TWIAFU, on 25 October 2016 - 02:58 AM, said:
It is sad that, once again, a game mode made primarily for Group/Unit play is being ruined by the solo only special snowflakes.
You keep repeating this in multiple threads now. And you're still wrong. Solos didn't kill your precious Deja Vu Mode. PGI did. They killed it in the womb with bad design. It was stillborn. I know it's hard to believe, but most (90%?) don't like Invasion. Period. Not fun. Stomp, get stomped. Not fun. Unit, solo, not fun.
In case you've forgotten history, CW was released with some excitement and high expectations in Dec 2014. It was accompanied by an event. As soon as the Stocking Stuffer event ended, the queues went dry. Sound like a familiar pattern? It's never been "good" for most players because the game play is bad. That's what killed the queues and the not so treasured Carnage Mode.
I joined the forum shortly after CW's release. Wanted to join the discussion and see it improve. Didn't know any better. I quit my unit a few months after CW. Pointless planets, respawing meatgrinder and not fun. And, of course, an oblivious company. Been solo (until very recently) ever since.
But like I said in the other thread, go ahead, make Invasion unit only, make it grouped unit only. I'll stick with Scout. The 90% will stick with QP.
MischiefSC, on 19 October 2016 - 07:48 PM, said:
Rivalries are a powerful part of what FW was and should be and it feeds into people playing the game for the sake of the game being fun to play and play as a part of.
This isn't a SP game - FW is, at its core, even more 'MP' than the rest of MW:O. What faction and unit you belong to, rivalries and goals that run counter to other specific groups of players are literally what it offers that QP doesn't. That is *exactly* what needs grown and developed in FW instead of continually trying to make FW more and more like QP with new maps/modes.
It's hard to say if this game was fun once until PGI kept trying to 'fix' what was wrong with it, or if it was never that fun but we made it so in spite of what was wrong with it and in 'fixing' it PGI has stripped even that shallow avenue of joy from it.
PGI is so out of touch and so oblivious with the game and who plays it that I'm currently just waiting, with baited breath, for Russ' announcement of his entry into politics with Paul running his media campaign.
I think for most, Invasion was never fun - from day one. Forum posts from that first month laid out the problems which have been repeated here over and over. PGI has done little to improve it in 22 months. They tried and failed to fix spawn camping. I.E. They have a broken game mode but leave it live. I can't fathom a developer or a game designer who leaves "broken" for such a stretch of time.
(And, yes, spawn camping is easily mitigated through exclusion zones combined with other techniques.)
Rivalry. In the absence of deep group rivalry, in the presence of Invasion's mass mech mashing, on a characterless star map, I find Scout a breath of fresh air. Sharp action, varied tactics, only four enemy names which are often familiar. It's personal (in a good way). Pilot skills matter as opposed to 300-300-300-300 damage - yep, did my part, yawn.
But, apparently, not many like Scout either. It too is barren. In this case, IS pugs (and some groups I imagine) were chased away by poor balance. And...months...go...by. Imbalance destroys a game by reputation first, then for real. And again, can't fathom a game designer NOT urgently obsessed with even slight imbalances.
How do you create rivalry through in-game elements? I dunno. Scout does it accidentally - low numbers in game and low numbers re-queuing. You see the same guys all evening (if at all). I'd be willing to bet there are dozens of ideas on this very forum.
Edited by BearFlag, 27 October 2016 - 06:28 PM.