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Fp Dead?


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#121 Vxheous

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Posted 06 March 2017 - 07:49 PM

View PostContrex, on 04 March 2017 - 09:42 PM, said:

Its all about matchmaking.
There is just no fun to fight T5-T3 players.

Its no fun for us to stomp them, its no fun for them to get stomped.


____


Next point - Dropzone camping
Every ***** single game we have to walk to the enemy dropzone and get them out of there.
People and even whole top 10 (factionplay leaderboard teams) just hiding in the dropzone.
After we killed them in their own dropzone, they blame us dropzone farming.
So they feel like getting dropzonefarmed, we feel like they are abusing dropships = Bad feedlings for everyone

Solution. Create one single dropzone for the complete team with 4 gates on different sides. You cant get in from the outside, but everyone in there has to leave the zone within of 30 seconds. Otherwise the mech gets pushed out randomly.

Dropzonecamping solved.

________

Balancing is not a problem (within the 265 vs 240 tonns)
The game is quite balanced. Main problem is: Clan is easier to play.
So the hole balance discussion would not hit anyone who plays within his own Tier.
At least the T1 Teams would not give a ****.


Which top ten list are you looking at, Loyalist or Merc? I can't see the merc units on the 1st page of the FW leaderboards intentionally sitting inside their dropzones, and more like the opposite where they crush your 1st wave and sit outside your spawn instead.

Edited by Vxheous Kerensky, 06 March 2017 - 07:50 PM.


#122 justcallme A S H

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Posted 06 March 2017 - 10:59 PM

Rumour has it that it was RCW & RJF, caustic hiding in corners with ERLs. Mixed group or something similar.

The funniest part. They apparently still got wrecked hiding behind the DZ camping/abusing collision/out of bounds corners on Caustic.

So still pretty funny if you still lose and having to cheese THAT badly to try erk a win.



None of the good merc teams would ever be doing that.

#123 Marquis De Lafayette

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Posted 07 March 2017 - 06:05 AM

View PostVxheous Kerensky, on 06 March 2017 - 07:49 PM, said:


Which top ten list are you looking at, Loyalist or Merc? I can't see the merc units on the 1st page of the FW leaderboards intentionally sitting inside their dropzones, and more like the opposite where they crush your 1st wave and sit outside your spawn instead.


Normally, I would agree with you....however was in a match this week where a large team of one of the top 10 merc units on the leaderboard balled up inside there own dropzone on River City wave 2 (12-12 match)....they had some wave 2 Mechs beat up, so I guess they figured the dropships might help even it up damage-wise.

Given the unit tag (which I respect) I couldn't believe it...and could only figure they must be working some new unit members in (they had some new names I didn't recognize as members of their unit) and felt outmatched. I just wrote it off as just that or that they were "just trying it"....it didn't work, as we won and I don't think I have seen it ever work.

#124 Vxheous

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Posted 07 March 2017 - 02:03 PM

View PostMarquis De Lafayette, on 07 March 2017 - 06:05 AM, said:


Normally, I would agree with you....however was in a match this week where a large team of one of the top 10 merc units on the leaderboard balled up inside there own dropzone on River City wave 2 (12-12 match)....they had some wave 2 Mechs beat up, so I guess they figured the dropships might help even it up damage-wise.

Given the unit tag (which I respect) I couldn't believe it...and could only figure they must be working some new unit members in (they had some new names I didn't recognize as members of their unit) and felt outmatched. I just wrote it off as just that or that they were "just trying it"....it didn't work, as we won and I don't think I have seen it ever work.


Yikes...thats embarrassing

#125 Malrock

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Posted 08 March 2017 - 05:52 PM

View PostContrex, on 04 March 2017 - 09:42 PM, said:

Its all about matchmaking.
There is just no fun to fight T5-T3 players.

Its no fun for us to stomp them, its no fun for them to get stomped.


We know this to be false actually. People claim this but their actions say otherwise. Obviously a fair portion of the population in FP does enjoy stomping pugs. The only reason currently to drop as a group is to experience this type of game play. Because that is what you will get, unless you have pre planned a simultaneous drop against another organized enemy. Even with such pre planning though you then have to hope you don't get stuck with a pug by accident. Actual groups seldom see each other because when a group ques there is an immediate scramble to offset so the warning goes out to all the solos come quick your faction needs you. There is therefore literally no other result from group dropping atm than rolling the other team, for some easy c bills.

