MischiefSC, on 04 October 2017 - 12:01 PM, said:
Back before KDK when balance was pretty close we all switched about weekly. Now that tech favors Clans and there's LP to farm as Clan loyalist there's no good reason to play IS.
If balance was better population would be better.
NlGHTBlRD, on 04 October 2017 - 12:28 PM, said:
I think switching weekly back then was due to the new merc reward tree and little to do with balance. Experienced crews win regardless of tech, so we switched to the side of lower pop. Now, everyone has the merc tree maxed, and none of the seasoned players honestly care about merc cbill bonuses, it's all about MC. Since PGI in their wisdom removed earning faction LP as mercs, the obvious result is farming LP as loyalists and due to the harsh switching costs, no one moves due to pop. Wondarbar!
The root of the problem was actually listening to the player base too much. The role players hated mercs moving around and also getting faction ranks, so we removed them and pushed players into loyalist roles. Working as intended. Unfortunately, the fluidity of movement created better balance of skill and that was lost as well.
It all comes back to rewards. You folks who still play the mode consistently are going to play it in a manner that maximizes the rewards you can gt for playing it. If PGI wants the population of the mode to be balanced (keep in mind it is the skill disparity of the population which they claim is sole reason for the IS v Clan weight balance), they need to have a mechanism which encourages not only you consistent FP players to move between the techs (and perhaps factions) but that is equally attractive to casuals to play the mode and try and take advantage of those rewards as well.
Why they refuse to recognize this as the primary problem with FP and the main driver of its low and cyclical population drop off every damn phase, absolutely boggles my mind.
Bad rewards lead to only the most dedicated sticking around. The most dedicated then go to where they can to maximize their rewards. This creates a population imbalance where by when casuals. loreholes, and new players come in they get stomped by the consistent players and then leave once they wise up. The good players get bored of immense wait times or fully realize all the rewards that they can effectively get and eventually leave too. Then PGI resets the phase and it all starts over. EVERY damn time going on three years. MORE rewards, better rewards, applied consistently and used to direct the population flow would solve this problem to at least the extent that those willing to play would have a reason to play and KEEP playing.