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Faction Play Is Dead


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#21 Tyler Valentine

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Posted 21 December 2016 - 08:17 PM

View PostKobzarrr, on 21 December 2016 - 01:41 PM, said:

Tnx all exploiters and brand new system of group vs solo players faction play, im out , if you want feed some trolls go on . For me its tottaly clear FAction Play - is quick play without any matchmaking system , no weight (first drop tottaly random in solo team) no tier system , [Redacted].

all normal players , who yet don't have good unit - ask you IGNORE faction play , more good people in QP, all exploiters in FP .


Ha ha! You're bad at this game Posted Image

Edited by draiocht, 02 January 2017 - 12:02 PM.
Quote Clean-Up


#22 Bud Crue

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Posted 21 December 2016 - 08:23 PM

View PostObelus, on 21 December 2016 - 07:10 PM, said:

Mechwarrior has a loyal fanbase. They'll keep coming back. Most loyal IS players wont do FW until it's really balanced but when it is they'll play it.


Not sure I understand your comment.

Me and mine (all FRR loyalist dorks) play this game for the fun...the enjoyment of playing the game together. The biggest challenge to us in regard to CW is trying to get a decent enough sized group together to play it with some semblance of team work. Many of us are down right terrible but we still play. But even with that self-awareness, we don't worry about balance, don't (usually) care about what super duper comp level team may or may not be playing on the other side. We play -and would play more if more of us were on line together- because CW is fun. If we all waited until it was "balanced" it would be more of a ghost town than in normally is.

As it is, CW is a weekend only event for most of us because even we are mostly casuals with RL time limitation and we recognize that CW has a greater time commitment and a greater need of collective effort than QP, but honestly no has ever said: "hey guys, because balance is bad I don't want to play CW." Its just not an issue. Perhaps we don't represent the "most loyal IS players" you reference, but for us balance is irrelevant (even if it is a real problem be it tech, population or what have you) It just doesn't govern most of our players desire or lack thereof to play the mode

Now, time commitment and bothering with a decent drop deck....now those are legit issues of concern.

#23 Jeff on a Buffalo

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Posted 21 December 2016 - 08:41 PM

I gotta agree with Ash, one does not go into FW if you are still learning the game and don't have many mechs yet. If one is an experience MechWarrior one can get away with trial mechs at times, but for newer players that would be generally frowned to use trials. FW is a bit of a learning curve for sure. I've been mostly pugging it in FW and have been getting beat pretty bad most of the time but being an average player (I'd like to think I am an aver age player?), and pugging in FW..... if you are in IS you will loose most of the matches if one does not group up with a unit or with 4-6 like minded decent players that can follow a basic strat. It is just how it is, and I think kinda how it should be since this mode of play is where the team playing the right strat with the best mechs for the right map and current FW game mode should win. The better team will win.
So why do I pug drop in FW as IS then? I honestly do not know anymore. I should probably go have my head checked or something.
I think PGI is on the right track with FW, this is an improvement over previous iterations and hopefully they will keep working on trying to get it right. If one wants to regularly win as IS in FW there are mature IS units that one can drop with and there are the IS mechs there to win with.
And ASH, please tell me what is the smart thing to buy at S-Mart`s housewares? And please do not recommend the hot chocolate, I am sick of that stuff.....

#24 KUPUK

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Posted 22 December 2016 - 01:17 AM

View PostDANKnuggz, on 21 December 2016 - 02:06 PM, said:

Sounds like someone got spanked hard in FP and is now crying foul... [Redacted]. You coming onto the FP forums [Redacted] just sounds like you're too used to the skill level in quickplay. Maybe the skill lvl was so different as to seem like magic haxor eh?.... [Redacted]

[Redacted]

Edited by draiocht, 02 January 2017 - 12:03 PM.
discussing cheats, unconstructive, Quote Clean-Up


#25 Ssamout

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Posted 22 December 2016 - 01:56 AM

View PostKUPUK, on 22 December 2016 - 01:17 AM, said:

[Redacted]


First one just looks like regular aiming, second one is manyheatsinks, known aimbotter thats been banned.

Edited by draiocht, 02 January 2017 - 11:44 AM.
Quote Clean-Up


#26 TWIAFU

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Posted 22 December 2016 - 04:46 AM

View PostKobzarrr, on 21 December 2016 - 01:41 PM, said:

Tnx all exploiters and brand new system of group vs solo players faction play, im out , if you want feed some trolls go on . For me its tottaly clear FAction Play - is quick play without any matchmaking system , no weight (first drop tottaly random in solo team) no tier system , [Redacted].

all normal players , who yet don't have good unit - ask you IGNORE faction play , more good people in QP, all exploiters in FP .



