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How Is This Game Mode Supposed To Grow?


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#1 Gerwig

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Posted 25 May 2017 - 06:44 PM

Logged on and instead of trying to find a group, I just decided to drop solo and see where it takes me. That was about 20 mins ago and it is still searching. Imagine being a new player... I hope with this next update or future update they one day tear this apart. CW has had it's ups and downs but wait times and pugs vs. groups has and will always kill this game mode, no matter how balanced you make it. Always still hoping for the best.

#2 Crockdaddy

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Posted 25 May 2017 - 10:18 PM

View PostGerwig, on 25 May 2017 - 06:44 PM, said:

Logged on and instead of trying to find a group, I just decided to drop solo and see where it takes me. That was about 20 mins ago and it is still searching. Imagine being a new player... I hope with this next update or future update they one day tear this apart. CW has had it's ups and downs but wait times and pugs vs. groups has and will always kill this game mode, no matter how balanced you make it. Always still hoping for the best.

For it to grow it will have to be basically constantly marketed and incentivised. I am a bit unclear why it isn't but hey ... I only come here to laugh at LRM players (Clan Davion) and complain about PGI what do I really know.

#3 TWIAFU

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Posted 26 May 2017 - 02:41 AM

View PostGerwig, on 25 May 2017 - 06:44 PM, said:

Logged on and instead of trying to find a group, I just decided to drop solo and see where it takes me. That was about 20 mins ago and it is still searching. Imagine being a new player... I hope with this next update or future update they one day tear this apart. CW has had it's ups and downs but wait times and pugs vs. groups has and will always kill this game mode, no matter how balanced you make it. Always still hoping for the best.


Yes, think about the poor, poor, new player fresh install...


The one that has no idea what he is doing at all, spends an hour trying to figure out how to make a Drop Deck. Finally manages that, after figuring out how to even get to CW. Somehow this new player figures out the Factions and what mechs are availalbe to what side. This new player figures all that out after hour or more, figures out after all that work he can only drop in CW, and then has to spend more time find where to actually drop. Benefit of the doubt that this new player has not already given up and just went to QP, he launches and maybe read the warning, but prolly not.

Your new player sits and waits wondering WTF is going on. Finally the room fills and wait for an enemy. Finally have a match, your new player drops, and being NEW has no idea WTF to do. No clue how to target, twist, play at all.

New player dies for being new and trying to swim in the deep end. New player vs PUGs, new player dead. New player vs team, new player dead. New player in CW, new player dead.

I do not want to imagine more seals for the clubbing, I want to imagine less.

Supporting inclusion of new players into CW is only supporting leading seals to my club. Yes, think about the new player and how to stop them from being able to make a horrible decision until they are ready.

#4 Lehmund

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Posted 26 May 2017 - 05:08 AM

Personally, I've always been a fan of progression.

MWO has no progression learning curve beyond the tutorial, which is pretty good and giving decent basics.

I would certainly like PGI to do the following based on player "game age":

0 games: you can play QP and join groups and strong emphasis on completing the Tutorial. In fact, they should make it difficult to get into QP (not impossible) right off the install, and push them through the tutorial progression (unless they select to actively bypass the Tutorial.

Tutorial done to reaching Tier 4 end: Player can play QP group or solo and can play FW grouped up (invited in). The FW hook is there to allow players that know what they are doing or new players with friends teaching them to get into the action. Everyone else has to eat their cheetos before getting into FW.

Tier 3 and above can play all game types.

I'd also include a Tutorial after reaching Tier 3 to train people on Faction warfare elements, i.e. drop Deck setups, gates and generators, etc....

Many players just say "No Gating!" but considering the amount of highly successful games out there that use gating for the game's and player's benefit.... it should be thought of for sure.

FW can be played by new accounts on invite for sure, but FW is really end of game content and should be treated as such. We'd likely have more players in there, not fewer, because for the most part, even solo, you should have a good match, hence more experienced people dropping CW instead of QP to avoid potatoes.

#5 meteorol

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Posted 26 May 2017 - 05:26 AM

It really isn't at this point.

PGI has largely abandoned it, just like the playerbase. I tried to get some games on my alt for free CW mechbays, while i was at home yesterday (feast day)... i was reading a book while waiting for matches. During a 5 hours timeframe, i was able to get a single Invasion drop (which was a ghostdrop) and 3 scouting matches.

CW is done, sadly.

Edited by meteorol, 26 May 2017 - 05:28 AM.


