didn't draw me in at the time it was presented and active.
I personally think there is some flexibility under the new proposed system and if used right could be a good step. Maybe I don't have enuf salt to not be somewhat positive, but it's already done something the other versions/explanations of FW couldn't do before, get me interested in playing it. So the system has already added 1 to the potential player base if it gets done.
I really want to sink my teeth into FW and get some meat with my potatoes, but the time sink it has been to get matches and such since I've been playing more was a no go for me. I can't afford to sit all day waiting in a queue, just to ghost drop or whatever, I simply have too much real life going on for that type of pointless time waste.
So, I personally see the bucket reduction as a plus for me and others like me, if it can reduce wait times and lost drops, regardless of overall player population then add my name to the list, I'm playing FW over QP.
Edited by kuma8877, 16 October 2016 - 06:55 AM.
#30
Posted 16 October 2016 - 08:28 AM
kuma8877, on 15 October 2016 - 10:46 PM, said:
I am assuming this means something like...
They are also planning...
A lot of this will really hinge on...
...if done correctly.
I figured at the very least we should actually discuss what is being suggested rather than selective versions which, for whatever reason, do not lay out the entirety of what is currently intended.
If it gets done.
Yes. I hope your right. Given the numerous qualifiers in your more complete summary of Russ's proposals however, I just don't think you are. This is not a matter of salt, but of precedence.
#31
Posted 16 October 2016 - 09:12 AM
Bud Crue, on 16 October 2016 - 08:28 AM, said:
Yes. I hope your right. Given the numerous qualifiers in your more complete summary of Russ's proposals however, I just don't think you are. This is not a matter of salt, but of precedence.
I can appreciate the position a lot of the vet's have here. But one of the things I might also draw attention to, is that this plan seems much more inside the scope of PGI's actual ability to produce as a studio, against their ability to talk up features they can't readily produce. Most of the underlying programming structure is already there as are the map\game type assets from QP, as well as the ability to add gametypes or maps (if they get made) in the future.
Really, it's mostly several new UI elements and a new contract\rewards system that require any extensive work. Given that, I think this plan has realistic goals as it's base, and solves (hopefully) the problem with wasted queue time that players like myself, just don't have to waste on waiting around without the sure reward of some decent matches without pointless ghost drops and lost time I could just as easily invest in something else like QP or other, more fruitful entertainment choices.
I'm hopeful, this is something they can actually pull off in a reasonable amount of time since the structure is mostly in place already.
#32
Posted 16 October 2016 - 09:20 AM
#33
Posted 16 October 2016 - 09:27 AM
Deathlike, on 16 October 2016 - 09:20 AM, said:
Based on Russ's twitter comment about how they have made progress on the rework of CW and will be informing us of it "soon", I had just assumed that he had decided he and PGI have everything under control, and further customer input would not be sought, on this new rework that will undoubtedly knock our proverbial socks off. I suppose I am reading a bit into that single tweet, but that is how I read it.
#34
Posted 16 October 2016 - 09:33 AM
Bud Crue, on 16 October 2016 - 09:27 AM, said:
Based on Russ's twitter comment about how they have made progress on the rework of CW and will be informing us of it "soon", I had just assumed that he had decided he and PGI have everything under control, and further customer input would not be sought, on this new rework that will undoubtedly knock our proverbial socks off. I suppose I am reading a bit into that single tweet, but that is how I read it.
So, you're saying "wait til Mechcon"?
#35
Posted 16 October 2016 - 09:48 AM
None of these types of discussions can really produce fruit until the tree is planted. Then we can hopefully discuss how to groom the tree that will be FW going forward.
Though I think some more interviews and continuing clarification on what has been announced already as we head towards Mechcon would be extremely helpful to PGI's PR or lack there of.
Edited by kuma8877, 16 October 2016 - 09:51 AM.
#36
Posted 16 October 2016 - 12:49 PM
kuma8877, on 16 October 2016 - 06:38 AM, said:
And I can't really speak to phase 2 since it didn't draw me in at the time
I really want to sink my teeth into FW and get some meat with my potatoes,
You're opinion is based on the crap sandwich that was/is phase 3. If you had played phase 2, you would have a better understanding of where phase 3 went wrong. Instead, you want to double down on the mistakes of phase 3.
You're 1st name wouldn't happen to be Russ or Derrick would it?
Edited by FallingAce, 16 October 2016 - 01:13 PM.
#37
Posted 16 October 2016 - 01:23 PM
FallingAce, on 16 October 2016 - 12:49 PM, said:
You're 1st name wouldn't happen to be Russ or Derrick would it?
Interesting how quickly you turn to insults when someone sticks there head in and shows interest in wanting to play FW and would prefer to try and influence the direction of where FW is heading and not where it was and won't be going back to. Neither you nor I will convince PGI to go back. So, as it stands, it is entirely irrelevant to where they are deciding to go.
I find the new offering much better than the current phase and since rewinding the clock isn't going to happen at this point I'll take anything more interesting than what they currently have.
I'm sure players like you, with such a winning personality, are part of the reason for such a huge player base in FW. Gameplay aside, you're a pretty inviting chap....
#38
Posted 16 October 2016 - 01:28 PM
kuma8877, on 16 October 2016 - 01:23 PM, said:
I find the new offering much better than the current phase and since rewinding the clock isn't going to happen at this point I'll take anything more interesting than what they currently have.
I'm sure players like you, with such a winning personality, are part of the reason for such a huge player base in FW. Gameplay aside, you're a pretty inviting chap....
Man, if you think that FallingAce is being insulting, you would have LOVED the NKVA guys. Ah, those guys were masters of insult and mockery during Phase 2. They were, like many, driven away with Phase 3.
In all seriousness though, if someone suggesting that you are an alt of the game founder or the person currently in charge of CW is perceived as an insult, I think that says something about those folks and their game more than anything else. Just sayin.
#39
Posted 16 October 2016 - 01:41 PM
Bud Crue, on 16 October 2016 - 01:28 PM, said:
Man, if you think that FallingAce is being insulting, you would have LOVED the NKVA guys. Ah, those guys were masters of insult and mockery during Phase 2. They were, like many, driven away with Phase 3.
In all seriousness though, if someone suggesting that you are an alt of the game founder or the person currently in charge of CW is perceived as an insult, I think that says something about those folks and their game more than anything else. Just sayin.
I don't disagree with what it says about PGI but implying that I'm some sort of "shill", because I am, in fact, curious about where FW is going now and find it to be a much more interesting direction than what currently stands... it also says alot of the state of the community for FW, not just PGI.
Whether or not I actually took offense at the insult, it was still an insult. And no, my feathers were not ruffled, I spent a year and a half on the DayZ Steam forums. This place is a wonderland of good manners and meaningful conversations compared to that.
#40
Posted 16 October 2016 - 01:56 PM
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