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Cw, One Bucket Too Many


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#1 Sunstruck

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Posted 10 July 2017 - 12:43 AM

There is only 1, que for faction warfare, yet its STILL takes, 15+ mins to get a game, where you wait another 15 mins for a G H O S T D R O P ? ! ? !

And end up getting 100, loyalty points for waiting a half hour ! ? !

Seriously this game mode is so over, so broken at the core. The feature needs to be completely redone if you STILL can't get a game when theres only 1 que.

Its such a big waste of time.

#2 Khobai

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Posted 10 July 2017 - 12:53 AM

I still think they need to integrate quickplay into faction warfare. Make every single match played count towards faction warfare.

When you go to play youd just have three options: scoutmode (4v4 same as it is now), quickplay (8v8 one life), and invasion mode (12v12 same as it is now)

And just have seperate queues for groups and pugs. So youd have a total of 5 buckets (1 for scoutmode, 2 for quickplay for pugs and groups, and 2 for invasion mode for pugs and groups)

That would fix a lot of the queue problems in faction warfare, because even if no one plays invasion mode you could still get faction points and help capture planets just from doing quickplay.

Also with the civil war update they could restructure faction warfare to allow mixed IS/clan teams which would allow more diversified buckets. Clan players would simply choose which side of the civil war they want to fight on when participating in civil war fights, and changing sides would come with the same penalties as breaking a contract.

Edited by Khobai, 10 July 2017 - 01:03 AM.


#3 El Bandito

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Posted 10 July 2017 - 12:54 AM

Not to mention that there is absolutely no MM in CW. Fixing it is gonna require more than a day or two's work. Meanwhile Ghost Drops should give more rewards than now, especially with LP.

#4 Thorn Hallis

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Posted 10 July 2017 - 12:54 AM

Now you just need to find a developer ready to admit and correct its mistakes.

#5 Khobai

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Posted 10 July 2017 - 01:10 AM

Quote

Not to mention that there is absolutely no MM in CW. Fixing it is gonna require more than a day or two's work. Meanwhile Ghost Drops should give more rewards than now, especially with LP.


Yeah integrating quickplay into FW is definitely not an easy job. But its something PGI needs to do moving forward in order to save FW. There just arnt enough players to keep quickplay and FW seperate anymore.

#6 Wintersdark

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Posted 10 July 2017 - 01:20 AM

View PostEl Bandito, on 10 July 2017 - 12:54 AM, said:

Not to mention that there is absolutely no MM in CW. Fixing it is gonna require more than a day or two's work. Meanwhile Ghost Drops should give more rewards than now, especially with LP.
yeah. You may not have fought, but you lined up and waited for half an hour, you deserve to be paid.

Soldiers still get paid if the enemy doesn't show, after all.

#7 MustrumRidcully

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Posted 10 July 2017 - 01:24 AM

View PostKhobai, on 10 July 2017 - 12:53 AM, said:

I still think they need to integrate quickplay into faction warfare. Make every single match played count towards faction warfare.

When you go to play youd just have three options: scoutmode (4v4 same as it is now), quickplay (8v8 one life), and invasion mode (12v12 same as it is now)

And just have seperate queues for groups and pugs. So youd have a total of 5 buckets (1 for scoutmode, 2 for quickplay for pugs and groups, and 2 for invasion mode for pugs and groups)

That would fix a lot of the queue problems in faction warfare, because even if no one plays invasion mode you could still get faction points and help capture planets just from doing quickplay.

Also with the civil war update they could restructure faction warfare to allow mixed IS/clan teams which would allow more diversified buckets. Clan players would simply choose which side of the civil war they want to fight on when participating in civil war fights, and changing sides would come with the same penalties as breaking a contract.

WIth Civil War ,it would even be kinda justified to have mixed IS/Clan teams. (Well, maybe not fiction-historically accurate, but at least "believable" that in Civil War, the lines aren't as clear-cut anymore).

