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It's No Wonder Few Play Faction...


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#241 TWIAFU

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Posted 15 June 2017 - 03:39 AM

View PostKingCobra, on 14 June 2017 - 06:44 PM, said:


You do seem confused a lot? let me try to help you out here.

I suggested a split FP queue system to try and retain more players to FP for solo/casual/new players and groups/units

First FP queue have 1-2man group + 10 random pugs/casual/new players Vs 1-2man group + 10 random pugs/casual/new players . that's not hard to comprehend is it? have them all be mercs with same rewards we have now.

Second FP queue 4man-12man unit/groups Vs 4man-12man unit/groups all must be loyalists with rewards they have now.

If you want you can scroll back to some of my other posts for more info now that's not hard to comprehend is it?



View PostKingCobra, on 06 June 2017 - 11:48 AM, said:



If anyone should be excluded from FP it is the units/groups that need there own MM queues and keep there only US!!! attitude's TO THERE SELFS.


Say what again?


View PostKingCobra, on 22 May 2017 - 08:34 PM, said:


Actually there are enough pugs to fill out PUG Vs PUG battles in FP 24/7 this was evident by how many PUGS turned out to play in the tukkayyid event.



Lie. If that was true then where are your mythical pugs to fill CW 24/7 after events close? They are back in QP. They do NOT play CW unless bribed and when bribed they complain, like you, about how bad they do playing QP with respawn.

View PostKingCobra, on 07 June 2017 - 06:43 AM, said:


A matchmaker in FP is a total waist of time what would work is allow just 2man groups to drop with pugs/solo/casual players as it is now.



Whaaaat?! If a FP mm is a waste of time, why are you proposing one? Again, you read what you wrote, ever?


And I have scrolled back and read the BS, double talk, and deflection you have posted over and over.

Quickly got tired pointing out your fallacies and avoiding answering questions.

Repeatedly it was pointed out to you, from actual experiences, how your suggestion was tried and failed. How it was bypassed by solos and changed nothing.

Your aversion to participating is documented and well known now by your own hand. Facts do not line up with what you say.

You want CW rewards without having to actually participate in CW

You want a solo only queue that you and a buddy, in group, can play and farm solo's or get farmed by solos.

You want up to 6 different units in a group and yet do not want to face more then one/two different units.

You want to farm bays and cbills but never be able to tag a planet, you want the loot without the work.

And you have the balls to call people snowflakes?

And before you want to try that 'woe is me, they are all attacking me' BS, if I was to personally attack you, everyone would know it. Only attacking this stupid idea you keep pushing for with selfish, self serving, and dishonest motives.

Maybe you and your one-two person Unit should focus efforts into allowing solo play in Group Queue and allowing 2man groups into QP. Get that to work before passing the infection into CW.

#242 Medicine Man

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Posted 15 June 2017 - 06:13 AM

View PostMischiefSC, on 14 June 2017 - 01:36 PM, said:

Yet when we end matches quickly we get a bunch of complaints that we wasted their time.

The reality is that farm or dunk, the losing team will rage at how unfair it waa.


You should end the matches as quickly as you can. This allows players to return to the queue faster and get another attempt.

But more than anything if elite teams kept predictably doing this move over and over again it would force the defenders to eventually start working together and getting some strategies in place.

You would get a lot of easy victories at first but eventually using the same tactic again and again would get an effective response from the other team.

#243 Leggin Ho

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Posted 15 June 2017 - 11:12 AM

View PostMedicine Man, on 15 June 2017 - 06:13 AM, said:


You should end the matches as quickly as you can. This allows players to return to the queue faster and get another attempt.

But more than anything if elite teams kept predictably doing this move over and over again it would force the defenders to eventually start working together and getting some strategies in place.

You would get a lot of easy victories at first but eventually using the same tactic again and again would get an effective response from the other team.


