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Please Remove Or Drastically Reduce Quick Play Modes In Fp.



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#1 Tarogato

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Posted 15 April 2017 - 03:21 PM

How about removing new players from CW?

I saw this somewhere the other day, I think reddit:

Quote

salutations fellow clansmen and I.S. swine. not much for ******** so pardon my being so blunt. Im new to MWO, like "2 weeks in the cockpit" new. spent like 20 minutes on the testing grounds then decided what the hell, why not click the red box saying reinforcements needed and see what this shits all about. my first match was invasion faction play



... if CW can be your literal first game of MWO, there is a problem.

#2 razenWing

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Posted 15 April 2017 - 03:34 PM

How about none of that, and just add better tutorial like literally every other game?

And not just basic mech tutorial, but access and function tutorial. If you play Clash of Clan, for example, it will literally guide you through the first 5 levels to show you what to click, how to click, and what everything is.

Problem solved.

#3 mrshannon

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Posted 15 April 2017 - 03:47 PM

First, this has nothing to do with tutorials or removing players. This is about making CW have a point. Before the change to mostly Quick Play maps in CW there where two reasons to play CW.
  • It was faster to grind C-bills
  • You got to play game-modes and maps that you could not otherwise play.
With Quick Play maps making up most of CW play now the 2nd reason is essentially gone. Therefore, there is now very little reason to play CW at all. I think a lower percentage of Quick Play maps (say 30%) in CW would be a much better balance and I would once again have a reason to care.

#4 Alan Davion

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Posted 15 April 2017 - 03:52 PM

View Postmrshannon, on 15 April 2017 - 03:47 PM, said:

This is about making CW have a point.


And PGI has yet to show any glimmer of understanding that CW needs a point other than allowing the top comp teams to further stroke their e-peens by farming the ever loving crap out of anyone dumb enough to venture in.

Until there is an actual economy added to the game, as in certain planets producing certain mechs, weapons and whatever else, providing discounts on said items to the faction that controls them, there's really no point in playing CW at all.

#5 El Bandito

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Posted 15 April 2017 - 05:30 PM

PGI also needs to increase starting mechbay count so that pugs would not be so desperate for it and join CW too soon.

#6 Davegt27

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Posted 16 April 2017 - 09:04 AM

No

Let's not do that

#7 El Bandito

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Posted 16 April 2017 - 09:11 AM

Invasion maps in CW are far less fun, IMO, due to their choke point filled nature. Some modes such as Conquest really shines in CW compared to QP.

Edited by El Bandito, 16 April 2017 - 09:12 AM.


#8 Havyek

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Posted 16 April 2017 - 09:14 AM

View Postmrshannon, on 15 April 2017 - 03:47 PM, said:

This is about making CW have a point.


You mean like PGI promised to do prior to release in what, 2012?

Edited by Havyek, 16 April 2017 - 09:15 AM.


#9 Andi Nagasia

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Posted 16 April 2017 - 09:15 AM

first, i dont agree,
second, Duplicate thread,



will be Merging as to keep consistent


Edited by Andi Nagasia, 16 April 2017 - 09:17 AM.


#10 Havyek

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Posted 16 April 2017 - 09:22 AM

IMO CW will always fail as a secondary game mode or "hard mode" version of MWO.

It won't be successful until PGI actually welcome/encourages units to join it, instead of trying to drive everyone into solo/small groups.
It shouldn't have special rewards that are carried into QP, CW should be its own entity with restrictions put on unit and faction sizes. Activity should be moderated by PGI. Not attacking/defending often enough, you're out and another unit can take over.
Give unit and faction leaders a means to easily communicate with each other to set up contracts, co-ordinate attacks/defenses etc. PGI needs to stop trying to drive CW and let the COMMUNITY actually take part in COMMUNITY Warfare.
We need something like the old ADL and NBT leagues to make CW a success, otherwise it may as well be scrapped and focus on building a decent AI and storyline.

#11 Lances107

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Posted 16 April 2017 - 09:30 AM

I agree with the op adding the qp maps/mods to faction play was a big mistake. Moreover even one of the Unit guys they chose for one of the round tables stated he was not happy about it. Yes the siege mode maps had choke points but that was a good thing. They were a real test of a units ability to coordinate there forces, and uniform there forces for that matter. The only other mode I would like seeing in civil war aside from siege is maybe this new what are they calling it? Incursion mode as it would make sense for faction war. If people think siege mode was too hard then they should simply not do faction play. As for things that should be added back. The long tom is at the top of the list. That ability actually made scouting meaningful, now not so much. Again some cry babies could not handle it and now thats gone too. Starting to see a pattern here anyone?

