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Some Great Advice For Pgi And The Future Of Mwo


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#1 G SE7EN7

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Posted 12 July 2017 - 12:10 AM

Hmm well actually there is no advice to give that you will even consider, past experience confirms that. If you **** up Civil War patch then you condemn your attempt at what could have been one of the great games.

Last Chance PGI, no pressure but, I truly am hoping you can pull it back.

Things that need to be fixed:

Remerge group and solo QP queues: There is no need to keep this separated and the playerbase cant handle it. Some nights groups cant even get a game.

Fix FP: have a look at past stats and find that point when it was working and build on that (hint it was around Tukiyyad 2), the last season or two have been ...well sh1t.

Tone back Events that change how people play: I get it, events are the only reason people log on atm but man does QP game play suck because of them.

Sell the game rights to someone who knows how to make a mech game (I highly recommend this for the sack of the game)

#2 Vidarion

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Posted 12 July 2017 - 04:07 AM

I'm a new player (less than a year of playing MW:O) so take the following with that in mind...

View PostG SE7EN7, on 12 July 2017 - 12:10 AM, said:

Things that need to be fixed:

Remerge group and solo QP queues: There is no need to keep this separated and the playerbase cant handle it. Some nights groups cant even get a game.


No. The group and solo queue are two completely different play-styles. That is a good thing. The solo queue is far more casual. If you want to work with a coordinated group, use the group queue. If you can't get a match there, sync drop in the solo queue. There is absolutely no need to destroy the solo queue by pitting uber-casual players against people that are even slightly coordinated. That will drive far more people away from the game and make it MUCH harder to attract new players than mixing the two.

View PostG SE7EN7, on 12 July 2017 - 12:10 AM, said:

Fix FP: have a look at past stats and find that point when it was working and build on that (hint it was around Tukiyyad 2), the last season or two have been ...well sh1t.


I joined after T2, so I'm not sure what it as like previously, but FP is pretty fun for me on those occasions that I play in it.

View PostG SE7EN7, on 12 July 2017 - 12:10 AM, said:

Tone back Events that change how people play: I get it, events are the only reason people log on atm but man does QP game play suck because of them.


Meh. For short duration events that change playstyle (like <weapon> damage events) are fine. And if you know what events are going on, you can compensate pretty easily.

View PostG SE7EN7, on 12 July 2017 - 12:10 AM, said:

Sell the game rights to someone who knows how to make a mech game (I highly recommend this for the sack of the game)


And that would be who? Who has produced a successful FPS mech game that comes remotely close to the BT universe in the last 20 years?

#3 G SE7EN7

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Posted 12 July 2017 - 06:13 PM

FP Queues
Yes they are different styles now but only because some solo players never see how groups work and unit players that jump in solo do so to farm. the point of QP is to grind mechs and the solo queue does nothing to help the game play. Back in the beginning going up against groups is what got me into a unit, I was like "I want to be part of the coordination". This casual sit back and farm damage at the expense of the team is a terrible way to play.

This leads into events, people change to farm the requirements for the challenge, winning just doesnt seem important to some players.

#4 Vidarion

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Posted 12 July 2017 - 06:56 PM

Fair enough. I joined MW:O to play a BattleTech game with other people that loved BattleTech. I couldn't (and still don't) care about being in a formal group, let alone a competitive one. The only reason I'm in a unit is because there are times I want to do faction drops and being in a 'unit' means that I will (eventually) gain faction rank and rewards. If the 'freelancer' and 'mercenary' paths had the same ranks and rewards, I would've stayed a freelancer.

If the game is to grow, you need to be able to appeal to the non-comp players as well as comp players. And part of that means that you have to make accommodations for the non-comp environment to make it fun. From my perspective, that means keeping groups and solo players separate.

And it also means that groups should use the solo queue as a recruitment tool, not for farming. Yes, it can be used for training, blah blah blah, but to help the game grow, as well as their own groups, they need to look at helping solo players become group players and then recruit the good ones if they are so inclined. And that means using in-game chat instead of 3rd party chat servers because (1) not everyone will have the same 3rd party installed and (2) not everyone will know how to use it correctly in game. And it means less salt and vinegar about "pugger this" or "pugger that" or "lurms are for expletive" from the solo-dropping comp/group players.

For the record, I solo drop a lot, but when I faction drop or group drop with acquaintances, I try to follow the drop caller...if there is one. Too often there is no drop caller but there is a lot of "wtf are you doing from random people to random people". Even in solo drops, I'll try to follow a drop caller, but there just aren't many around.

Edited by Vidarion, 12 July 2017 - 07:10 PM.


#5 Tarl Cabot

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Posted 12 July 2017 - 07:10 PM

I would only suggest, to start with 2-man in the "pug" queue, then only 1x 2-man per team and take highest PSR, no average.
Set for group queue who can opt in for pug queue. Can not opt out of Group Queue.

Group queue - max 8-man, check for unit tag for other small group/pug to prevent sync drop. Allow "pugs" the ability to opt-in for Group queue with max 4 pugs per team.

Edited by Tarl Cabot, 12 July 2017 - 07:20 PM.






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