KDid you read what he posted, we did several drops the other night where we ended the drop as fast as possible in Domiation and got called named and cussed, then in Skirmish we met the other tam and kept coming fighting them and the drops ships to end the game quickly again and got the unusual salt about base rushing, when some folks lose they scream no matter how they lose.

#244 DarklightCA

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Posted 15 June 2017 - 11:27 AM

View PostMedicine Man, on 15 June 2017 - 06:13 AM, said:


You should end the matches as quickly as you can. This allows players to return to the queue faster and get another attempt.

But more than anything if elite teams kept predictably doing this move over and over again it would force the defenders to eventually start working together and getting some strategies in place.

You would get a lot of easy victories at first but eventually using the same tactic again and again would get an effective response from the other team.


The actual reality is that if you end the matches quickly they cuss you out and stop playing. If you don't end the match quickly they cuss you out regardless and likely still stop playing. If you shoot yourself in the foot to even the odds, they cuss you out and likely stop playing.

If you are a coordinated group you are always the ******* for playing the gamemode as it's suppose to be played. I've had drops where the other team sees a coordinated 228 group and 4-5 players just peace out before the game starts and their team blames us for them rage quitting.

You can never win as a group except for when it comes to actually winning. You can only smile, ignore them and keep playing.

#245 Medicine Man

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Posted 15 June 2017 - 01:42 PM

View PostLeggin Ho, on 15 June 2017 - 11:12 AM, said:

KDid you read what he posted, we did several drops the other night where we ended the drop as fast as possible in Domiation and got called named and cussed, then in Skirmish we met the other tam and kept coming fighting them and the drops ships to end the game quickly again and got the unusual salt about base rushing, when some folks lose they scream no matter how they lose.


Yeah I get that. Nobody likes being rolled by a premade and your gonna get cussed at anyway. My own inability to cope with that situation is why I can't even play FP anymore. The amount of cussing and rage that an unfair match causes me was bad for my health and blood pressure. Also I'm pretty sure I'm riding the ban line as it is for my foul ways of addressing folks who annoy me. So trust me. I get it. Your gonna get cussed at.

But speaking as somebody who used to have to deal with the crap that you premades are dishing out all I can say is that the quicker the better. If a total rout goes on long enough I'll disconnect anyway. So I'm not gonna be there at the end of it one way or other and a lot of other people won't either.

I think if you made a poll about it most people would prefer that the premade end the match as quickly as possible. Then us loser pugs can go to the bathroom and try to time our next drop to be in a different queue. Well for as long as pugs keep playing FP. Which won't be long.

Edited by Medicine Man, 15 June 2017 - 01:43 PM.


#246 KingCobra

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Posted 15 June 2017 - 01:53 PM

Say what you will the fact still remains FP is dead except for a few thousand hard core players that just want to leave FP the same seal clubbing anyone that would dare to challenge them 8man-12man units VS solo/casual/pugs and small groups.

A new solution to retain more players in MWO and FP needs to be found to keep the game solvent Im sure PGI has the data on player count QP player count FP player count bottom line revenue ETC. So you can attack my credibility all you want because it does not change the fact PGI needs to act on a new direction for FP.

All im trying to accomplish is a more easy friendly FP alternative to total unit/group steamrolls and seal clubbing that is driving prospective players away.

#247 Medicine Man

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Posted 15 June 2017 - 02:15 PM

I think that is what competitive mode is going to do. Hopefully it puts the elitests into their own world and arena away from civilized normal folks.

#248 ccrider

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Posted 15 June 2017 - 03:26 PM

Holy crap, you two are goddam magical. Make some friggin friends, it ain't hard. Most units aren't "elitist, 12 man fully practiced up groups of deal clubbers." most units are groups of friends with similar interests who hang out and drop together. Look at most drops; 12 man's are unicorns, most groups are mixed but manage to be on the same TS, socialise and work together. I'm sorry if you have some issue preventing you from copying this game breaking strategy but the rest of us shouldn't be forced to never have friends because it ruins your solo lifestyle.



