

Peace In Our Lifetimes
#1
Posted 22 September 2017 - 10:49 AM
But lets not split ques next time, because we want burnout to be the driving factor in whos winning the war.
#2
Posted 22 September 2017 - 11:10 AM
#3
Posted 22 September 2017 - 11:26 AM
I guess no games (as reported on another forum thread) at all happened for a couple of hours overnight. That means not even Clanners queued up and got to 12 to lock in a ghost drop. Personally, we faced only well known teams last night that were dropping for the IS side in NA primetime....and the bar was near the middle all night....fun games, no total stomps..
As we were only around a 6 man most of the night, a hold up we had was to wait on enough solos to queue up for us to even get a lobby. So, splitting the queues (group and solo)would make a situation like this week this worse, not better.
I get that if a solo queue would bring in or retain a ton of new players, it might be viable in an of itself.....I think we are sadly past the point (in terms of active population) where it's a realistic thing to believe both queues could function well. As even if the solo could consistently get to 12 on a side (without a ton of ghosts)...it would likely completely mess over the group queue by sucking solos out of it.., it's just harder to get a 12 man pre-made these days...so a few PUGs fill out teams on many 6-10 man unit drops
Also, considering it's far from a proven fact that a solo queue would attract and retain players...or even get to 12 consistently on both sides, so as to not have a ton of ghost drops...thus, it's hard for me to get on board with trying it now. After all...If we couldn't get to 12 for hours on either side for several hours (as is) a split queue would only compound such a disaster.
#4
Posted 22 September 2017 - 01:40 PM
Kill Chain, on 22 September 2017 - 11:10 AM, said:
Maybe a little more research on your part may clear up this simple point that the FP mode is a TEAM oriented game mode, solo's have QP. It's the way the mode was announced and designed around team play, PGI allowed solo's to play there but the mode it's self was designed around having a team, not asmall team, not part of a team (although it allows those number to participate too) but a team, so please stop making suggestions that running a full 12 man team in the team mode of MWO should not be allowed.
#5
Posted 22 September 2017 - 02:46 PM
Edited by Stolen Lexus, 22 September 2017 - 02:46 PM.
#6
Posted 22 September 2017 - 07:14 PM
#7
Posted 22 September 2017 - 07:34 PM
Rick T Dangerous, on 22 September 2017 - 07:14 PM, said:
Create a poll, I'll vote for it
#8
Posted 22 September 2017 - 07:34 PM
Rick T Dangerous, on 22 September 2017 - 07:14 PM, said:
They should do that, honostly.
#9
Posted 23 September 2017 - 06:47 AM
Leggin Ho, on 22 September 2017 - 01:40 PM, said:
Maybe a little more research on your part may clear up this simple point that the FP mode is a TEAM oriented game mode, solo's have QP. It's the way the mode was announced and designed around team play, PGI allowed solo's to play there but the mode it's self was designed around having a team, not asmall team, not part of a team (although it allows those number to participate too) but a team, so please stop making suggestions that running a full 12 man team in the team mode of MWO should not be allowed.
The main thrust of my statement was about them fixing factual problems like the contract bonus system and then I threw in my opinion on 12 man teams which I am fully entitled to but that wasn't the focus. I hope you get the help you need for your reading comprehension problem.
Edited by Kill Chain, 23 September 2017 - 06:52 AM.
#10
Posted 23 September 2017 - 10:04 AM
Relegated to repeated old talking points.
#11
Posted 23 September 2017 - 01:24 PM
naterist, on 23 September 2017 - 10:04 AM, said:
Relegated to repeated old talking points.
The problem is that you consider reality and facts a "old talking point".
As hass been pointed out, repeatedly, most players in MWO have unit tags. FW was populated with units and teams. They didn't quit because they were playing other teams, they quit because the mode lacked depth or purpose. I get that you want QP with respawns and more rewards but maybe ask PGI to add respawns to QP instead of destroying the only segment of the game still designed for team play. If you want the bigger rewards consistently then you need to meet the steeper requirements the mode has to win consistently. Same reason I'm not saying I should get a slice of that MWOWC cash prize just because I can't beat the top tier teams in MWOWC.
So, maybe take a look at those "old talking points". You know, reality. Facts. Yes, FW needs some critical changes. So does IS/Clan balance. That doesn't mean turn it i to QP.
#12
Posted 23 September 2017 - 03:41 PM
Kill Chain, perhaps if you had been around I would not have needed to inform you to do more research, but as with most folks that jump into something without thought, I'll just say once you have played FP enough you might understand that it's a team based game, you can have your opinion, but I did not state my opinion I stated a fact known since they put CW/FP into MWO.
#13
Posted 23 September 2017 - 03:43 PM
Leggin Ho, on 23 September 2017 - 03:41 PM, said:
Kill Chain, perhaps if you had been around I would not have needed to inform you to do more research, but as with most folks that jump into something without thought, I'll just say once you have played FP enough you might understand that it's a team based game, you can have your opinion, but I did not state my opinion I stated a fact known since they put CW/FP into MWO.
Way to miss the point...again.
#14
Posted 23 September 2017 - 04:43 PM
Kill Chain, on 23 September 2017 - 03:43 PM, said:
Way to miss the point...again.
MWO doesn't allow groups - in QP. It used to but we stopped completely. Awesome, right?
