everybody is ruining fp (hell everyone is ruining qp now too). people like to blame pugs or units, me personally i like to blame pgi. mostly for being way too ambitious with the whole fp design from the beginning, and overestimating their niche market. this led to the bucket crisis as the player base was stretched thin. look at how long the queue bars are, its like they expected 5 or 6 teams to be lined up to play all the time. also assuming that everyone is going to opt for the hyper organized level of play enjoyed by units like evil and others.
so it hits and immediately there are problems. the first thing i noticed about fp was how ridiculously complicated the original lobby system was. it was so bad it needed a manual to understand it properly. it also didnt factor in the behavior of players either, and you ended up with pug funnel that persisted until phase 3, and was rapidly reinstated when the already spread thin player base complained about the wait times.
second thing was the maps. i really dont need to go too far into this, everyone gets it. choke points and poorly thought out objectives. ranking rewards were exceptionally tempting, but the grind was terrible and the farming was so bad the majority of players fled the whole thing. i (and a whole lot of other pugs) saw it as pgi playing favoritism for the more skilled units in the game, which make up one extreme of the curve. i joined a unit, bought a mic and the farming persisted. units needed to drop a lot to capture planets, and you would hardly ever see more than one group queued in a lobby at any given time. this leads to more pug funnel situations. but the thing is it is yet another indication of how spread thin everyone was.
subsequent phases showed that pgi was skating around the problems, only focusing on low hanging fruit. i dont even remember what phase 2 brought that was different, i dont even think it did. phase 3 was actually moving in the right direction, but because split queue didnt work, a lot of the related features were just vestigial at best. other features like the long tom just made the whole situation desperate. scouting was a nice addition but it just turned into light skirmish.
and here we are, we have finally resolved the fundamental issues with phase one, and its still dead. vestigial phase 3 features remain. organizational players are still orders of magnitude more capable than the average fp player. i cant help but think they are wasting their talent in fp when they should be organizing 3rd party custom games with fellow units, and why there isnt some kind of unit rivalry system in there is beyond me. its somewhat playable now, but its horrible reputation remains, and there are still fundamental problems that need to be corrected.
none of this is the fault of any unit, they just want planets and a reputation. i cant fault the pugs for wanting to have fun and win free mech bays. but i can blame pgi for horible design.
Edited by LordNothing, 11 January 2017 - 07:33 AM.