#249 IraqiWalker

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Posted 15 June 2017 - 06:16 PM

View PostKingCobra, on 14 June 2017 - 03:53 PM, said:


First off your personally attacking me again over a topic about everyone in MWO that would like to play FP a different way I would assume PGI thought more pugs/casuals and new players would just join units and play but that's not the case and you know it.

So FP died 3 times since Closed beta and units just drove it into the ground every time crying they needed more baby seals for the grinder owe yes sir I have heard it all on TS3/discord for 4 + years so don't try to make it out like units are not the issue of why FP died 3 times.


I would rather play 12 pugs VS 12 pugs in a FP battle with little rewards and have fun than let FP die by the hands of players that only see 1 side to anything .

You REALLY don't want to understand that you're the problem, do you?

12 pugs, vs 12 pugs is still the same as units vs pugs. The team with better coordination, that will get on TS, will beat you 24/7/365. Because they will co-ordinate, while you stubbornly refuse to.

I don't know, or care, what you "heard over TS". The fact of the matter is that even if it was pugs vs pugs, 4 pugs on TS will get their team to win every time, against 12 morons playing solo rambo. 2 mans allowed into the solo queue showed us that.

Until you, and those that want to play brain dead QP in CW understand that, nothing will change.

The problem never was units. It was, and always has been, people who didn't want to bother with the extra effort it takes to work with their team.


How do you think units behaved before we got the units mechanic? Units were nothing new. By the time closed beta for MWO rolled into week 2, we already had units in game. We all get together on TS, goof around, chit chat, and do some drops together.


Group play has been punished time and again since open beta, all in favor of this cancerous attitude that you display. Because you want all the rewards, without bothering to work with your team. This game was supposedly built around teamwork, and coordinating with your teammates, yet time and again that gets penalized, just so the solo morons can have fun without playing the game.

Finally, units, and groups get their own place, which is something many of the solo morons had been asking for, for a long time, and now the morons want that too.

Look, Truth of the matter is that YOU and those like you don't want to work with a team. YOU all don't want to bother with using comms, or organizing a drop. Last, but not least, YOU want all the rewards, without having to fulfill the pre-requisite.

The CW rewards were put in place to reward the players that want to work together, and dedicate a long *** amount of time to teamwork. QP has faster drops, and gets you more rewards on average. That's for those that don't want to bother with all this fancy teamwork, and coordination stuff that you don't like.

The Davion TS server had dozens of units on it, from the tiny ones, all the way to the big 500 player ones like HHoD. When any of us wanted to do a group drop, but didn't find people to drop with in our own unit, we would move to another unit's room, and request to join them, and chit chat, goof around, and drop together.

Hell, it's not even that hard, Put a headset on, Get on a TS server (all the addresses are public, and pinned in the forums), jump into a room, say "hi", and spend 5 minutes of your time getting a drop deck set up, before clicking the "ready" button.

That's the little amount of effort that the rambo morons don't want to do, and have raised such a stink about since MWO CLOSED BETA. This is the single longest whine fest, and childish tantrum I have ever had the misfortune of witnessing.

View Postccrider, on 15 June 2017 - 03:26 PM, said:

Holy crap, you two are goddam magical. Make some friggin friends, it ain't hard. Most units aren't "elitist, 12 man fully practiced up groups of deal clubbers." most units are groups of friends with similar interests who hang out and drop together. Look at most drops; 12 man's are unicorns, most groups are mixed but manage to be on the same TS, socialise and work together. I'm sorry if you have some issue preventing you from copying this game breaking strategy but the rest of us shouldn't be forced to never have friends because it ruins your solo lifestyle.


This entire quote should be framed, and gold plated.

Edited by IraqiWalker, 15 June 2017 - 06:18 PM.


#250 Zolaz

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Posted 16 June 2017 - 08:23 AM

Was in a Clan PUG group against a 9 man unit, a 2 man unit and a solo. I didnt see anyone on the Clan side with the same unit tag. Us PUGs communicated over comms and set up a firing line on the backside of a plateau on Grim Portico. Had 2 PUG potatoes not listen and got smoked going to the far side of the plateau from trying to peek and snipe.