#12 Mole

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Posted 16 April 2017 - 09:34 AM

The fact that we're not always stuck with chokepoint central seige is what got me back in to FP. No thank you on returning to that.

#13 Moonlight Grimoire

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Posted 16 April 2017 - 09:35 AM

Honestly, outside of a few maps, Invasion sucked, full stop. Why? The lanes you were channeled through sucked to slog through as an attacker, or just took to damn long to get to the gate so any momentum and excitement you were having vanished because the wave died. Vitric is good, Emerald is fine, Grim is alright. Hellebore has too long of a walk to the gate. Sulfurous is horrible. And Boreal is just bad, just, flat out bad. Until after you get into the trenches past the gate Boreal is just horrid, once into the trenches in the base it becomes serviceable but before that it is just horrid.

The quickplay modes actually offer something, mostly conquest does. Skirmish is just counter attack revisited which, meh, remove it, skirmish has always had 0 reason for being in MWO. Domination needs more side objectives, assault is meh, hopefully it will get replaced with incursion which should shine in CW.

Increase how many mechbay's players start with so they don't rush to CW, or force them to own 4 mechs of the same tech base before joining into CW so they have some time investment into the game. But, as it is? CW is a faster way to get cbills and XP than QP anymore. I don't mind pugs running in scouting with the one light or medium they own, perfect place for them to be, I don't mind pugs in CW with 4 mechs they own, sure it sucks when they bring a bunch of XLed slow as balls LRM IS mechs, but, whatever. CW as it is now at least is more palletable than it was in Phase 3 with getting nuked, but, it is pretty exhausting to join a faction on contract, give it your all, win all your fights with your faction, and see said faction lose worlds, because the rest of the IS can't pull their own weight. Oh well, that is an issue with CW having always been QP with respawns instead of something with more depth, even when it was just invasion.

#14 Monkey Lover

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Posted 16 April 2017 - 09:54 AM

I call for removal of CW threads in the general section. :) Stop posting over here because you only have at most 40 players in cw anymore :P

#15 Mystere

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Posted 16 April 2017 - 10:10 AM

View PostEl Bandito, on 16 April 2017 - 09:11 AM, said:

Invasion maps in CW are far less fun, IMO, due to their choke point filled nature. Some modes such as Conquest really shines in CW compared to QP.


Considering those maps involve attacking bases, it would be stupid not to have chokepoints to corral the attackers.

As for the OP, the problem is not the QP modes. The problem is the absence of some engaging campaign system.

#16 Monkey Lover

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Posted 16 April 2017 - 10:19 AM

View PostAlabaster Croft, on 16 April 2017 - 10:10 AM, said:

So many ridiculous replies. To everyone complaining about choke points. How about join a unit and learn to communicate and play the game. In [ACES], from the time I joined, we had absolutely no problem with CW because of great drop leads like Shimmering Sword. The point is, that it was at least something different, and I always had a damn good time. For one thing, I don't understand how you people apparently LOVE doing the same thing OVER and OVER and OVER. Honestly. A redundant game mode, HAHAHAHA. It's so ridiculous. I can't believe a single person supports it. Secondly... I don't see any noticeable difference in FP queue time. The point of FP should be to be IN A UNIT WORKING TOGETHER WITH TEAM TACTICS AND THATS WHAT MAKES IT FUN OVER QP AND THE MAIN DIFFERENCE. If you solo queueing FP and expecting results you're doing it wrong.

As for duplicate thread, don't care man... this is an important topic for me and I won't stop voicing my opinion over it.

Furthermore, everyone that has paid a single dollar to this game should be emailed a poll explaining major changes and asking their opinion on them. That way at least everyone that SUPPORTS the game actually has some kind of statistical say in major game changes. Honestly I don't care what people that don't pay for this game think. The fact is they will still play it. People just have a tendency to GRAB GRAB GRAB ME ME ME I I I everything they possibly can without any regard for others.



