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It's No Wonder Few Play Faction...


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#261 MischiefSC

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Posted 17 June 2017 - 07:04 AM

People didn't quit because of teams. They quit because of lack of depth and purpose.

I'm in favor of a lobby and better tools to help people group up.

However even in QP you're on a team of 12. People playing MWO and not playing as a team are the source of their own failure.

#262 DarklightCA

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Posted 17 June 2017 - 07:52 AM

View PostKingCobra, on 17 June 2017 - 07:00 AM, said:


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.


Well to begin with Faction Play is not a environment actually suited to new players or solo players otherwise that's not something PGI would warn players about when they chose to enter it. It's a mode without a matchmaker designed around units in groups conquering planets for factions. No part of that screams for players to jump into without any understanding of the game mechanics.

The reason players got smashed is because they ignored that warning and the reality of what the mode actually was because they got blinded by all the shiny rewards they could earn by playing it. When they should have been playing a mode more suited to their playstyle. Not to say that solo players weren't welcome in Faction Play because they were but the premis was that they would be playing with coordinated groups against coordinated groups.

Also considering Community Warfare started out dominated by unit groups as the main population (that it was designed around) and in just under a month quickly became dominated by solo players with units becoming fewer and fewer over the years. You'd think if the main problem of Faction Play was units killing solo players that it would have the opposite effect. Groups staying around for that sweet seal club taste and solo players actually becoming less and less of the population majority.

Splitting the queue would not solve your issue though because the problem was never groups, it was the difference in player skill as well as ability to coordinate between the solo population that made solo teams easy targets to stomp that would still exist even in a solo queue.

The solo players willing to put that effort into winning their game will always be handicapped by the solo players unwilling to and the team with the most coordinated players will almost always win their game. In a game of 12 coordinated solo players vs 12 coordinated group players, the only advantage is player skill.

#263 50 50

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Posted 17 June 2017 - 05:44 PM

View PostMischiefSC, on 17 June 2017 - 07:04 AM, said:

People didn't quit because of teams. They quit because of lack of depth and purpose.

I'm in favor of a lobby and better tools to help people group up.

However even in QP you're on a team of 12. People playing MWO and not playing as a team are the source of their own failure.


Even then. You can have some amazingly close and entertaining pug matches.

I would suggest that at present quick play is going along happily enough.
The competition mode should allow the preparation for the world cup go much easier with less hands on work required by PGI.
Hopefully that means Faction Play can get the focus and the development it needs.
It's been limping along for a few years now, let's move the mode in a positive direction so we all can benefit and enjoy it and request some major changes.

#264 Deathlike

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Posted 17 June 2017 - 09:13 PM

View Post50 50, on 17 June 2017 - 05:44 PM, said:


Even then. You can have some amazingly close and entertaining pug matches.

I would suggest that at present quick play is going along happily enough.
The competition mode should allow the preparation for the world cup go much easier with less hands on work required by PGI.
Hopefully that means Faction Play can get the focus and the development it needs.
It's been limping along for a few years now, let's move the mode in a positive direction so we all can benefit and enjoy it and request some major changes.


The problem with your hope here is that it never got the proper attention during its lifetime like super spawn killing spawns in Phase 1+2, Long Tom in Phase 3, or the lack of depth in EVERY version of CW/FP.

#265 IraqiWalker

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Posted 17 June 2017 - 11:12 PM

If QP had a lobby mechanic, that allowed me to chat with my teammates before a match started, you can bet I'd give them the TS server address, so we can coordinate, and we'd end up with the exact same result you see in FW. The disorganized morons getting smashed to bits.

Also, I have to admire the gall of demanding the game mode designed for groups be centered around solo rambo idiots.

#266 Commander A9

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Posted 04 July 2017 - 07:55 PM

Tonight, we fought the same group of pugs at least 3 times straight.

They all came back for more gaming, even though they got utterly brutalized each time.

I don't think the big teams crushing the opposition has anything to do with people leaving Faction Warfare, if ever they do.

