xX PUG Xx, on 28 January 2017 - 03:09 AM, said:
If you want to have a discussion you really need to work on your ability to put your ideas into some form, then reason them out with how you see them working and their consequences. WITHOUT attacking people and trying your best to offend them. Especially since those that you are having a go at are those that have, by their actions and words, are those that have shown the inclination to play, support and build the game mode that you purport to want to improve.
As an example of my "investment" in the "best game mode"; over four years ago I suggested the inclusion of some of the QP maps alongside their game mode variations and continued to advocate it over the years. I wasn't alone and although I can't take credit for those changes being implemented I like to think it at least helped to put the idea in the developers minds.
The problem we currently have with player retention is NOT because of Mercs, it is because of the system currently in place and you even admitted it yourself. The "unit circle jerk" (yeah nice mature turn of phrase there and a sure fire way to get people on your side) is again a symptom of the system. IF PGI had stated 5 years ago that players would be limited to what tech they could use in the end game mode of Community Warfare established players could have chosen to focus on one type of tech based on which side they wanted that account/character to play on. The current system of Merc career choice is PGI's way of allowing those players to make use of there purchases and a veiled nod at the mistakes that were made in the development and implementation of both the game as a whole and Community Warfare specifically.
This is one of many problems with FP and all of them are symptomatic to the system NOT the the players.
- Population balance: This has been an issue from day one, just look back at the Battle of Tuk and the horrendous wait times for Clan players, again this is due to the system and lack of hard capping to prevent population bias. Something the player base is unable to change, only PGI can alter this. So not the fault of Mercs.
- Skill disparity in individual drops: There is no match maker based on anything other than getting 24 players together to fight. AGAIN not the fault of Mercs and solely a system (or lack) of failure that only PGI can fix.
- Lack of immersion to promote Loyalty over floating from Clan to IS: AGAIN not the fault of Mercs, something only PGI can fix and there is multiple suggestions out there and again something I have posted suggestions for in the past but doesn't tackle a players ability to use all of their 'Mechs.
- No mixed Tech(yet): which would actually be the easiest way to reduce the number of Merc units and alongside increased or simply better incentive to be a Loyalist would most likely be a major factor in balancing out populations. I can think of a system that MIGHT work here and is based on the way the MRBC and similar leagues integrate mixed tech into their rule sets.
- Solo and Groups mixed in one "bucket": AGAIN not the Merc units fault. The failed "Tagged / non-Tagged" queue failed because it was not based purely on a pilot dropping as a solo player. IF this was to be implemented in the same fashion as the QP match maker, alongside a limit of the same tagged unit players being on one team and a reduced impact for the matches effects on the "tug'o'war" system, I feel this would provide a "FP lite" environment for the newer players to "get their feet wet". However this would need a fair amount of tweaking and is not as simple to implement as it sounds.
These are a few things that I can think of but none of them are BECAUSE of Merc units, Mercs are simply the result of the system that is currently in place. I made a similar suggestion to your own around a year ago, suggesting a maximum of an 8 man and subsequently reasoned it out, in the end I realised it would actually do more harm than good: the current system of the full game rewards team work over and above everything else and limiting the players that invested time, energy and in many cases, a lot of hard cash into the game would most likely drive them away. The idea does have merits but I feel the overall effect would be more negative on player retention than positive. The simple fact is that those players inclined to play in a unit are more inclined to play FP due to the nature of the game mode, so alienating them would do more harm than good to player numbers.
(As a side note: I'm a nearly 40 year old, married, Dad of two and if you'd spend more than twenty minutes talking to me you'd realise I was anything but "Elite" or even "Quasi-Elite". I also don't need the validation or congratulation of my unit, again if you knew any of us you'd realise they prefer to ridicule my attempts to try and improve things due to threads like this one and the attitude of players like yourself. Unfortunately the way you are putting yourself across is not inductive to a "discussion" and will only prove to put peoples backs up, most would simply dismiss it as "trolling". Simply my opinion and it's up to you to take it on board or not, as it is mine to choose to discuss yours or not.)
THANKYOU PUG.
A reasonable well written response, that has got me thinking.
Some of what you say works both ways mate.
You launched into a rant, based around the misinterpretation saying i was complaining about my own gameplay experience, which i clearly wasn't.
