

Why I Don't Play Fp
#1
Posted 01 November 2016 - 03:00 AM
1. Time: I have limited play time and therefore waiting around and long battles are prohibitive.
2. Levelling Mechs: I generally play to get the 2x XP on a mech so that I can level it to elite then move on to the next mech. I do the 3 chassis thing and then the next chassis. Turning up to FP with an un-elited Mech is just bad form. However I have mechs to level so playing FP would be time lost in levelling mechs. Xp is what I play for more than anything else and FP doesn't help that in anyway at all.
3. I have found the maps to be dull and the game mode boring. In essence one team has to push in though a gate and the other team gets to shoot them as the walk in. there is no strategy or freedom of movement. You can have all go in one gate, split to go in 2 gate or try 3 gates. On the other side it is wait to see where they are coming from and then shoot them. the hide and poke game play seems to be the way to play it and I frankly hate that. I much prefer running around in a light or medium trying to disrupt the enemy or support assaults.
4. Barring grinding for FP points there is no other reason to play the mode. there appears no narrative or advancement of the mech or pilot over what is available in Quick play and quick play is well quicker and I can do the mech I want to do.
So whilst I would love to see more from FP I think that it has to address those points.
If for example it made maintaining a mech and paying wages a sort of mini game then it might help a narrative. But whilst the mech pool of FP and quick play are mixed (and FP is not intended for leveling mechs) I see no reason to gain XP on already mastered mechs when I have mechs that need to be elited
#2
Posted 01 November 2016 - 03:40 AM
For me it is all about #4. I can make time occasionally to play, I can live with un-leveled mechs if folks know what they are doing, I kinda like the game play and can live with the repetition (sure I'd like more variability, more maps, thematically linked sequence of missions to make it feel like a progression as one takes or looses a planet, etc.). But #4, the lack of narrative or greater goal or even a theme over and above what is achievable in QP is my biggest complaint with CW.
PGI advertised an immersive "end game" play experience. What we have instead is dots. We fight over dots, of which many are "planetary information unknown". Doesn't matter if you have one dot or 2/3rds of the map. 15MC per dot...great...I'm still not feeling immersed. So what to do, what to do? Well if I were Dev god on high for a day, I would make a mode like that which I advertised. But that's just me. Alas, what we are getting according to Russ, is 4 IS planets, 4 Clan planets; essentially IS v Clan in 2 buckets. I.e. quickplay with 4 mech respawn. Immersion here we come!
So I guess rather than provide the product that they advertised, PGI decided that their "place holder mode" is just the perfect substitute for what they actually said they were going to do. So my fine OP, I sympathize and agree with your complaints. But the solution according to the devs, is fix to faction play by making factions have nothing to do with. To make it just as "immersive" and repetitive, and grindy as Quick Play.
"End game" play experience my a$$.
#3
Posted 02 November 2016 - 03:01 AM
2 worse maps than qp
3 worse matchmaker than qp
#4
Posted 02 November 2016 - 04:44 AM
to 2: Who says u can't level mechs in FP? I leveled most of mine there, it actually is quicker than in QP
to 3: Yeah, go play quick play where every match is different and a tactical challenge. None of this Nascar or Everyone-Run-To-The-Usual-Spot-And-Start-Shooting-Stuff. You don't like the hide and poke game? Then QP is ceratinly the right game mode for you cause long range poking is dead in QP everyone pushes and brawls. #blamethegamemodenottheplayer.
t0 4: Whats the reason for playing QP, u seem to need a reason for everything.
#5
Posted 02 November 2016 - 04:51 AM
Count Zero 74, on 02 November 2016 - 04:44 AM, said:
to 2: Who says u can't level mechs in FP? I leveled most of mine there, it actually is quicker than in QP
to 3: Yeah, go play quick play where every match is different and a tactical challenge. None of this Nascar or Everyone-Run-To-The-Usual-Spot-And-Start-Shooting-Stuff. You don't like the hide and poke game? Then QP is ceratinly the right game mode for you cause long range poking is dead in QP everyone pushes and brawls. #blamethegamemodenottheplayer.
t0 4: Whats the reason for playing QP, u seem to need a reason for everything.
At the moment my reason for playing the game at all is to elite mechs and mess with loadouts whilst doing that.
