Cadoazreal, on 25 January 2017 - 05:38 AM, said:
Worlds changing hands needs to work differently, (shorter phases? with above choose mode changing how tug bar works (bigger % effect on bar, lower threshold to take planet?))
Different take on similar concepts. I'm sure something could be worked out to make the most amount of people happy, in the end. That's one big reason for the Roundtable.
Cadoazreal, on 25 January 2017 - 05:38 AM, said:
You need to cover TWO perspectives of player retention; and you're looking at ONE. Not only do you need to get new people playing, but you need to KEEP veteran players playing. FW (and the game as a whole) has people of both stripes leaving it.
One way to keep people playing is to reward people based on rank . . . which allows them to feel like they've actually accomplished something as they've worked at the game. The reward systems outlined also provides different playstyles different opportunities. However, maybe one thing they could consider is a form of "Faction Play Cadet Bonus" that gives a slightly bigger bonus reward for the first few matches a player has in FW, regardless of rank, playstyle, or win/loss.
People need a reason to not just start playing, but keep playing; and failing player retention at all levels of play is a problem that PGI needs to deal with.
Cadoazreal, on 25 January 2017 - 05:38 AM, said:
I'm saying you can put in theoretical bonus rewards for using Faction based lore favored mechs, only when you're a IS Loyalist; and a theoretical bonus reward for dropping under your maximum dropdeck limit only as a Clan Loyalist. Yes, they're optional lore and immersive rewards for people willing to play that way.
Whether you like it or not this game is based on Battletech and the over 30 years of lore and history that represents. Adding that optional reward layer to loyalists is something to make each faction unique and provide extra flavor to the game. However, it'd be entirely optional, take it or leave it. There's nothing wrong with adding optional reward layers to the game . . . its there for people willing to put in the effort.
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Regardless, I'm going off the points that were already brought up by the pre-roundtable discussion. That discussion included people who WILL be there talking to Russ and the objectives they'll be shooting towards; and I'm building upon what they already discussed.
They are some of the biggest issues facing FW right now; and they need to be addressed before other improvements really mean anything. I'm not saying those other improvements aren't necessary, or even important. However you can't build up a solid game mode play system without a solid foundation, first; and PGI still has work to do there.