Cw Population During Weekend Prime Time?
#1
Posted 08 October 2016 - 07:34 PM
#4
Posted 09 October 2016 - 12:04 AM
#5
Posted 09 October 2016 - 01:03 AM
However, whenever I drop in FP, I get dropped with half a team that is completely clueless* about FP, and then after the clueless half the team get killed for 300** damage each, I get farmed*** by a 12-man premade from a megaunit, some of whom even gloat about how ez the match was.
I choose not to participate in a mode where there is no matchmaking, making it even worse than the Quick Play queue.
Sorry.****
* Based on the basic questions they ask and the poor tactics they exhibit.
** Often, less than 200.
*** I don't blame 12-mans for farming. I blame a developer who designed the game for farming.
**** I'm not sorry for not participating. I'm sorry the meta game mode of MWO is so completely cr4p.
Edited by Appogee, 09 October 2016 - 01:04 AM.
#7
Posted 09 October 2016 - 02:12 AM
This is CWs biggest issue. PGI won't fix it, so CW will stay dead.
#8
Posted 09 October 2016 - 04:05 AM
But PGI don't pay attention to FP at all. As Appogee said - "the meta game mode of MWO" - it is just an addendum (but ffs why??) to useless and clueless QuickPlay mode. CW is the mode that distinguish MWO from other MMO games, but most of the improvement works and developer's attention are going to the 'mech racing mode.
#9
Posted 09 October 2016 - 09:28 AM
Colonel ONeill, on 09 October 2016 - 01:03 AM, said:
50 players split between factions is the problem...
Core game play is fine according to Russ. If we put those 50 players into a single bucket then CW will rock, and magically all the players who abandoned the mode will come pouring back. Single bucket play is all that was missing, and that will soon be fixed. Just you wait and see. Its going to be great.
#10
Posted 09 October 2016 - 12:48 PM
However.... (yes, this has been said....over....and over....and over, before) Faction Play SERIOUSLY needs new maps and modes. The incorporation of some of the Quick Play maps MAY bring a little diversity (sheesh, I only suggested it two years ago) but what is really needed are unique modes and maps. Even if the maps are based off assets from their QP brethren; River City and Crimson Strait leading into an urban/cityscape with parks and skyscrapers and crossroads with blind corners and and and ....*slumpf*
Sorry got too excited with the prospect of proper CQB (Close Quarters Battle, also known as FIBUA, Fighting In Built Up Areas, or .... *slumpf*........Sorry, did it again)
Aaaanyways, there is a HUGE number of possibilities for maps and modes without having to venture too far off the beaten track, we already have the gamemode assets to do it. Cap points from Conquest and Domination have a load of different appliacations, as do the destructable assets such as turrets, O gens and gate gens.
The possibilities are there it just requires the dedication from PGI (the playerbase has already told them we want mucho MOAR) to actually pour the resources and effort into doing it. I can but hope.
#11
Posted 09 October 2016 - 01:02 PM
Bud Crue, on 09 October 2016 - 09:28 AM, said:
I think he was more like, that there is neither the manpower nor the intention and ideas to change the core gameplay at the moment. Part of this is that no one plays that mode, so why put manpower in it?
As I understand it right, PGI is fine with the amount of maps in CW and Quickplay. Because of that, they do these remakes (and not new ones). We probably gonna see some light changes on the CW maps in the future (emerald was the first one).
The single bucket is more to help the 50 players (and wildfire ) to get a game at all.
I am not on par with PGI on a lot of these things! On the other hand I really like the game and what they archieved so far...
As a fan of CW I think it is really sad that we are at this point, but it is probably not possible to realize the neccessary changes (right now). So on the other hand could a focus on quickplay maybe be better for the game.
I am wondering they stopped developing new maps. I would really like to see some more of the graphic and sound assets from HPG and Tourmaline. And a spawn reposition could be done really quick on some maps.