#6 Black Ivan

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Posted 26 May 2017 - 06:33 AM

PGI seems to have abandoned it for for Mech Packs or other stuff

#7 Husker Dude

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Posted 26 May 2017 - 08:49 AM

Honestly, I think the Tukayyid events are one of the better ways the mode has grown; many units ended up expanding their rosters a bit, to make sure win tickets are awarded to their ledger. It gives a bigger incentive for units to actively recruit, which in turn exposes newer players to some of the intricacies that aren't immediately obvious to someone completely fresh to the game or game mode.
Particularly when you could get bumped back in the queue as a partial group or solo player by a full 12 man launching, it also gave a pretty good reason for a partial team to pull some PUGs out of LFG, who would otherwise go uninvited to any group, to fill out the company.

#8 Monkey Lover

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Posted 26 May 2017 - 10:41 AM

Just wait for the next event. RUSS ssid they will be adding some stuff over the new few patches.

#9 Spheroid

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Posted 26 May 2017 - 10:48 AM

Easy, the return of discrete fronts, territorial and win balancing modifiers, revised planet ownership and wealth sharing and changes to the planet capture and tug of war system.

I have a one or two page dossier in mind, if PGI wants serious input which they have not indicted.

#10 sycocys

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Posted 26 May 2017 - 10:48 AM

View PostMonkey Lover, on 26 May 2017 - 10:41 AM, said:

Just wait for the next event. RUSS ssid they will be adding some stuff over the new few patches.

So FW is going to get some new planets then?

#11 Monkey Lover

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Posted 26 May 2017 - 10:55 AM

View Postsycocys, on 26 May 2017 - 10:48 AM, said:

So FW is going to get some new planets then?


This issue is we still have too many buckets . It's now going to be 0.5 bucket where you can fight on both sides.

#12 Appogee

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Posted 26 May 2017 - 11:10 AM

View PostMonkey Lover, on 26 May 2017 - 10:41 AM, said:

Just wait for the next event. RUSS ssid they will be adding some stuff over the new few patches.

Well I for one am completely reassured.

#13 xX PUG Xx

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Posted 26 May 2017 - 11:18 AM

Sorry but I've mainly lost interest in the game at the moment and coming fo the forums largely frustrates me with having/reading the same topics/discussions from 1, 2 or 3 years ago...

TL:DR Don't know and at this moment, don't care.

#14 Monkey Lover

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Posted 26 May 2017 - 12:56 PM

View PostAppogee, on 26 May 2017 - 11:10 AM, said:

Well I for one am completely reassured.


Haha ,I don't plan on it being fixed but I do see people coming to for what ever event they do.

#15 Commander A9

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Posted 26 May 2017 - 06:08 PM

Needs new maps...perhaps new modes...new means of incentivizing people to play it, knowing one side's got to win, and one side's got to lose...

#16 SmokedJag

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Posted 26 May 2017 - 07:38 PM

Offer regular events so people play it. Population is heavily chicken and egg where the worst aspects of it (waiting forever only to have the match go poorly and end quickly with no new match, larger units fighting PUG, not being able to get away from larger enemy unit in que that beat you last time...) are all driven by low population and encourage low population.

#17 Tavious Grimm

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Posted 26 May 2017 - 07:54 PM

Let's face it Mechwarriors, this mode has been dying since the midpoint of CW Beta 2. Phase 3 a disaster from the word go, and it looks like they learned nothing from it. I honestly think the Civil War update is their last ditch hail Mary pass.

#18 Chagatay

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Posted 26 May 2017 - 08:36 PM

View PostCommander A9, on 26 May 2017 - 06:08 PM, said:

Needs new maps...perhaps new modes...new means of incentivizing people to play it, knowing one side's got to win, and one side's got to lose...


It needs to be ignored and forgotten. They gave it a shot it didn't pan out, resources should be spent elsewhere like the popular QP mode. PGI can leave it as a zombie though as it probably doesn't cost much extra (server load is server load whether it is FP/QP).

#19 Crockdaddy

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Posted 26 May 2017 - 10:10 PM

View PostTavious Grimm, on 26 May 2017 - 07:54 PM, said:

Let's face it Mechwarriors, this mode has been dying since the midpoint of CW Beta 2. Phase 3 a disaster from the word go, and it looks like they learned nothing from it. I honestly think the Civil War update is their last ditch hail Mary pass.


Hello, I am Crockdaddy and I unfortunately support this message.

#20 Commander A9

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Posted 26 May 2017 - 10:30 PM

Oh, we know... :/

PGI makes their money off mech packs, not the currently existing content.

So, CW means nothing to them other than an event to have an excuse to nerf something in the aftermath...

Edited by Commander A9, 26 May 2017 - 10:31 PM.






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