That just got the IS unit all charged up and they crested the hillside piecemeal into our firing line. The game was close at the end with our 2 PUG potatoes who didnt follow the gameplan going permadead fast. I dont know, maybe English isnt their first language or something. But, we did win against a premade unit group.

Communication if OP, even if you are a PUG group.

#251 xe N on

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Posted 16 June 2017 - 01:09 PM

View PostIraqiWalker, on 15 June 2017 - 06:16 PM, said:

You REALLY don't want to understand that you're the problem, do you?

12 pugs, vs 12 pugs is still the same as units vs pugs. The team with better coordination, that will get on TS, will beat you 24/7/365. Because they will co-ordinate, while you stubbornly refuse to.



PUG vs PUG it self makes no sense. However, PUG vs. PUG with Tier rating like currently in quick play does.

And despite the fact that Tier bar is more an EXP counter ... Most Tier 1 player can assist and do basic teamwork.

And it's not like that MWO is an ultra complex strategic game. It's in fact not even very complex for an FPS. There are FPS that require ALOT of more team skill and strategy than MWO. Command wheel and some common sense is enough to be an successfull team.

Edited by xe N on, 16 June 2017 - 01:11 PM.


#252 MischiefSC

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Posted 16 June 2017 - 03:27 PM

View PostMedicine Man, on 15 June 2017 - 06:13 AM, said:


You should end the matches as quickly as you can. This allows players to return to the queue faster and get another attempt.

But more than anything if elite teams kept predictably doing this move over and over again it would force the defenders to eventually start working together and getting some strategies in place.

You would get a lot of easy victories at first but eventually using the same tactic again and again would get an effective response from the other team.


Except that's not what most people seem to want or what happens.

You keep mistaking your opinion on things for what most peoples opinions are. Most people want to play the match, win or lose, just to get some stompy shooty robbits in.

When we do roll objectives people tend to ragequit out because they've just waited for a match they won't really even get to play.

What people really seem to want is to win consistently - just not put in the effort to do so. What people want from me, IMO, is for me to lose the match to them. They want to just magically 'be better' while still doing the same thing they've always done.

95% of the units in FW are not competitive tier teams. They're just average players. There's a handful of units and players that have some presence in MRBC (props to 54MR btw, who had a great showing in Div C this season and just may end up div B next season) but they're rarely the ones stomping you. There's like 3 teams total on the first two pages of both loyalist and merc units with any sort of comp presence.

There are no elites in FW. Just people who realize that a bit of communication and a moderate effort to bring decent mechs is what wins matches, and people who think the problem is that everyone who's better at the game than them or puts in more effort (and we're talking like a truly absurdly tiny bit of effort here) is some elite pro team operating like SpecOps and just loves to club the bads.

The fundamental problem, the absolute fundamental problem with many people in FW and in MWO at all is that they can't seem to wrap their heads around 12 v 12. You're on a team of 12, or a team of 4 in scouting, every single match. QP, group queue, FW. Every time. It's a team game. You can't play the game unless you're on a team. There is no 'not in a team' option other than the training grounds.

Yet you want to pretend you're not. That truly insignificantly tiny bit of effort of playing with/to your team is just a bridge too far. It's thinking outside yourself or trying to be more than just yourself that's just this mind-numbing impossible challenge that only uber hardcores can do.

There are preschool peewee kids playing on teams who can do it. If you've ever been aware enough of the world around you to hold a door open for someone else you can do it. If you've ever merged into traffic you can manage to pull this elite super-uber hardcore impossible goal off.

Nobody in FW is going to play the league queue instead of FW. A few might do it also - just for practice or the tiny handful of units that also has members in league play. The stomps are not being done because uber comp elites are rampaing in FW. It's because the team that communicates a bit more and brings decent mechs tends to win and the teams that do that most often win the most often.