Someone didn't pay any attention to the CW warning box did they?

Edited by draiocht, 02 January 2017 - 12:04 PM.
Quote Clean-Up


#27 KUPUK

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Posted 22 December 2016 - 06:59 AM

View PostSsamout, on 22 December 2016 - 01:56 AM, said:


First one just looks like regular aiming, second one is manyheatsinks, known aimbotter thats been banned.

don't want discussion , btw second clip . DANKnuggz say - never seen any direct proof , so you agree with him ?

Edited by KUPUK, 22 December 2016 - 07:01 AM.


#28 ztac

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Posted 22 December 2016 - 07:31 AM

I think that the fact that the playerbase has shrunk so much certainly is an indicator that something is wrong with this game.

Maybe not so many cheats .. but the game itself is not exactly fair due to balance issues. And of course faction play is wide open due to the small player base...

Around 60% play IS and 40% clans.... generally at peak times so far all I have seen is 1-1.5k players. Which for a game like this is poor by any standards. But it is Xmas almost.......(And I have only played for the last week or so).

Still I am hoping for MW5 to be a nicer game than this as it has potential so long as PGI don't mess that up too!

#29 Positive Mental Attitude

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Posted 22 December 2016 - 07:39 AM

View Postztac, on 22 December 2016 - 07:31 AM, said:


Still I am hoping for MW5 to be a nicer game than this as it has potential so long as PGI don't mess that up too!


Lol. Bro they cant even place walls right or care for that matter. Theyre just going thru the motions...

#30 Commander A9

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Posted 22 December 2016 - 10:46 AM

How the hell is it dead?

What is happening in Phase 4.1 that hasn't happened in every other previous phase?

Teams group up and fight. Good lord, if you are STILL pugging it up without using VOIP, a team, or coordination, you are doing...it...wrong!

#31 KUPUK

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Posted 22 December 2016 - 11:39 AM

View PostCommander A9, on 22 December 2016 - 10:46 AM, said:

Teams group up and fight. Good lord, if you are STILL pugging it up without using VOIP, a team, or coordination, you are doing...it...wrong!


you don't play in RANDOM team , if you write about coordination , 50 from 50 game , team DON"T use map at all , and half team don't even see difference betwean enemy and teammate- this how play random teams last 2 days

#32 Commander A9

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Posted 22 December 2016 - 12:52 PM

And I shouldn't have to drop as, nor should I be expected to drop as, a random pug. You know why? Because I'm part of a unit that plays as a team!

There's your problem right there, buddy. You're dropping as a solo pug in a game mode dominated by big teams and actually not playing as a member of a team.

As I said, and have said, and have beat my head against a wall at people who continually insist that dropping as a solo idiot in Faction Warfare is the right way to play the game...no!

Bad pug!

You want to improve your chances of victory? Then stop dropping as a solo dude, especially as a solo dude without the intent of using VOIP, talking to your teammates, coordinating your efforts, listening to your drop commander, stepping up to BE the drop commander, optimizing your drop decks, learning from your mistakes, or taking responsibility for your gameplay.

Once again, here's your solution to Community Warfare.

Edited by Commander A9, 22 December 2016 - 12:58 PM.


#33 Wolverine41

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Posted 22 December 2016 - 01:29 PM

Nada

Edited by Wolverine41, 08 May 2017 - 03:53 PM.


#34 Void Angel

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Posted 22 December 2016 - 01:48 PM

View PostTiantara, on 21 December 2016 - 03:46 PM, said:


- He talking about Phases in Faction Play with elements of Quick Play mechanic instead of pure invasion longroad map. Now we have some phases of battle before come time of Invasion map. And that change make FP more like QP with all its strong and weak sides.

But it isn't a new system of "groups vs. solo players" in Faction Play. As others have pointed out, there's a giant disclaimer the first time you pop into Faction Play warning us of that very thing. I'm aware of the changes, and so far they've been good. Players who are new to faction warfare can get the hang of managing a drop deck and using multiple mechs in the same battle, while still fighting on maps they know. It's also more fast-paced, and even has the potential to break up the "must always camp here" mentality of a lot of players.

But you're always going to have the potential for groups to run into solo players in Faction Play - it is, and has always been the nature of the beast.

