sub2000, on 28 May 2017 - 02:47 AM, said:
After reading the forums I have two rather rhetorical questions.
1. It is impossible not to notice that there is aversion against meta. Meta builds (builds optimized around hardpoints and quirks) are as the word "optimized" implies, are easiest to play right. Using them is the best way to learn, but there is aversion against it. Isn't it because of the meta adepts and their way of communicating?
2. Why the population of the FW is that low?
3.Why KCOM are so against splitting queues?
They claim that they don't like to slaughter skittles (should I write cattle?) , do they?
Claim about small population is bogus.
They like extremely buggy and troian friendly TS. Who forbids them to organize time and do "synchro-drops against good IS unites. After all it is part of the team experience. Isn't it?
I was doing that regularly more than 10 years ago. I don't believe now they have less communication possibilities to do that.
Another very important question to the MWO staff.
What percentage of the people stopping playing MWO have left after their short experience with FW. I know that if I wouldn't be lucky to get some first 10 FW games in small groups and experience good DC, I would leave MWO entirely. I know people who did exactly that.
This is personal experience so I am curious how general it is.
I would think shielding FW by entrance requirements or splitting queues is paramount not for the mode, but for the existence of the MWO as a whole. Again look for the experience in other games evolution. Unreal tournament is perfect example.
Why counterStrike is alive while technologically stronger quake and UT lines died?
KCOM, or at least I am against splitting the ques because this is supposed to be end game content, where you have to be ready to face extremely tough situations if you want to play. Plus, there are simply not enough people playing CW to split the ques. There are not enough teams to support a team mode and a solo mode like they do in QP. It has absolutely nothing to do with rather we want to smash pugs or not, it has everything to do with us wanting to play a mode that we enjoy as a team. If you don't know what you are talking about, stop insinuating nefarious motives against us. It cheap political theater and shows your ignorance to the masses.
Not sure what your issue is with our TS...it seems to work fine for us but whatever.
Stop with the non sense claim that our unit, or any other unit smashing pugs who chose to drop solo caused them to quit. That is BS. They chose to quit because they didn't want to put in the hard work, both experience wise and socially, to get better at the game. They chose to quit. They have that right, but it is not our fault. Their choices led to their situation and just like I have to suffer the effects of my choices, so must they.
The Basilisk, on 28 May 2017 - 01:29 AM, said:
The same discussion over and over again.
A minority wants to get their secluded tryhard land out of a gamemode that belongs to everyone while the real pros are long gone, playing their leagues in lobby matches.
Well to make it short.
It is the other way round.
Its not the lowby PuGs that have to be restricted.
Create an FP XP level, stop rewarding High XP ppl for teaming up and sealclubbing low XP ppl.
--> Incentive for low XP people to team up and for High XP ppl to go solo for max rewards.
Contain predators and empower the normals.
Seriously...Karl Marx would be so proud of you.