MischiefSC, on 05 December 2016 - 08:34 PM, said:
The population is small because factions and worlds mean nothing, there's no logistics of any sort to add depth or purpose to the above and a long list of other issues.
We had thousands in FW 1/2. At one point Davion had over 100 players each on Marik, Liao and Kurita borders at the same time in primetime and still had some teams playing the Clans.
People were excited to be part of a faction trying to take over the universe, we made alliances and made strategies and politics and trash talked our enemies.
Then.... we started to run into the issue of how pointless the dots were, that being a loyalist was in all ways inferior to being a merc and the imbalances between IS and Clan tech. Then the issues with how the ghost drop mechanics worked (weaponized boredom!) and team v pugs. The things we *should* have been able to do like share borders with allies to reinforce and dynamically adjust faction populations to deal with imbalances, to have faction membership really a meaningful choice, that mercs should be *hired* and hired for a specific strategic goal and not just these huge unit population boosts hopping around at will to shuffle the map....
so people left. Then LT showed up and people left *in droves* and PGI ignored it. That's the critical piece; we had some issues but it was still fixable in 2.0. There was still hope, there were people who wanted to come back. If we'd gotten this new QP maps and stuff for 3.0 and no LT? If we'd gotten dynamic alliances you vote for (so for example Liao votes to ally with Kurita then Liao and Kurita pilots can all drop on each others fronts mixed) you'd have a dynamic population that can shrink or grow, contract or focus as needed to deal with the ebb and flow of players and you'd have had excitement and growth.
This? This is an embrace of failure. Ignoring the huge issues created by 3.0 for so long got a lot of people to give up and now? The elimination of faction relevance entirely is blowing off the bulk of players that FW should appeal to and giving nothing really to draw anyone else in. The pugs who come? They're going to get stomped repeatedly and quit. Units? I can already tell you being in contact with most the units who still play.... most are probably going Clans. With factions gone why not play with the better mechs/tech? Especially with quirk removal coming in a month or so. You'd be an idiot to stay IS. With faction membership being even more irrelevant than it was before why not?
The bucket change is the embrace of failure. Just try to keep the declining few finding matches while giving nothing substantial to get new people playing.
This was a good post.
AnimeFreak40K, on 05 December 2016 - 08:38 PM, said:
For example, there are people who want to play FW so they and their unit can control/move the map around. They like the space-nerd politics that go along with their giant stompy robots. These guys, whether as a unit or as casuals, play for fun and don't really care beyond that. This crowd runs directly counter to the competitive guys. These guys play to win, and winning is all they care about. Drop, take the objective ASAP, repeat until the planet is theirs because success is measured by tagged planets.
These two types of players are mutually exclusive to each other because while both groups want to win, one group doesn't care about spawn-camping or gen-rushing...while the other tend to avoid such tactics.
You have folks that don't care about the space-nerd politics or the meta-tryhards, but they do want to drop with their friends/unit/faction...then you have guys that just want to play. They don't want to join a unit or faction, they just want to play giant stompy robots in something other than just 12v12 TDM. These two are also mutually exclusive, because one requires teamwork and prefers to play vs. other units, and the other rejects the idea of doing exactly that and are more at home in QP... but they're bored of QP or want something different (even if it's just the rewards)
To be clear, these lines of division aren't definitive, nor are they the only sorts of people that want to play FW... but their mindsets do make things mutually exclusive to each other.
I mean, if things aren't hard-core comp, you alienate that group...but if they are, then you alienate the casuals. If things aren't team-oriented and focused, you alienate those guys... but if there is too much "Teamwork OP", then the casuals are pushed out. And keeping things separated isn't the answer.
I watched units/groups poke fun at the casuals and pretty much want the casuals and solos out. Feeling was mutual; solos hated facing off against groups/units. But the fact of the matter is that the population of this game can't support such division. It never could
...so at the end of it, there is no real solution for FW that will satisfy enough people to make a real difference.
And this one was good also.
Plz dont bury relevent and intelligent posts with your one liner **** posting.