The solution some people seem to be looking for is, deep down, for the game to play like a single player game and you only ever fight with/against people *slightly inferior to yourself* so no matter how much or little you try you always feel like you're a winning. This is not that sort of game. It's a PvP game. Peoples skills vary and they vary over the course of a day. It's a team game. The only way to play the game is on a team. As such teamwork is very effective in the same way that shooting enemy mechs instead of standing still and not shooting is effective - it's how the game works. In the same way that blowing out the ST on a mech with an ISXL engine kills that mech and means you won that 'fight', playing as part of a team and using teamwork is how you win fights in a team v team game.

I just can't wrap my head around how some people are just flat out incapable of understanding this. Teamwork isn't OP any more than shooting mechs is OP. That's what this game is. It's a 12 v 12 team v team game about shooting big stompy robbits. That's the game. That's how it works. People not shooting mechs or doing so poorly is like people not playing as a team. Both are failures to play the game as designed - not a game design failure.

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#253 KingCobra

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Posted 16 June 2017 - 08:19 PM

View PostMischiefSC, on 16 June 2017 - 03:27 PM, said:


Except that's not what most people seem to want or what happens.

You keep mistaking your opinion on things for what most peoples opinions are. Most people want to play the match, win or lose, just to get some stompy shooty robbits in.

When we do roll objectives people tend to ragequit out because they've just waited for a match they won't really even get to play.

What people really seem to want is to win consistently - just not put in the effort to do so. What people want from me, IMO, is for me to lose the match to them. They want to just magically 'be better' while still doing the same thing they've always done.

95% of the units in FW are not competitive tier teams. They're just average players. There's a handful of units and players that have some presence in MRBC (props to 54MR btw, who had a great showing in Div C this season and just may end up div B next season) but they're rarely the ones stomping you. There's like 3 teams total on the first two pages of both loyalist and merc units with any sort of comp presence.

There are no elites in FW. Just people who realize that a bit of communication and a moderate effort to bring decent mechs is what wins matches, and people who think the problem is that everyone who's better at the game than them or puts in more effort (and we're talking like a truly absurdly tiny bit of effort here) is some elite pro team operating like SpecOps and just loves to club the bads.

The fundamental problem, the absolute fundamental problem with many people in FW and in MWO at all is that they can't seem to wrap their heads around 12 v 12. You're on a team of 12, or a team of 4 in scouting, every single match. QP, group queue, FW. Every time. It's a team game. You can't play the game unless you're on a team. There is no 'not in a team' option other than the training grounds.

Yet you want to pretend you're not. That truly insignificantly tiny bit of effort of playing with/to your team is just a bridge too far. It's thinking outside yourself or trying to be more than just yourself that's just this mind-numbing impossible challenge that only uber hardcores can do.

There are preschool peewee kids playing on teams who can do it. If you've ever been aware enough of the world around you to hold a door open for someone else you can do it. If you've ever merged into traffic you can manage to pull this elite super-uber hardcore impossible goal off.

Nobody in FW is going to play the league queue instead of FW. A few might do it also - just for practice or the tiny handful of units that also has members in league play. The stomps are not being done because uber comp elites are rampaing in FW. It's because the team that communicates a bit more and brings decent mechs tends to win and the teams that do that most often win the most often.

The solution some people seem to be looking for is, deep down, for the game to play like a single player game and you only ever fight with/against people *slightly inferior to yourself* so no matter how much or little you try you always feel like you're a winning. This is not that sort of game. It's a PvP game. Peoples skills vary and they vary over the course of a day. It's a team game. The only way to play the game is on a team. As such teamwork is very effective in the same way that shooting enemy mechs instead of standing still and not shooting is effective - it's how the game works. In the same way that blowing out the ST on a mech with an ISXL engine kills that mech and means you won that 'fight', playing as part of a team and using teamwork is how you win fights in a team v team game.