FP is not suitable for leveling 3 of the same chassis at the same time. (I am sure no one want's me bringing 3 ravens to a FP match)
I also feel (rightly or wrongly) that in FP you owe it to your team mates to bring a reasonably loadout and pull your weight. In QP people generally know that the mechs may not be maxed out
#6
Posted 02 November 2016 - 05:15 AM
Count Zero 74, on 02 November 2016 - 04:44 AM, said:
to 2: Who says u can't level mechs in FP? I leveled most of mine there, it actually is quicker than in QP
to 3: Yeah, go play quick play where every match is different and a tactical challenge. None of this Nascar or Everyone-Run-To-The-Usual-Spot-And-Start-Shooting-Stuff. You don't like the hide and poke game? Then QP is ceratinly the right game mode for you cause long range poking is dead in QP everyone pushes and brawls. #blamethegamemodenottheplayer.
t0 4: Whats the reason for playing QP, u seem to need a reason for everything.
1 You dont mind waiting half an hour to get a game???
2 No it isnt. Have you forgot about 1, you can play like several qp matches bye the time you gotten into fp
3 Bottleneck fighting is not at all hide on poke. That only happends when its pugs vs pugs. All other cases is pushing
Edited by radiv, 02 November 2016 - 05:16 AM.
#8
Posted 02 November 2016 - 02:20 PM
Bud Crue, on 01 November 2016 - 03:40 AM, said:
For me it is all about #4. I can make time occasionally to play, I can live with un-leveled mechs if folks know what they are doing, I kinda like the game play and can live with the repetition (sure I'd like more variability, more maps, thematically linked sequence of missions to make it feel like a progression as one takes or looses a planet, etc.). But #4, the lack of narrative or greater goal or even a theme over and above what is achievable in QP is my biggest complaint with CW.
PGI advertised an immersive "end game" play experience. What we have instead is dots. We fight over dots, of which many are "planetary information unknown". Doesn't matter if you have one dot or 2/3rds of the map. 15MC per dot...great...I'm still not feeling immersed. So what to do, what to do? Well if I were Dev god on high for a day, I would make a mode like that which I advertised. But that's just me. Alas, what we are getting according to Russ, is 4 IS planets, 4 Clan planets; essentially IS v Clan in 2 buckets. I.e. quickplay with 4 mech respawn. Immersion here we come!
So I guess rather than provide the product that they advertised, PGI decided that their "place holder mode" is just the perfect substitute for what they actually said they were going to do. So my fine OP, I sympathize and agree with your complaints. But the solution according to the devs, is fix to faction play by making factions have nothing to do with. To make it just as "immersive" and repetitive, and grindy as Quick Play.
"End game" play experience my a$$.

#9
Posted 02 November 2016 - 04:32 PM
back to back month long qp events.
#10
Posted 02 November 2016 - 04:38 PM
1. PGI.
2. Russ.
3. Paul.
4. PGI.
#11
Posted 03 November 2016 - 03:43 PM
Why else do you not put out the product you advertised? Why else do you not change the mode when no one is playing it? Why else do you promote QP with a month long event and let FP wither on the vine? Why else do you balance the game towards QP and not FP? Why else do you create something like the Long Tom and leave it in until a large portion of the player base leaves? Why else do you upset all the large units who played the mode and try and run them off?

#12
Posted 05 November 2016 - 02:40 PM
#13
Posted 06 November 2016 - 03:43 AM
Greyhart, on 01 November 2016 - 03:00 AM, said:
1. Time: I have limited play time and therefore waiting around and long battles are prohibitive.
2. Levelling Mechs: I generally play to get the 2x XP on a mech so that I can level it to elite then move on to the next mech. I do the 3 chassis thing and then the next chassis. Turning up to FP with an un-elited Mech is just bad form. However I have mechs to level so playing FP would be time lost in levelling mechs. Xp is what I play for more than anything else and FP doesn't help that in anyway at all.
3. I have found the maps to be dull and the game mode boring. In essence one team has to push in though a gate and the other team gets to shoot them as the walk in. there is no strategy or freedom of movement. You can have all go in one gate, split to go in 2 gate or try 3 gates. On the other side it is wait to see where they are coming from and then shoot them. the hide and poke game play seems to be the way to play it and I frankly hate that. I much prefer running around in a light or medium trying to disrupt the enemy or support assaults.
4. Barring grinding for FP points there is no other reason to play the mode. there appears no narrative or advancement of the mech or pilot over what is available in Quick play and quick play is well quicker and I can do the mech I want to do.
So whilst I would love to see more from FP I think that it has to address those points.
If for example it made maintaining a mech and paying wages a sort of mini game then it might help a narrative. But whilst the mech pool of FP and quick play are mixed (and FP is not intended for leveling mechs) I see no reason to gain XP on already mastered mechs when I have mechs that need to be elited
On number 3.. is actually why i like it, organized pushes in close in brawls.. more a a set piece battle over the disorganized skirmish that qp usually is outside of as large team thou its way less fun. really qp is just as repetitive with nascar in almost every battle.
reasons i don't play it.
