Jublator, on 14 December 2016 - 01:54 PM, said:
Well my point is if i play quickplay, why the hell would i bother to play my light mechs that probably will get blown to scrap alot sooner then my assaults?
Because you want to? Because you like light 'Mechs more than Fatbros? Because you're a little drunk that day?
Jublator, on 14 December 2016 - 01:54 PM, said:
Because the queue and loading time for matches is so long i never even bother playing my mediums, there is simply no point in it for me due to the fact that i can have more pewpew on my assault.
I almost never take assaults because they're always priority targets and can rarely defend themselves adequately. I prefer mediums for the most part because they get me games quickly and because I can do a better job of operating on the wings of a fight and pouncing on shots of opportunity, which is what I prefer to do in MWO.
Different strokes, mang.
Jublator, on 14 December 2016 - 01:54 PM, said:
The dropdeck made me:
1. Think more strategically what to bring
You don't think there's any strategy in figuring out what to do in one-'Mech games? o_O
Jublator, on 14 December 2016 - 01:54 PM, said:
2. Made me play different sizes of mechs that i outside of faction warfare usually rarely touch
That's on you, man. Nothing's stopping you from playing smaller 'Mechs in Quick Play.
Jublator, on 14 December 2016 - 01:54 PM, said:
3. The Faction Warfare matches with extended points/time systems whathave you work well imo for 4 drops. The skirmishes are A TON of fun. Thats actually what im after more of. I would play skirmish only with dropdeck if i could (with mixed clan and IS on both sides, with clan vs is division it gets to onesided)
What about the folks who feel like Skirmish is a horrible blight of a gamemode that should be excised from MWO forever, like me?
Jublator, on 14 December 2016 - 01:54 PM, said:
4. Way more C-bills potential, also experience on multiple mechs in one go (the skirmishes were not that long really and gave alot more C-bills and exp then quickplay=) )
...or you can play four QP matches in the same space of time and get the same general C-bills/experience. It's a wash, made even washier by the fact that
losing an hour-long dropdeck match is a huge experience/C-bill penalty as compared to averaging a two-win/two-loss performance in regular QP.
Jublator, on 14 December 2016 - 01:54 PM, said:
5. PGI just has to add a new queue system to the already existing code for that, they have already got drop decks and maps done etc. they just need to add a queue for specifically this outside of FW.
...or you could play Commodity Warfare? They
do have that queue for specifically this - it's the FP queue.
Jublator, on 14 December 2016 - 01:54 PM, said:
Cons:
1. Yes the matches can drag on, but lets face it all losing games drag on usually, if people die quickly then its no problem.
Dragging on for ~5-10 minutes is a different proposition entirely than dragging on for >30.
Jublator, on 14 December 2016 - 01:54 PM, said:
2. Spawn camping. Is this a problem? Yes, why then wont they just make the drop ship lasers instakill inside spawn area? I Found the additions of walls a nice touch, i see no problem there tbh its fixable easily. All games suffer this when you have respawns btw. Minor drawback imo, since you whittle down the enemy and actually can get more kills in etc. then you would if you just get roflstomped the first time and end the round since then they sit in damaged mechs near where you spawn.
Because DropGods aren't fun for either side, and regardless of whatever else you do,
at some point you need to leave the protection of a drop zone. If the enemy team has the drop zone locked down it doesn't matter how big that zone is - yer gettin' farm'd, and have to deal with 48 people dying instead of 12 to get out of the shinty match.
Jublator, on 14 December 2016 - 01:54 PM, said:
3. Longer games, well yeah i can agree on that, but then again some people prefer them. Why not have a queue for both?
I mean other games let you queue for several modes at once and go with the first one. Imo if anything it should be a choice.
They
do have a queue for both. The long-games, dropdeck Call of Derpy respawn system queue IS CALLED FACTION PLAY.
Jublator, on 14 December 2016 - 01:54 PM, said:
To people screaming NO DONT TAKE AWAY MY QP AS IT IS NOW; YOU SHOULDNT FORCE PEOPLE, i say CHILL THE **** DOWN.
No.
Jublator, on 14 December 2016 - 01:54 PM, said:
This isnt about forcing anyone, its about putting an idea forward, its about using what has become to me a nice part of the game more.
"Putting an idea forward" doesn't mean you're immune to detractors hoping to put your idea right back in the box again. A lot of players consider the drop deck game mode to be completely poisonous, myself among them. We're going to argue against using it for the same reason you argue for using it more - you think it's cool, we think it's obnoxious and bad.
Jublator, on 14 December 2016 - 01:54 PM, said:
This could be a separate queue from the 1 mech quickplay. No reason why you shouldnt be able to queue for both and pick the first one up.
Buckets, bruh. Commodity Warfare just went from eleven buckets to
two in order to try and shore up player counts to get enough of a population to give the ghost town Faction Play modes a chance to actually work. Any solution which proposes splitting the playerbase into more/smaller buckets is doomed to failure. To say nothing of misallocation of development resources to
yet another boondoggle that wouldn't help the game grow.
Faction Play. It's where dropdeck players go. Sorry man, but that's just about it.
Jublator, on 14 December 2016 - 01:54 PM, said:
You cant learn faction warfare because you get roflstomped by premades all the time, so outside joining one there is no room to test or learn how to utilize the dropdeck properly (read as this mode would not let groups join, it would be Pug vs Pug)
That is what Faction Play players want. They specifically demanded that Piranha engineer the game mode to be unforgiving for puglies/solo players in an attempt to "encourage people to form groups and play MWO The Way It's Meant To Be Played"...then they're all shocked when their special group-centric game mode designed to be punishing and exclusionary towards solo players is starved for population because rather than forming formal units with ridiculous requirements, the puglies and solo players STUCK TO QUICK PLAY INSTEAD, LIKE COMMODITY WARFARE PEOPLE TOLD THEM TO.
They say "you should only play FP if you're in a unit, scrub!"
We say: "A'ight. See ya later, enjoy your desolate wasteland of a mode."
They say: "Wait, what?! NO! I meant you should go join a unit and play FP! Don't leave, we need bodies!"
We say: "Nah, sorry. I can play QP whenever I want, I don't have time to be someone else's pet tin soldier. But no, srsly. Enjoy FP."
They say: "Noooooooooo
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/unsure.png)
Why do they
never want to join a unit and spend fifteen+ hours a week adhering to a strict and restrictive schedule, putting all their earnings into the unit's coffers and never playing anything or anywhere other than where the unit tells them to go...?"
So on and so forth. Blame the Commodity Warfare playerbase, not Piranha or the QP guys who just want to QP.
Jublator, on 14 December 2016 - 01:54 PM, said:
So have i missed anything? Leave a comment down below.
Will this work?