I just can't wrap my head around how some people are just flat out incapable of understanding this. Teamwork isn't OP any more than shooting mechs is OP. That's what this game is. It's a 12 v 12 team v team game about shooting big stompy robbits. That's the game. That's how it works. People not shooting mechs or doing so poorly is like people not playing as a team. Both are failures to play the game as designed - not a game design failure.

Posted Image


You might be right from your point of view on FP now why don't you tell us the stats on how many players have quit FP or MWO because there gameplay experience is so short per battle and unfun because they get rolled 24/7 by units or groups since Closed beta?
400,000 + or more.

Edited by KingCobra, 16 June 2017 - 08:20 PM.


#254 ccrider

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Posted 16 June 2017 - 08:26 PM

View PostKingCobra, on 16 June 2017 - 08:19 PM, said:


You might be right from your point of view on FP now why don't you tell us the stats on how many players have quit FP or MWO because there gameplay experience is so short per battle and unfun because they get rolled 24/7 by units or groups since Closed beta?
We actively switch tactics mid game if the opponents are underwhelming. During tukayyid 3 We have 1v1s to the 5 guys who didn't disco so they could get event points during 1 match. People don't quit because of big bad units; they quit because the derpy play style that works in quick play doesn't work in FP. In order to please them you would have to ban ecm, radar deprivation, any misale systems, cover, common sense, teamwork, good builds, etc. Stop speaking for people who will never play FP. Use your energy to get people on TS, making friends and dropping in groups so they'll have fun rather than dumbing the mode down even further.

Edited by ccrider, 16 June 2017 - 08:26 PM.


#255 MischiefSC

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Posted 16 June 2017 - 08:34 PM

View PostKingCobra, on 16 June 2017 - 08:19 PM, said:


You might be right from your point of view on FP now why don't you tell us the stats on how many players have quit FP or MWO because there gameplay experience is so short per battle and unfun because they get rolled 24/7 by units or groups since Closed beta?
400,000 + or more.


I would guess the vast, vast majority left because of the repetitive nature of the matches and lack of depth/progression.

Why don't you count the number of people with tags in matches in QP? Is it a few? A couple? Most?

Because for me it's most. Nearly all. A little over 80% last time I did a measure.

You're erroneously conflating the excuse you like to use for why you lose a lot with why people have left the game. The two are totally unrelated. Same with why people left FW. It's because FW lacked the depth and purpose to get units to stay. People left the game because of countless reasons - learning curve too steep, NPE too sparse, lack of end game content/purpose are probably high on that list.

If people left the game because players playing as a team in a team v team game felt unfair to them then, well, those were never the people the game was pointed at. It's like someone quitting because it doesn't have transforming Gundams with gunblades and anime music. The game has had a huge population of units and teams over its history and those are largely who it was pointed at. Did you know QP was always a placeholder for the Community Warfare content?

So if the game is going to be pointed at casual pugs who fear teamwork then it needs to just be deathmatches and eliminate the teams because no amount of matchmaking is going to account for 1 side using even a tiny bit of teamwork vs the other team using none in a team v team game.

Let me know when you drop in a match and are not on a team vs another team.

#256 Commander A9

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Posted 16 June 2017 - 10:02 PM

Does anyone have exactly the specific numbers of how many actually play FW?

There used to be number trackers on planets, but those are gone now.

#257 ccrider

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Posted 16 June 2017 - 10:09 PM

View PostMischiefSC, on 16 June 2017 - 08:34 PM, said:


I would guess the vast, vast majority left because of the repetitive nature of the matches and lack of depth/progression.

Why don't you count the number of people with tags in matches in QP? Is it a few? A couple? Most?

Because for me it's most. Nearly all. A little over 80% last time I did a measure.

You're erroneously conflating the excuse you like to use for why you lose a lot with why people have left the game. The two are totally unrelated. Same with why people left FW. It's because FW lacked the depth and purpose to get units to stay. People left the game because of countless reasons - learning curve too steep, NPE too sparse, lack of end game content/purpose are probably high on that list.