View Postxe N on, on 14 June 2017 - 10:00 PM, said:

I think we should introduce MC costs for faction play. Those, who want to play this mode should pay for it, because it is highly inefficient to bind resources for a mode that only attract 10% of the total population. I think about 100 MC per drop would be fine.

Posted Image


I would quit the mode INSTANTLY if ever PGI demanded any kind of money from me to play the mode. :/

It'd be the same mistake they made essentially charging MC/Premium Time for private lobbies.

#267 justcallme A S H

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Posted 04 July 2017 - 08:06 PM

View PostCommander A9, on 08 June 2017 - 03:32 PM, said:

I wouldn't say that Faction Warfare has few people playing. Hell, the last Tukayyid had 17,000 unique players drop in.

Sure, you can say most came back for the event, and you'd be correct in some circumstances.

Still, there are drops happening daily. As long as PGI keeps pumping out events though, I'm sure there will still be a population to play.



In most circumstances, not some. Why?

Look at the leaderboard. I'm somewhere inside the top 100 right now since the season started. I do maybe 20-25 drops a week on average. Last season just to maintain a top 200 for the first 4 months you needed to be doing well over double that.

Fact is FP population right now is the lowest it has been since QP4.1 was introduced which is easily worked out from inactivity on leaderboard.

View PostKingCobra, on 14 June 2017 - 07:17 PM, said:



Here let me correct you sir

I'm sorry to say but FP and attitudes like yours have driven off 400,000 snow flakes that could be still playing and paying into MWO im sure you have another great reply to that?



400,000 users have left MWO because of being beaten in Faction Play?


ROFL... How on earth did I miss the most fanciful post of the month?

Edited by justcallme A S H, 04 July 2017 - 08:03 PM.


#268 justcallme A S H

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Posted 04 July 2017 - 08:10 PM

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?


Many users including myself have asked repeatedly for proof of even just ONE claim made by KingCobra

To date we have not seen one piece of evidence to back up any of his make-believe claims.

He just replies with "stop personally attacking me"... Not sure how that all logically lines up, but then, when you have no logic...

#269 Ripper X

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Posted 04 July 2017 - 09:05 PM

I hate to say it but I think capping pre-made groups to 5 for faction play would be best right now. That is until there is a better solution. This would spread the more experienced groups around. I like rolling with a 12 man but it really doesn't work for a more balanced fight. You shouldn't have to join a unit or a 12 man to have fun.

Another way would to have 2 queues. Have the ability that people could choose either or both if they are dropping solo. I would choose both and I am sure many others would as well.

Edited by Ripper X, 04 July 2017 - 09:23 PM.


#270 Black Ivan

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Posted 04 July 2017 - 10:24 PM

IMO FW is beyond saving. That would have been necessary during phase 2 and 3. What ever PGI will do now won't get the bad name of the mode away or attract the quantity of new players it needs to survive. The last big event only got people there with substantial bribes by PGI, after that ghost town again.

#271 TWIAFU

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Posted 05 July 2017 - 03:19 AM

View PostRipper X, on 04 July 2017 - 09:05 PM, said:

I hate to say it but I think capping pre-made groups to 5 for faction play would be best right now. That is until there is a better solution. This would spread the more experienced groups around. I like rolling with a 12 man but it really doesn't work for a more balanced fight. You shouldn't have to join a unit or a 12 man to have fun.

Another way would to have 2 queues. Have the ability that people could choose either or both if they are dropping solo. I would choose both and I am sure many others would as well.



Lemme guess; you run in a group of 5.

#272 Ripper X

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Posted 05 July 2017 - 10:47 AM

View PostTWIAFU, on 05 July 2017 - 03:19 AM, said:



Lemme guess; you run in a group of 5.


I will run in any size group. I prefer the second option of 2 queues. Give solo players the choice to run in solo and/or group queues.

#273 xe N on

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Posted 05 July 2017 - 11:25 AM

Nah, we have now comp mode queue for competitive gamers. So, we can simply put down FW?

Edited by xe N on, 05 July 2017 - 11:27 AM.