I am 35 years old, i am a man and can admit when i am wrong. Maybe my opener was a bit heavy handed, and now you have made me think about why, so i thank you for that. The power of discussion. Which, as many of my posts here allude to, is what i want on the issue.
A few things though. Unit circlejerk, is a quite appropriate term and i don't see your issue with it. It also well fits the current social "meta" that if you are a long term player here, you are somehow more valid than a new player for example. Which as i keep saying, is why this game is pretty much stagnant.
You can add all the quickplay maps to FP that you like, but unless something addresses the demographics of the game, that makes it more appealing to people who havent played for years like us, it will continue to stagnate.
The frustrating thing is, a lot of the veteran players seem to be very aloof and unable to embrace any viewpoint that doesn't essentially place the blame firmly on the guy who has just installed and started playing a game, with one of the hardest learning curves of any game i know.
Add to that, it is free to play, and people can test it, and then write it off without any financial investment, only exacerbates the issue of new player retention.
People need to ask themselves, do they prefer how the game is now, or do they want it to be more successful to drive change? The more popular the game becomes, the more willing PGI will be to implement bigger and better things.
With the new tech reveal coming up, now is a good chance for us to generate some hype and get people back here, or get them invested from the outset. What i don't want is this potential new playerbase to be greeted by a kick in the teeth, and "git guds" dropping like arty, so that they just go back to playing For Honor, or Mass Effect.
That is the reality we all need to consider. The last couple of years, all the hardcore BattleTech fans, who love this game for lore and gamplay, have been telling newer players, to embrace units and git gud.
It hasn't worked. Its blatantly obvious. Ash's statement earlier about how many people are in his unit and how many actually take part in FP is an unintended and tragic reminder of that. If established units can only generate numbers like that from dedicated players, what hope do you think we have of encouraging new players enough to learn how to play the game properly before they decide to jack?
We need to change our attitude. In my opinion, there should be 12 vs 12 for people who want to be the git gud of all git guds. Knock yourself out. If you strive to be as competitive as possible, like so many keep claiming here is the essence of git gud, then surely going 12 vs 12 against equally minded people is what it is all about?
Then, leave anythnig less than 12 vs 12 to everybody else. Find ways to balance the numbers so experienced and inexpereinced players are primarily balanced on both sides, and preferably, veterans are the majority and not a minority. So the minority of newer players taking part in the match can learn, rather than being surrounded by equally inexperienced players, like the blind leading the blind.
Right now, we don't get anything close to this, unless by luck because a couple of units may drop light as 4 or 5 mans for example. For the record, those are the best FP matches i have had as a solo, when both sides have a premade group of anything between 4-8, and the rest are pugs of any ability.
Why cant we set up anything other than 12 mans to drop like this? To me, more than 8 is too many, and i think the best way would be 4 man groups. Eg. 2 four man groups on each side and then 4 randoms. but unless it is standardised, the "matchmaker" wont be able to manage it.
That is why i said to limit mercs, because mercs are the largest source of veteran players. I get that isn't popular and fine.
So.
We already know, that "git gud, join a unit", is not cutting it, and hasnt been for some time. So what else can we do to make the game, outside 12 vs 12, more accessible at FP for all skill levels. Its not endgame. Its an enhanced QP mode. Endgame in MWO is 12 vs 12, so all the "pros" can face off against each other and see who is the most skilled.
FP in its entirety is not endgame, despite that crappy blue text wall you see when you select it. Apparently, endgame is rolling over groups of new pug players and laughing at them as they rage in chat without even understanding enough of the game to realise why they are being rolled. I find it sad as i think of how many players will possibly uninstall as a result of each match like that.
Finally, i also think another factor is how a lot of us learnt to play. When i first played there was no FP or clans. it was just IS QP. I did this for over a year before i joined a unit. The learning curve was far easier for peopel then because you only had QP, there was no choice or temptation to run CW, which is a much more enjoyable mode when it is balanced.
The game was also a bit simpler, having only IS, and no balance issues other than weapon balance and poptarting. Therefore it was easier to learn than say, if you got the game now, with 10 times more mechs, 2 factions, lots mroe maps, 2 different game modes, etc etc.
So when i see people using the old, "i did it this way so why cant you" is again, a bit obtuse.
Essentially, I just want more experienced players, which is a lot of merc units, to take more responsibility for driving the game than "git gud."