#12
Posted 10 October 2016 - 04:34 AM
Was the population low before phase 3 or after? After.
What came is Phase 3 killed the community, that is why the numbers are as low as they are and thus PGI isn't really going to put much time and effort into it.
I mean just look at the Emerald Taiga spawn point debarcle. It was a half-baked effort to fix a problem many users had. And by fixing, created one that is arguably worse than the one it replaced.
It just seems as there is zero guidance/leadership.
#13
Posted 10 October 2016 - 09:47 AM
justcallme A S H, on 10 October 2016 - 04:34 AM, said:
Just to clearify:
Colonel ONeill, on 09 October 2016 - 01:02 PM, said:
Phase III is the problem. I stopped playing CW at that point as well. I just tried to explain what they are doing and why!
#14
Posted 10 October 2016 - 10:42 AM
Colonel ONeill, on 10 October 2016 - 09:47 AM, said:
Phase III is the problem. I stopped playing CW at that point as well. I just tried to explain what they are doing and why!
Oh, I know why they are doing it. I even understand and can see an argument that it might even be a "good thing" in the short term for match frequency and population balance. Nonetheless I think what they are doing is shortsighted, contradictory to their own stated goals for what the mode is supposed to be, and mostly just lazy and uninspired.
You want to draw people to something? Inspire them.
I was inspired to play and dump money into this game with Phase 2. There was palpable excitement for it from a lot of the players, even those who kvetched about it the most...they still played. Phase 3? That's what it took to drive players away. The forthcoming bucket consolidation phase? With that proposal, PGI has done something truly impressive: its made me care even less. I don't think I am alone in this either. I have seen maybe a dozen posts from people who truly think it is something to look forward to. Nevertheless I'm sure it will be a rousing success for those remaining 50 players mentioned above, but it sure as hell isn't going to inspire a lot of new folks to play the mode over the long term. I'll try it just like everyone else when it drops but based on Russ's comments thus far, I am unimpressed, underwhelmed and uninspired.
#15
Posted 10 October 2016 - 12:10 PM
Colonel ONeill, on 10 October 2016 - 09:47 AM, said:
Phase III is the problem. I stopped playing CW at that point as well. I just tried to explain what they are doing and why!
Yeah I know man, 100% agree with you.
Phase 3 was an absolute flop, waste of time/money in all honesty.
And now we are getting Energy Draw... When the game is seemingly in the last 1/4 of its life cycle? Another absolute waste of resources.
Edited by justcallme A S H, 10 October 2016 - 05:02 PM.
#16
Posted 10 October 2016 - 02:05 PM
#17
Posted 10 October 2016 - 03:03 PM
#18
Posted 11 October 2016 - 12:58 PM
PGI \o/
#19
Posted 12 October 2016 - 09:08 AM
#20
Posted 16 October 2016 - 04:51 AM
Solo players in FW aren't guaranteed to be a stomp. There are plenty of experienced people that can fit into whatever is going on around them. The ones that have progressed beyond the "stand still, zoom and hold locks" phase. Believe it or not, there are actually solo players that understand the mission parameters.
Problem is, the vast majority of solo players in FW...especially the ones that answer the "call to arms"....are riding around in unmastered, unmoduled, unmodified "free" mechs with barely enough comprehension of the game mechanics to move forward. Those are the ones that you simply can't get away from.
And I don't want to hear the "you have to teach them" line anymore. By this point, this game COULD have had a 1 player version or some kind of matchmaking system that separates people by what "milestones" they've accomplished or something. I don't get ANYTHING from "teaching" them. They get a cadet bonus, I get reduced cbill earnings because I have to focus on teaching them how to move instead of shooting at the enemy.
Figure out a way to teach them how to at least follow the herd and not shoot each other in the back first before letting them drop in FW. Hell, how about making the damn tutorial MANDATORY before letting them participate in "end game content" riding "beginning game machines?"
Edited by Willard Phule, 16 October 2016 - 04:52 AM.
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