#126 James Argent

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Posted 08 March 2017 - 06:22 PM

Not to mention that if they really didn't enjoy it, they'd play the objectives, win quickly, and get more matches (and more C-Bills/hour) instead of making the PUGs go through all 48 mechs. Every non-skirmish game that gets played exactly like skirmish puts the lie to that claim.

#127 Carl Vickers

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Posted 08 March 2017 - 06:35 PM

View PostMalrock, on 08 March 2017 - 05:52 PM, said:


We know this to be false actually. People claim this but their actions say otherwise. Obviously a fair portion of the population in FP does enjoy stomping pugs. The only reason currently to drop as a group is to experience this type of game play. Because that is what you will get, unless you have pre planned a simultaneous drop against another organized enemy. Even with such pre planning though you then have to hope you don't get stuck with a pug by accident. Actual groups seldom see each other because when a group ques there is an immediate scramble to offset so the warning goes out to all the solos come quick your faction needs you. There is therefore literally no other result from group dropping atm than rolling the other team, for some easy c bills.


Please cite references to back up your point.

The stomps happen cause people are looking for matches, if a team gets another team, I know from experience they literally get excited, game on. When they see skittles, most just sigh and get on with it. There will be some people who like being flat track bullies to farm pugs as it has happened to them so they want to get their turn in but I think you are making a rash generalization.

Edited by Carl Vickers, 08 March 2017 - 07:29 PM.


#128 justcallme A S H

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Posted 08 March 2017 - 06:52 PM

Lol cite what, a tin foil hat?

There will be no proof, fact or otherwise because it doesn't exist.

We don't ever 'avoid teams'. Most of the time we are seeking them out.

#129 Starwulfe

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Posted 08 March 2017 - 07:04 PM

View PostJames Argent, on 08 March 2017 - 06:22 PM, said:

Not to mention that if they really didn't enjoy it, they'd play the objectives, win quickly, and get more matches (and more C-Bills/hour) instead of making the PUGs go through all 48 mechs. Every non-skirmish game that gets played exactly like skirmish puts the lie to that claim.


Better cbills killing.
If PGI wants stomps to end via objectives, 12 mechs + objectives (3-400k) needs to be worth more than 48 mechs, (1.2-1.3M)

Edited by Starwulfe, 08 March 2017 - 07:04 PM.


#130 ccrider

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Posted 08 March 2017 - 07:27 PM

Most don't drop in groups to stomp pugs. We drop in groups to hang with people we like, talk shot and shoot robots.

#131 James Argent

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Posted 08 March 2017 - 08:34 PM

On a per-match basis, that's true. But you get more matches per hour by completing the objectives quickly.

#132 Carl Vickers

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Posted 08 March 2017 - 08:53 PM

Sometimes you spend more time waiting in queue for the drop to be done in 2 min for objectives. I myself like objectives but I like shooting and killing mechs a little more, objectives just add flavour and roles.

#133 Commander A9

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Posted 08 March 2017 - 09:17 PM

Wait times are hideous...

Meanwhile, here's a problem. The major teams are having massive attendance problems...it's becoming more and more common to see guys from MS, 228th, DC, and other groups mixing it up and forming 12-mans of mixed teams because they're all struggling to draw their own people back into the game.

This is a problem...when you have the major teams with players who no longer want to play the game...the people who sink alot of money into the game to begin with deserting in droves...

So...Faction Warfare is going to keep suffering if PGI doesn't motivate people to come back.

#134 Carl Vickers

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Posted 08 March 2017 - 09:20 PM

Population has always been an issue for MWO, always will be. To many different groups of people wanting different things from the game and chucking it in (sulking) when they dont get what they want instead of playing the game for what it is.

#135 Lightfoot

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Posted 08 March 2017 - 09:29 PM

They need a better main game type than capture the orbital gun. I know they invested a lot of time into creating the special maze-maps, but the gameplay is more about knowing the map maze than skills used in the PUG cues which are a lot more free-form.

When I started playing the FP games in 2014 my PUG teams were winning about half the time, by February 2015 the PUG teams were winning about 20% and by May less than 10% of the time. Just shows that winning the match is too tied to knowing exploiting the map's weaknesses. Choke-points, etc.