#35 Chagatay

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Posted 22 December 2016 - 01:59 PM

View PostVoid Angel, on 22 December 2016 - 01:48 PM, said:

But it isn't a new system of "groups vs. solo players" in Faction Play. As others have pointed out, there's a giant disclaimer the first time you pop into Faction Play warning us of that very thing. I'm aware of the changes, and so far they've been good. Players who are new to faction warfare can get the hang of managing a drop deck and using multiple mechs in the same battle, while still fighting on maps they know. It's also more fast-paced, and even has the potential to break up the "must always camp here" mentality of a lot of players.

But you're always going to have the potential for groups to run into solo players in Faction Play - it is, and has always been the nature of the beast.


The system of full teams or mostly full teams vs complete pugs must end if FW is ever to take off in any meaningful way. But for now, I get much faster matches with IS for those grab bags. Once I get my 25 though I'll probably not queue anymore. Only takes about 10m per invasion mode and then I can use my next deck.

Edited by Chagatay, 22 December 2016 - 02:00 PM.


#36 Void Angel

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Posted 22 December 2016 - 02:31 PM

My point here is, it's not new.

As for teams being separated out, there were some good ideas about that in the Town Hall - I like the "red-light" solution, where teams go to the head of the line if there's a team available to fight them. But there needs to be more reason to deal with the additional constraints in CW rather than just do normal matches, or there will never be enough solo players and small groups out there to support separating those player bases. These quick-play matches - if only for their much smaller time requirement - are a good step in that direction, but until the rewards are sufficient when they're not offering loot bags, there's just no way we can do a hard separation of groups and solo players.

#37 Chagatay

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Posted 22 December 2016 - 02:49 PM

View PostVoid Angel, on 22 December 2016 - 02:31 PM, said:

My point here is, it's not new.

As for teams being separated out, there were some good ideas about that in the Town Hall - I like the "red-light" solution, where teams go to the head of the line if there's a team available to fight them. But there needs to be more reason to deal with the additional constraints in CW rather than just do normal matches, or there will never be enough solo players and small groups out there to support separating those player bases. These quick-play matches - if only for their much smaller time requirement - are a good step in that direction, but until the rewards are sufficient when they're not offering loot bags, there's just no way we can do a hard separation of groups and solo players.


Now that there is no longer 10 buckets and only 1 bucket, PGI can easily implement a solo only FW queue with a button and no map and a matchmaker system. It would be very popular as I personally have had the most fun in awhile in respawn conquest mode with relatively puggish teams on both sides. Even on losses they were close games like 1200-1250.

You can even keep the map tab of FW the way it is. Now that the FW queues have been condensed into one bucket there is really no reason not to do this. Clan/IS balance is easy mode if there is a solo quickplay FW. PGI can easily balance just using hard data sets from that mode. Teams are no longer in the equation and skill disparity is taken care of by matchmaker easy peasy.

The "git gud" people are happy because they will only face other teams/masochists and never have to deal with potatoes just looking for quick action. Long term the more constructed teams can try to scout players from the solo quickplay FW queue and it serves as a place for newer players to do the FW stuff and not get curb-stomped. In short, it would be like the group/solo quickplay split. I only see positive growth from such a move.

#38 Void Angel

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Posted 22 December 2016 - 05:59 PM

You're entitled to your opinion - but you are not entitled to your own facts. Leaving aside assumptions in your argument with which I may not agree, it's not permissible for you to just assert that what you happen to want is "easy." Invalid argument; feel free to try again.
:/

#39 A Shoddy Rental Mech

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Posted 22 December 2016 - 06:49 PM

View Postztac, on 22 December 2016 - 07:31 AM, said:

I think that the fact that the playerbase has shrunk so much certainly is an indicator that something is wrong with this game.

Maybe not so many cheats .. but the game itself is not exactly fair due to balance issues. And of course faction play is wide open due to the small player base...

Around 60% play IS and 40% clans.... generally at peak times so far all I have seen is 1-1.5k players. Which for a game like this is poor by any standards. But it is Xmas almost.......(And I have only played for the last week or so).



The general player base maybe 60/40 I.S., but the F.W. player base is heavily skewed toward the clan side. That's why clanners complain about long wait times and ghost drops.

#40 Chagatay

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Posted 22 December 2016 - 07:25 PM

View PostVoid Angel, on 22 December 2016 - 05:59 PM, said:

You're entitled to your opinion - but you are not entitled to your own facts. Leaving aside assumptions in your argument with which I may not agree, it's not permissible for you to just assert that what you happen to want is "easy." Invalid argument; feel free to try again.
:/


It is easy they already have the code. It is add a button....that is it. i know it is PGI but.....still add a button (they already have all the code for the other parts).





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