#274 Ripper X

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Posted 05 July 2017 - 12:09 PM

View Postxe N on, on 05 July 2017 - 11:25 AM, said:

Nah, we have now comp mode queue for competitive gamers. So, we can simply put down FW?


Um no. FW is the main reason I play MWO

#275 TWIAFU

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Posted 05 July 2017 - 02:17 PM

View PostRipper X, on 05 July 2017 - 10:47 AM, said:

I will run in any size group. I prefer the second option of 2 queues. Give solo players the choice to run in solo and/or group queues.


Then why in the world pick such an arbitrary number then?

Why not pick 7. It's at least a lucky number.

There we go. Only groups of 7 and 5 can play CW.

Better yet, make it so you have to be in a GROUP of at least two to play CW, get rid of that Instant action button.

And the solo/non unit thing was tried and failed because the solo/non-unit players just made a Unit to play with non solo.

Face it, solo are really, except in a few rare cases, only playing CW for Event Rewards or Mech bays, not for anything else.

Solo not there to take a planet are they? No. There for c-bills, mech bays, and event crap. Are they there for teamwork? Not playing solo.

Play solo, get crushed by teamwork, complain about teamwork. Separate queues is at it's core a lame excuse to avoid teamwork and never have to face it again, QP with respawn. Take your worse QP match today, anyday. Times that by four and that is what solo want to play.

#276 Kill Chain

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Posted 05 July 2017 - 03:33 PM

If there should be a limit to the amount of people in a group for FW, then 4 (lance size) seems like the logical choice.

#277 Ripper X

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Posted 05 July 2017 - 04:50 PM

View PostTWIAFU, on 05 July 2017 - 02:17 PM, said:


Then why in the world pick such an arbitrary number then?

Why not pick 7. It's at least a lucky number.

There we go. Only groups of 7 and 5 can play CW.

Better yet, make it so you have to be in a GROUP of at least two to play CW, get rid of that Instant action button.

And the solo/non unit thing was tried and failed because the solo/non-unit players just made a Unit to play with non solo.

Face it, solo are really, except in a few rare cases, only playing CW for Event Rewards or Mech bays, not for anything else.

Solo not there to take a planet are they? No. There for c-bills, mech bays, and event crap. Are they there for teamwork? Not playing solo.

Play solo, get crushed by teamwork, complain about teamwork. Separate queues is at it's core a lame excuse to avoid teamwork and never have to face it again, QP with respawn. Take your worse QP match today, anyday. Times that by four and that is what solo want to play.


I wasn't talking about solo/unit queues. Solo/group queues. Group queue would remain like it is right now. Solo players would have the choice if they want solo or group or both. I don't want to fight against new solo players when I'm in a 12 man. I don't want to club them in submission. I only want to fight against players that want to fight at a more competitive level.

#278 Commander A9

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Posted 06 July 2017 - 09:16 AM

View PostRipper X, on 04 July 2017 - 09:05 PM, said:

I hate to say it but I think capping pre-made groups to 5 for faction play would be best right now. That is until there is a better solution. This would spread the more experienced groups around. I like rolling with a 12 man but it really doesn't work for a more balanced fight. You shouldn't have to join a unit or a 12 man to have fun.

Another way would to have 2 queues. Have the ability that people could choose either or both if they are dropping solo. I would choose both and I am sure many others would as well.


So you'd punish big teams who form 12-mans for playing the mode using the tools given to them by PGI?

No, thank you.

I'll uninstall this game the moment that restriction goes live.

#279 Ripper X

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Posted 06 July 2017 - 09:29 AM

View PostCommander A9, on 06 July 2017 - 09:16 AM, said:


So you'd punish big teams who form 12-mans for playing the mode using the tools given to them by PGI?

No, thank you.

I'll uninstall this game the moment that restriction goes live.


After thinking about it, yes capping groups to 5 would be a terrible idea.

#280 TWIAFU

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Posted 10 July 2017 - 09:39 AM

View PostKill Chain, on 05 July 2017 - 03:33 PM, said:

If there should be a limit to the amount of people in a group for FW, then 4 (lance size) seems like the logical choice.


Then all solo must be auto grouped into 4.

Not bad.





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