naterist, on 04 February 2017 - 01:43 AM, said:
yes, but finding that meta doesnt require you to make mistakes in the mechlab till you eventually figure it out a long way from now. part of the problem is people making mistakes in the mechlab. this removes that possibility until they are in a unit that is good enough (and presumably capable of teaching unit members how to) use the mechlab in a way that doesnt leave you with one of every type of laser available. one aspect that is harming newbs completely thrown out the window in a que that is more geared toward the new and the pug. simplified mwo is what stock mechs are really. meta or not.
There was a legitimate thought to have new players play in a stock only queue... if only to mitigate the effect of other Tier 4 or 5 players having customized builds vs the actual new players. It would still be massively flawed however because someone that would have gotten their first Clan mech would have an overwhelming advantage over something with their first IS mech. So, it's not something you could easily resolve on its own merits (even people doing stock in private matches understand they have to set rules there for that reason alone).
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special, scheduled fw matches leave the other side of faction warfare, the competative groups, a place to go in a way that is geared to give them the lowest que time possible (prearranged games so just plug in and go at the assigned time) and the baby seals, who are the majority of the playerbase in fw (yes they are, there just arent enough big units routinely interested) get the focus in pick up games.
The original FP plans seemed to fall along those lines, but outside of solo "wanting in", it didn't seem to go further from the idea phase. Technically you could do something like that, but it have to be hashed out much better than what PGI did for CW on the whole.
A lot of previous MW games had a certain level of control through leagues to drop in matches that allowed people to bid (like through a batchall) for both sides. It was great, but consider that MWO doesn't allow gaining C-bills during private matches... I wouldn't see people wanting to do it "for free" unless they are making it back in C-bills (other games didn't have any sort of buy in restrictions like MWO does for private lobbies), and that in some ways may be harder to deal with.
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this notion that there will be a competent, 12 man unit there to face every 12 man unit group in faction warfare for over 50% of the matches you play is ludicrous, we dont have the players who are both at that level and interested, so some battles planned and all the others pug pickup games make sense. the stock mech mode is to help differentiate the two types of que and to remove one of the most difficult things to learn how to use in mwo for new people, the mechlab.
No... the mechlab is actually the easiest thing to deal with in the game. The question is whether or not you want to listen to other people. People often join units to learn and grow... and while not everyone is willing to join units (for whatever the reason), the biggest difference for an actual player on their growth is honestly whether or not they are willing to get better AND listen to people that have a clue. That's the difference honestly.
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one person mentioned that the main focus is clan v is, and even in previous phases, inter tech fights were rare. this is true, but with a timeline shift to 3068, this doesnt stay true lore wise. lore wise, it was every culture to itself. is dealt with is stuff, and clans dealt with clan stuff, while the best on both sides kinda held each other at a stalemate, with rare forays across the borders by the falcons mainly. and those clans that did attack and the IS assigned to hold them off were usually the best each siode could throw at each other, while everyone else in the background at home kept up the interfaction wars and kept the different house on house fights and clan on clan fights goin.
I don't care that much about lore. I'm fairly sure lore elements would have had plenty of interfaction fighting (it's kinda natural). I'm saying on a
more practical manner that it wasn't popular
in this game from Phase 1 to Phase 3 when attacking other factions was an option (although Liao for the most part was forced to do that - in a sense, some people/units that weren't "good enough" to fight a Clan offensive stayed in some factions that would avoid "that level of difficulty").
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in addition, i remember same tech fights in 3.0 to be prime locations for units to take newer people for in game trainings, which is exactly what this functions as, just wrapped up in lore to make it fun and not degrading to the players ego.
It's one thing to want lore elements... but to build a mode around them is not really a good idea. You need to develop modes about actual gameplay, and then add the lore elements around that instead.