FW is entirely about groups. The original idea was that it wouldn't have any pugs at all - just Lone Wolves, who would just hit a sort of "call to arms" and be used to fill in groups smaller than 12. We fought tooth and nail to get PGI to let us pug in FW, even knowing it was going to be harder. They agreed with the caveat of the warning you get when you start.
Here's an example post about what CW was designed like originally. Would have been a cool game, right?
https://mwomercs.com...ost__p__2797943
Edited to add -
https://mwomercs.com...ost__p__3708875
Remember when they were going to require you being in a 12man of your own faction to start a drop? Because CW was about factions and units. Team play. We fought hard to get any sort of pugging allowed. We begged, I k ow I was one and I pugged hundreds and hundreds of CW matches, to let us pug. We promised that we understood that the need to play harder and smarter when pugging and we accepted that challenge.
Not really the same community we used to be. Not to mention CW didn't have the content to keep all the units engaged like it promised. So do we just gut FW to satisfy a small slice of the QP population, knowing it will get a decent segment of the unit population to quit? Would that keep an equal or larger QP casual population?
Why not just put respawns in QP?
Edited by MischiefSC, 23 September 2017 - 04:52 PM.
#15
Posted 23 September 2017 - 06:26 PM
MischiefSC, on 23 September 2017 - 04:43 PM, said:
FW is entirely about groups. The original idea was that it wouldn't have any pugs at all - just Lone Wolves, who would just hit a sort of "call to arms" and be used to fill in groups smaller than 12. We fought tooth and nail to get PGI to let us pug in FW, even knowing it was going to be harder. They agreed with the caveat of the warning you get when you start.
Here's an example post about what CW was designed like originally. Would have been a cool game, right?
https://mwomercs.com...ost__p__2797943
Edited to add -
https://mwomercs.com...ost__p__3708875
Remember when they were going to require you being in a 12man of your own faction to start a drop? Because CW was about factions and units. Team play. We fought hard to get any sort of pugging allowed. We begged, I k ow I was one and I pugged hundreds and hundreds of CW matches, to let us pug. We promised that we understood that the need to play harder and smarter when pugging and we accepted that challenge.
Not really the same community we used to be. Not to mention CW didn't have the content to keep all the units engaged like it promised. So do we just gut FW to satisfy a small slice of the QP population, knowing it will get a decent segment of the unit population to quit? Would that keep an equal or larger QP casual population?
Why not just put respawns in QP?
See Research............
#16
Posted 24 September 2017 - 05:50 AM
P.S. I hope you're enjoying your wait times and ghost drops because you're clinging to your side stacking 12 mans since that's the red herring you want to talk about.
Edited by Kill Chain, 24 September 2017 - 06:00 AM.
#17
Posted 24 September 2017 - 11:55 AM
Kill Chain, on 24 September 2017 - 05:50 AM, said:
P.S. I hope you're enjoying your wait times and ghost drops because you're clinging to your side stacking 12 mans since that's the red herring you want to talk about.
Ghost drops have 0 to do with 12mans. They have a lot to do with a QP only event, a lot to do with IS/Clan balance and tons to do with failed promises on FW design.
Mostly we are talking at naterist, but the whole "there shouldn't be teams in FW" argument is also bad. The reality is that FW was intended to be units only, we fought hard to be allowed to pug in it. There's no opinion there. That's the actual design of the mode and why it's tough to pug in.
I've asked for years to put the maps/modes/respawns in QP. That's a different thing from the intentional design of FW and the population issues created by QP events, 1 bukkit and tech imbalance.
#18
Posted 24 September 2017 - 12:13 PM
I mean, we can have the 0fers (a vast number of solo PUGs that don't regularly win) in FP/CW be happy in the fact that not even the guys with the immaculate CW/FP records (some really large # to some really small number) are on the same boat.... everyone is a WINNAH of NOTHING.
Mission accomplished right?
#19
Posted 24 September 2017 - 12:37 PM
/cdn.vox-cdn.com/uploads/chorus_image/image/49493993/this-is-fine.0.jpg)
#20
Posted 24 September 2017 - 01:08 PM
Kill Chain, on 24 September 2017 - 12:37 PM, said:
/cdn.vox-cdn.com/uploads/chorus_image/image/49493993/this-is-fine.0.jpg)
No. It's not fine. Nobody says it's fine.
The difference is do you fix it by making FW more like the FW that was promises, drawing back all the units that left because it wasn't, or do you junk FW, get the units who still play to leave MWO completely (a lot only stay for FW) in the hopes that a few of the existing pugs will stay to play FW even though they already have FW.
Hence the mockery. You're trying to falsely imply that the problem is that there are still some units who haven't quit FW and that somehow driving them to quit FW willl.... what, magically draw back all the dedicated pugs who quit mwo? Was this the same pugs who were going to pour back into FW when QP maps got added? When we went to 1 bukkit? Cuz maps were a wash and 1 bukkit just drove a ton of loyalist units out of MWO completely while pug population didn't change.
FW doesn't need to be QP we already have QP. It needs at least a bit of the promised FW content and some of the critical changes brought up in the roundtable. That would bring the units it was designed for.
The only thing kicking units out of FW would do is empty FW more, get a ton of players to quit FW and add 0 players to the game. They're is 0 logic to support that idea. There is more logic to support requiring someone to be in at least a group of 2 to play FW and I'm against that too.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users