1: kodiak-3
2:ntg
3: my clan went is.
4: my clan does not currently have large groups playing cw.
Nothing is has currently stands up to the 4uac10 or 4uac5 spam... least till pgi does the next round of super quirks for IS... pushing into or getting pushed by lines of kodiak-3's and night gyrs is just brutal.
The clans had a slight advantage before the kodiaks came out and the black knight was nerfed.. but its ridiculously one sided now.
#14
Posted 06 November 2016 - 08:44 AM
zortesh, on 06 November 2016 - 03:43 AM, said:
reasons i don't play it.
1: kodiak-3
2:ntg
3: my clan went is.
4: my clan does not currently have large groups playing cw.
Nothing is has currently stands up to the 4uac10 or 4uac5 spam... least till pgi does the next round of super quirks for IS... pushing into or getting pushed by lines of kodiak-3's and night gyrs is just brutal.
The clans had a slight advantage before the kodiaks came out and the black knight was nerfed.. but its ridiculously one sided now.
if your face tanking a dakka anything your doing it wrong. Heres a hint, they cant return poke trades well.
#15
Posted 06 November 2016 - 01:08 PM
Deethree, on 06 November 2016 - 08:44 AM, said:
if your face tanking a dakka anything your doing it wrong. Heres a hint, they cant return poke trades well.
I can play whack a mole vs pokers pretty well in a kodiak.. I don't see why other people wouldn't be able too.
besides missing the part where i said i like the glorious closein brawls eh?
>.> besides most of the poking mechs i like are also clanmechs.
#16
Posted 06 November 2016 - 01:52 PM
zortesh, on 06 November 2016 - 01:08 PM, said:
besides missing the part where i said i like the glorious closein brawls eh?
>.> besides most of the poking mechs i like are also clanmechs.
sounds like a personal problem then
#17
Posted 07 November 2016 - 05:46 PM
Greyhart, on 01 November 2016 - 03:00 AM, said:
1. Time: I have limited play time and therefore waiting around and long battles are prohibitive.
2. Levelling Mechs:
3. I have found the maps to be dull and the game mode boring.
4. Barring grinding for FP points there is no other reason to play the mode. there appears no narrative or advancement of the mech or pilot over what is available in Quick play and quick play is well quicker and I can do the mech I want to do.
TLDR: I can agree with the OP, if I had that experience and POV, but since my Experience is much different, my POV is much different and disagree
Greyhart, I liked your post, even though I don't agree
1. I can agree and disagree here. it's just a matter of POV.
if the battles are evenly traded, you're basically having four matches in one, in 30 minutes. Unless you're one that quit matches once dead in Quick play, you're lucky to get 2 matches in 30 minutes.
queue times is just a population thing, I've had the same long waiting in Queue in a QP as I have in FP, but admit since the population is not so big for faction play some of those queues are longer. When the population is in Faction play, wait is even less then queue time for Quick play.
Faction play button are for teams, Quick play is for Solo. and yes you can Solo join Faction play, and you can team for Quick play, Just saying, how it appears to me
2. I can level my mech just as fast in FP as I can in QP, but when leveling up 3 different variants of the same chassis , well that's a different story, some mech's I wouldn't take to FP.
I started out with 3 heavies and a light, I like 3 heavies and a medium, but I have a (at some times) certain role in the unit I play with, and I need that one assault.
just as Danjo San mentioned, 3 heavies work well. for IS I went 3 Warrhammers, once they were leveled up I dropped one, to get a Thunderbolt and Blackack in the drop deck, (already had my Blackjack leveled up, was my first mech when I started playing MWO), but the Thunderbolt only Basic (just don't have the mech bays available)
Now for the mechs (variants) that I don't bring to FP matches, I level those in Quick play
3. for me I see it the other way, I find the maps in Quick play boring, except, Frozen City and Terra Therma. Game mode, too linear, minus Conquest. Every thing is just get to the center and poke. Not my fun, nor my play style.
So we (and others) see a difference there,
in CW, things can change, and need to adapt quickly too, as a team, can say the same for Pug Play, but it rarely will happen that a pug team actually listens, that's is probably why Pug Play is so linear.
I have had great experience with different Dropcallers in Faction Play, but hardly any if any in Quick Play. Then again don't need any in Pug play because it's played in a linear mentality any ways.
4. yup, pretty much if you're not in a unit.
#18
Posted 07 November 2016 - 06:17 PM
Greyhart, on 02 November 2016 - 04:51 AM, said:
if you are a good harasser, I would welcome 3 lights from that Pilot.
A good light Pilot can do a lot more then a brawling Assault, for the team.
I'm getting the impression, you have mainly just been Solo joining in Faction Play. not playing with the same units much
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