I am not saying get rid of the orbital gun gametype, but add some new ones that are map neutral. FP is just a pretty stale gametype right now.

#136 justcallme A S H

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Posted 08 March 2017 - 10:02 PM

View PostCommander A9, on 08 March 2017 - 09:17 PM, said:

Wait times are hideous...

Meanwhile, here's a problem. The major teams are having massive attendance problems...it's becoming more and more common to see guys from MS, 228th, DC, and other groups mixing it up and forming 12-mans of mixed teams because they're all struggling to draw their own people back into the game.


Yep, Oceanic in the past it's usually a bunch of 4-mans forming a 8 or similar... Currently it's just a mis-match of people in a team on both IS/Clan.

54MR Oceanic has 16 or so players from memory, in the past we'd usually have 6-8 on most nights. Currently we get 2-3 if we are lucky because people are pretty burnt out. Some of that is just natrual attrition though, it's summer south of the equator still. The only Oceanic fielding a team 6+ is 228 regularly and we've been having great games 3-4 nights a week.

Even US cycle during the week we struggle to get more than 6-8 at once (weekends usually 12 is easy), and mix/matching across units there as well.

I don't think it's a bad thing - unit intermixing - it's actually created a really fun community within a community between:
D'C / KCom / 54MR / AW0L / EK and a few others who we all seem to ***** ourselves between. So playing with new players than usual, at least keeps it interesting.

But yes, it is a sign of much greater issues with the game in general - not just FP.

#137 Marius Evander

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Posted 08 March 2017 - 10:18 PM

im burnt out from sep -> new years events overload

and also the games about to change a little, my main ocd drive to play "catch em all" isnt interested in purchasing stuff that might be **** soon. I did buy 1 linebacker (5srm4 4 sm puls) which is fun but brawlers are more fun in a large group of brawlers mot solo.

#138 Jaybles-The-PegLeg-PotatoCaptain

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Posted 09 March 2017 - 09:19 AM

View PostLightfoot, on 08 March 2017 - 09:29 PM, said:

They need a better main game type than capture the orbital gun. I know they invested a lot of time into creating the special maze-maps, but the gameplay is more about knowing the map maze than skills used in the PUG cues which are a lot more free-form.

When I started playing the FP games in 2014 my PUG teams were winning about half the time, by February 2015 the PUG teams were winning about 20% and by May less than 10% of the time. Just shows that winning the match is too tied to knowing exploiting the map's weaknesses. Choke-points, etc.

I am not saying get rid of the orbital gun gametype, but add some new ones that are map neutral. FP is just a pretty stale gametype right now.


When was the last time you played FP? 90% of the time it's the Quick play maps. For those of us who actually enjoy invasion, we get to play siege maybe once a week if we're lucky enough to log on when the tug of war isn't a stalemate. At least this is my experience during NA prime time.

#139 Amsro

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Posted 09 March 2017 - 09:29 AM

Faction community warfare play 4.XX doesn't know what it wants to be.

As far as I can tell it's a 4 mech version of quickplay. With an epic wait to boot.

At least the old way it was different maps. But now.. le sigh.

I can play 4 quickplay matches faster then 1 FPCW match.

So there is that.

Posted Image

Edited by Amsro, 09 March 2017 - 09:30 AM.


#140 Tarl Cabot

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Posted 09 March 2017 - 04:14 PM

View Postjustcallme A S H, on 08 March 2017 - 06:52 PM, said:

Lol cite what, a tin foil hat?

There will be no proof, fact or otherwise because it doesn't exist.

We don't ever 'avoid teams'. Most of the time we are seeking them out.


One way to work that would have another check box, if 8+ group/unit wait x amount of time for another 8+ unit to drop. Or an active lobby/UI piece where units can indicate looking for unit drops, and those that have selected to be situated as such but are in a drop would show how long they have been in a drop and K/D count. As units ready up, it looks first if in setup then fills up the open slots w/pugs and drops those teams who have readied up. Of course, if one side has 2 teams ready to go and the other side has 4 teams, at least in 2 drops units would not know the exact team they are being dropped against.

Just thinking outside the box to allow large unit groups a way to try to drop against another large unit group...

Edited by Tarl Cabot, 09 March 2017 - 04:15 PM.






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