If people left the game because players playing as a team in a team v team game felt unfair to them then, well, those were never the people the game was pointed at. It's like someone quitting because it doesn't have transforming Gundams with gunblades and anime music. The game has had a huge population of units and teams over its history and those are largely who it was pointed at. Did you know QP was always a placeholder for the Community Warfare content?

So if the game is going to be pointed at casual pugs who fear teamwork then it needs to just be deathmatches and eliminate the teams because no amount of matchmaking is going to account for 1 side using even a tiny bit of teamwork vs the other team using none in a team v team game.

Let me know when you drop in a match and are not on a team vs another team.
we had the option for transforming gundams and anime music?! ****, now I feel cheated.

#258 N0MAD

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Posted 16 June 2017 - 10:27 PM

Some of us, probably alot left MWO (Well apart from how badly its made) because apart from the 3rd party leagues, MWO is very uncompetitive, the lack of a decent match maker and allowing pugs vs groups just doesnt give you competition, for any vet or half decent group its just a farm, farming is boring.

#259 DarklightCA

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Posted 17 June 2017 - 03:46 AM

View PostKingCobra, on 16 June 2017 - 08:19 PM, said:


You might be right from your point of view on FP now why don't you tell us the stats on how many players have quit FP or MWO because there gameplay experience is so short per battle and unfun because they get rolled 24/7 by units or groups since Closed beta?
400,000 + or more.


Why don't you tell us those stats, you do have them correct? That's not just some number you pulled out of nowhere because it fit your arguement. You have 400, 000 questionairs or something of people telling PGI that they quit Faction Pay because of those no good units and their teamwork?

To me the fact that everybody waited years for Community Warfare to be released only to have it pushed back further and further to be finally released as some poorly designed mode that offers little to no playability and delivered on zero of the promised features that people were hyped to see would be the primary reason people stopped playing it.

Even if that statistic was closer to being true, it doesn't stop the fact that they chose to enter a environment without a matchmaker heavily impacted by units and groups as stated by PGI's welcome message for Community Warfare only to get mad they actually encountered groups. That's like going to the zoo and getting mad it had animals.

#260 KingCobra

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Posted 17 June 2017 - 07:00 AM

View PostDarklightCA, on 17 June 2017 - 03:46 AM, said:


Why don't you tell us those stats, you do have them correct? That's not just some number you pulled out of nowhere because it fit your arguement. You have 400, 000 questionairs or something of people telling PGI that they quit Faction Pay because of those no good units and their teamwork?

To me the fact that everybody waited years for Community Warfare to be released only to have it pushed back further and further to be finally released as some poorly designed mode that offers little to no playability and delivered on zero of the promised features that people were hyped to see would be the primary reason people stopped playing it.

Even if that statistic was closer to being true, it doesn't stop the fact that they chose to enter a environment without a matchmaker heavily impacted by units and groups as stated by PGI's welcome message for Community Warfare only to get mad they actually encountered groups. That's like going to the zoo and getting mad it had animals.


PGI set FP up to fail from the beginning allowing no progression from pug/solo/newplayer to competitive FP games so every poor soul that wanted to play FP got there heads smashed into the ground and they quit most of them anyways 400,000 + players lost is what I calculated off a poll that was in MWO archives.

If PGI would have put in a huge Social lobby system to start with which thousands of us tried to get them to do it 5 years ago and made private game play free this situation of FP units/groups steamrolling everyone else into extinction could have been avoided .

Players could have been recruited and trained in a civil way that retention of players could have been much higher in MWO and FP without the massive uninstalls.

You are right in the fact MWO QP especially get boring fast that's why I suggested splitting the FP queues so more players could start enjoying FP and MWO before they uninstall from boredom as well.I personally don't want to ghost drop till the game dies in FP or QP.

Edited by KingCobra, 17 June 2017 - 07:02 AM.






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