No idea joining a unit stoppped chocked point fighting in cw.... My unit must be doing it wrong because all i ever see is this

Posted Image

One side getting ready to push into the other side... Woooo funnnnnnn lol


On a side note always funny to see clan mercs saying "go play cw" 1bucket killed cw. I will be back in 6+ months when they have Is v Is events

Edited by Monkey Lover, 16 April 2017 - 10:20 AM.


#17 Moonlight Grimoire

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Posted 16 April 2017 - 11:03 AM

View PostAlabaster Croft, on 16 April 2017 - 10:40 AM, said:

If PGI wants to add new maps/game modes to CW then that's great. But don't rehash the same old tired things and throw them into a special game mode and call it something different. CW didn't need saving. Those that wanted to play it got to. Those that didn't played quick play. You really expect me to believe that now that the modes are virtually identical... more people are going to play it?

Oh hey guys you know im getting a little tired of Assault/Domination/Conquest, Gee, I could sure use something a little different. HEY I KNOW! You guys want to go play FP!? Where we can play THE EXACT SAME GAME MODES, ONLY MUCH LONGER AND DRAWN OUT!? - SIGN ME UP!!!!!!!!!!!


Hilariously you are in the minority. Most enjoyed having the addition of conquest to CW, the other modes? Yeah, those suck in CW. Invasion? Again, on half, HALF of the maps that PGI has for invasion absolutely sucks and PGI just stopped making maps for invasion. The whole dynamic for invasion sucked. The flow of battle was horridly stagnant. It should have started out with defenders dropped outside of the gate defending a smaller base that controlled the gate, those who died respawned inside the main base via dropship as you normally do. Though that would require every Invasion map to get reworked. Teamwork? Yeah, had that, choke points still sucked because you all pushed together, you still have everyone after moving through said choke lose a good chunk of armor and the defender at full health. Sure 'fun'. There is defenders advantage, and then there is the lackluster thing that is Invasion when it isn't on Vitric, Emerald, or Grim, because those three maps are actually fun to play invasion on.

Domination is meh, assault is eh, skirmish is skirmish, aka, I hate it because skirmish has no right existing in MWO. Conquest works, Escort should never be even contemplated for 12v12 CW. Scouting convoy protection (instead of VIP mech) maybe, but, that is a different topic, because this is about 12v12 CW not scouting, obviously. Incursion would be a good addition to CW as it is basically Invasion light. Of course you want to reduce QP modes, so sure, let's just reduce it to Conquest, Incursion, and Invasion, I would be happy with that since PGI can't get the other ones to be functional with CW's set up.

Still think CW as a whole needs to change entirely, but, PGI probably doesn't want to sink the resources into changing CW into something more differentiated from QP.

#18 Lances107

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Posted 16 April 2017 - 11:21 AM

Just because you say someone is in the minority does not make it so. Ill post based on some opinions I have heard first hand, but I will not assume that what I say is the majority, or the minority, that is quite the arrogant presumption. On this issue I can only go by what I think, what was said at the one round table, and what I see on these forums. He is right fp is now a clone of qp the end. Except when your lucky enough to get hit with a siege.

Edited by Lances107, 16 April 2017 - 11:21 AM.


#19 Moonlight Grimoire

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Posted 16 April 2017 - 11:29 AM

View PostLances107, on 16 April 2017 - 11:21 AM, said:

Just because you say someone is in the minority does not make it so. Ill post based on some opinions I have heard first hand, but I will not assume that what I say is the majority, or the minority, that is quite the arrogant presumption. On this issue I can only go by what I think, what was said at the one round table, and what I see on these forums. He is right fp is now a clone of qp the end. Except when your lucky enough to get hit with a siege.


I say he is in the minority due to a great deal of people came out suggesting adding QP modes to CW in some fashion during the round tables and even before them, and the reaction from most people was positive as it was more ways to play CW other than "run down the trench through the enemy fire so you can hit the O-gens".

#20 Tarl Cabot

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Posted 16 April 2017 - 11:51 AM

IMHO, the only real issue is when both factions are winning/losing @ appropriately the same amount there is no change in the mode type. That should be changed to add some variety so that the current set only seeds the mode for x-amount of drops followed by x-1 another QP mode then x-2 Siege mode. Then once it hits the Siege stage it is reversed but dropped to only one QP mode thrown in such as Conquest.

Edited by Tarl Cabot, 16 April 2017 - 11:52 AM.






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