As an added feature to motivate the whole Faction Warfare thing:
  • Players select a Faction they work for (be it as Mercenary, Freelancer, or Loyalist) (with the usual 1 week before you can change loyalit)
  • Players select a planet they are fighting for. (You can change this once a week, too) (from a small list of available planets.)
  • The results of the matches a player has counts against the success of his faction on the chosen planet.
If a faction "wins" a planet, the player of the faction that fought for that planet get a one-time bonus (C-Bills, GXP, and maybe some consumables) .The bonus is higher the smaller the group of winning players is compared to their competitors.

The selections of the player doesn't matter for the sake of the match-maker, however. (So theoretically two Steiner Loyalists could play on opposing teams.) Not realistic, but simplifies things.

#8 The Basilisk

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Posted 10 July 2017 - 01:25 AM

As long as you can't go unmolested by the sealclubbers in CW noboddy wants to play it anymore.
On the other Hand the few more organized teams get too either bored out by ppl totaly unwilling or unable to follow the simplest instructions or just getting stomped by some semi pro team.

Didn't find any inbetween in the lasst half year.
Game mode sucks this way or that way.

My Solution ?

Just remove it.

Do something new.

Some kind of Solaris League with 1 on 1, 4vs4, 12vs12, Leaderboards.

There just aren't eneough ppl playing this game to split the queues through matchmaking into discrete groups that would allow interesting and balanced matches.

Edited by The Basilisk, 10 July 2017 - 01:30 AM.


#9 Davegt27

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Posted 10 July 2017 - 01:26 AM

Khobi I sort of like your idea but if the customers get even the slightest hint/or idea they are being tricked
or screwed over for the sake of the try hards it could kill the game for good

with no match maker it might be a hard sell

#10 C E Dwyer

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Posted 10 July 2017 - 01:29 AM

I think the comp play servers are the bucket at fault, not CW

#11 El Bandito

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Posted 10 July 2017 - 01:32 AM

View PostCathy, on 10 July 2017 - 01:29 AM, said:

I think the comp play servers are the bucket at fault, not CW


In which way? Comp server has very few players playing it, and it siphons mostly very good players. So pugs should benefit from having them gone from CW.

#12 Khobai

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Posted 10 July 2017 - 01:40 AM

Quote

Do something new.

Some kind of Solaris League with 1 on 1, 4vs4, 12vs12, Leaderboards.


But if FW still feels incomplete what makes you think Solaris will ever feel complete? I would rather PGI learn the valuable lesson that they need to complete things and fix FW rather than scrap it entirely for another project theyll never complete.

Plus Solaris has zero chance of saving this game so its pretty much a waste of resources anyway. The number of people that want to play competitive leagues is very small, probably less than 5% of the players. It makes no sense to cater to them while ignoring the other 95% that just want to play casually. Its the casual game experience that needs to be improved the most in order to save the game.

Quote

Khobi I sort of like your idea but if the customers get even the slightest hint/or idea they are being tricked
or screwed over for the sake of the try hards it could kill the game for good

with no match maker it might be a hard sell


Well youd still have to have some kindve matchmaker for the two pug buckets. The other three buckets wouldnt need MM though.

Edited by Khobai, 10 July 2017 - 01:47 AM.


#13 Bud Crue

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Posted 10 July 2017 - 01:49 AM

Here, we have a thread about CW being a dead zone.
Over on the CW forums some one proposed a subscription fee...cuz why not CW rocks and we tons of folks want to throw money at it right? Posted Image
And other threads vary between no one plays, CW is fine, stay the f**k out scrub, and we need to come up with ways to save CW, etc.

Yet, regardless of all of our totally contradictory views about the mode, the best part?
Russ said 2017 was going to be a refocus of PGI's efforts onto CW. They hired a new CW guru. CW was going to have frequent weekend faction specific events! Its f***ing July. Nothing is changed, CW is what it is (regardless of what it really is) because PGI has let it be so and appear to want it to stay that way. Where in all of the various clamor and critiques of CW is anyone from PGI engaging us? There is no one. Not a word. Not a hint. Not even a b***s*** statement of "good things coming soon". Whatever you may think of CW, I can tell you one thing: PGI doesn't appear to think of it at all.

#14 Kin3ticX

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Posted 10 July 2017 - 01:53 AM

I gave CW every chance but at this point I think CW shouldn't have been made in the first place. I had my fun with it back in early-mid phase 2. After that PGI stopped patching it for months and then crushed it with phase 3.

Edited by Kin3ticX, 10 July 2017 - 01:56 AM.


#15 Kin3ticX

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Posted 10 July 2017 - 01:57 AM

View PostCathy, on 10 July 2017 - 01:29 AM, said:

I think the comp play servers are the bucket at fault, not CW



Actually I think CW will eventually be boiled down to something like the comp queue interface. In other words, when it come to reducing buckets they might finally just scrap CW.

#16 Khobai

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Posted 10 July 2017 - 02:07 AM

Im not seeing why CW needs to be scrapped.

For the most part CW could be saved if they just stopped allowing groups to sealclub pugs.

They need to have seperate buckets for groups and pugs. But in order to do that and not drastically increase the wait times they need to seemlessly integrate quickplay into CW. And the pug buckets still need to have some kindve matchmaker.

You could even have checkboxes (like they do for regional servers) that let players choose what buckets they want to play in. So for example pugs could check off that they want to play in both the pug bucket and the group bucket. Or they could uncheck one or the other.

Edited by Khobai, 10 July 2017 - 02:13 AM.


#17 DGTLDaemon

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Posted 10 July 2017 - 02:12 AM

View PostKin3ticX, on 10 July 2017 - 01:53 AM, said:

I gave CW every chance but at this point I think CW shouldn't have been made in the first place. I had my fun with it back in early-mid phase 2. After that PGI stopped patching it for months and then crushed it with phase 3.

I actually liked CW Phase 3. The only thing wrong with it was the lack of players which caused long wait times and frequent ghost drops. PGI tried to address it by merging everyone into two big buckets in Phase 4... but it was actually Phase 4 that made me leave CW. It got bland and boring, just a variation of QP with respawns. And right now I'm not sure if shuffling buckets around can save it. CW can only survive if it can offer a different, enhanced experience compared to QP. If it's just another QP queue, but with meaningless loyalist/merc rewards, then who's gonna bother playing it?

Edited by DGTLDaemon, 10 July 2017 - 02:12 AM.


#18 kapusta11

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Posted 10 July 2017 - 02:15 AM

4 mech drop deck Conquest on a big map is the best game mode IMO. You have to cap in order to win, but you can't avoid the fight either and even if you get your аss handed to you, you still have 3 mechs left. I want it to be a stand-alone game mode. Just cut IS vs Clan BS.

#19 Khobai

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Posted 10 July 2017 - 02:16 AM

Quote

but with meaningless loyalist/merc rewards, then who's gonna bother playing it?


The rewards are actually pretty nice for free players. Its one of the only ways they can get more mech bays.

Its very important to have those kinds of rewards for free players in order to attract new free players and keep them playing the game.

One of the biggest problems with MWO is how inaccessible those rewards are for free players. They need to make CW more accessible to pugs and free players so they can earn those rewards more easily. Which means getting rid of groups sealclubbing pugs.

Quote

4 mech drop deck Conquest on a big map is the best game mode IMO


Agreed.

But I feel like there needs to be another "fun" gamemode. Id like to see an asymmetrical dropship defense gamemode where one team has to attack a union dropship and the other team has to defend it until it refuels. And you could have fuel depots that the attackers can destroy to slow the rate the dropship fuels at. That would force the defenders to split up more to lessen the defender advantage.

They also need to fix assault, escort, and incursion because those gamemodes are all lacking.

Edited by Khobai, 10 July 2017 - 02:21 AM.


#20 Baron Zen

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Posted 10 July 2017 - 02:28 AM

I am totally disagree about mixing QP with CW, the last one is for group meantime the first can be played in solo queue which give a chance a fair chance vs premades, the guy who posted this thread probably isn't a group person and prefer to go solo, that is why queues take long, the less the longer.

Instead just put solo queue also in FW avoiding to mix (absolutely) premades vs casuals (pugs).

Edited by Baron Zen, 10 July 2017 - 02:29 AM.






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