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Do You Ever Wish Pgi Had Just Not Invested In Community Warfare?


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#61 Khobai

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Posted 15 December 2017 - 12:04 PM

Quote

Really? You don't think PGI was misleading everyone with respect to Community Warfare? For 2 years?


not with regard to the deadline no. I think they just grossly underestimated how long it would take.
Like I said, missing deadlines happens ALL THE TIME in industry. The company I work for makes fusion implants for spinal reconstructive surgery and theyre constantly late on delivering products lol.

but they definitely misled people with regard to the end product. once they realized how long it was going to take, they started cutting things out of it. they definitely fell short of expectations. all the logistic/immersive elements they touched on in the presentations were cut out of the final product.

it wouldve been better for PGI to be extremely late and still deliver exactly what was promised. At least then CW would be better... instead of being a constant reminder of how PGI failed lol.

Edited by Khobai, 15 December 2017 - 12:16 PM.


#62 Appogee

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Posted 15 December 2017 - 02:44 PM

View PostKhobai, on 15 December 2017 - 11:15 AM, said:

I dont think PGI intentionally deceived players about the deadline.
Maybe you'll believe it in PGI's own words.

#63 Appogee

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Posted 15 December 2017 - 02:49 PM

View PostKhobai, on 15 December 2017 - 12:04 PM, said:

I think they just grossly underestimated how long it would take.

No. This history cannot be rewritten. It is very clear what happened.

Now I all I ask is that we receive the FP we were sold on.

Edited by Appogee, 15 December 2017 - 03:28 PM.


#64 Cy Mitchell

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Posted 15 December 2017 - 03:15 PM

View PostAppogee, on 15 December 2017 - 02:49 PM, said:

Now we should ask for the FP we were sold on to be delivered.


It has been. It has just been delivered by NBT instead of PGI.

#65 Khalcruth

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Posted 15 December 2017 - 03:34 PM

To answer the original question - no, I wish PGI would instead remove quickplay entirely. Just cut that cancerous game mode right out. I feel the same way about the annual tournament.

If community warfare did not exist, I would not be playing this game. And to answer the inevitable question - I'm perfectly fine with community warfare as it is now. Do I wish there was more to it? Sure, that would be cool. But I'm absolutely happy to play it as is.

#66 Khobai

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Posted 15 December 2017 - 03:41 PM

I agree with cutting out the annual tournament. that prize money is potentially an extra map every year. why should I buy a mech pack if the money goes towards things I dont care about?

Or if they keep doing the tournament, the prize money should come entirely from people who actually want MWO to be an esport: sponsors, spectators buying tickets, and tournament supporter packs. It shouldnt be siphoned from people who couldnt care less about MWO being an esport. I wanna see money I spend on mechpacks go towards making the game more fun, not more competitive.

Im not so sure about cutting out quickplay though... because what else would you play until faction warfare gets fixed? (assuming it ever gets fixed).

I think if faction warfare was done right, quickplay could eventually be integrated into faction warfare, but faction warfare would have to be done right first.

Edited by Khobai, 15 December 2017 - 03:53 PM.


#67 ShadowFire

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Posted 15 December 2017 - 03:53 PM

If PGI knew how to design a Mission map/Fortified base map it would have helped.

#68 Khobai

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Posted 15 December 2017 - 03:56 PM

Quote

If PGI knew how to design a Mission map/Fortified base map it would have helped.


yeah... the gamemodes should feel more like youre doing missions

like dropship attack/defense, base attack/defense, search and destroy, etc...

incursion mightve even worked if it was attacker/defender instead of symmetrical. and if it was like mechcommander where you had to target generators to take out the base's defenses before you could even approach the base.

Edited by Khobai, 15 December 2017 - 03:59 PM.


#69 Anjian

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Posted 15 December 2017 - 06:47 PM

That's how I think Faction Warfare should be from the beginning.

Incursion Mode with Asymmetrical and symmetrical modes.

Conquest Mode.

Domination Mode.

Of course with the respawn element.

--- You only have the dropship animation once.
--- Different spawn points and you can select which spawn you want to land to.
--- If you want to leave the game, just leave. Your entire drop deck does not need to be dropped autonomously as farming revenue. You can quickly rejoin a new queue in order to generate more matches rather than tying players down to a lost game. No need for anti spawn farming measures either like the super lasers on the drop ships.
--- The generators are outside of the base, each leading to the base eventually as stepping stones. The defending team needs to get out of the base and defend each generator.
--- New spawn points towards the base that can be captured and opened for your team.
--- Teams are essentially all PUGs with premades up to a full lance max.
--- 12 Man Teams can issue formal challenges which would be accepted by an opposing 12 man team. These matches will have much greater weight in points than PUG matches in terms of capturing and turning a planet.


I also thought about a continuous persistent game, where everyone can drop in and out of the game anytime, and the game continuous until the objective is complete or failed after 24 hours.

Edited by Anjian, 15 December 2017 - 06:50 PM.


#70 Kin3ticX

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Posted 16 December 2017 - 05:38 PM

View PostAppogee, on 15 December 2017 - 02:49 PM, said:

No. This history cannot be rewritten. It is very clear what happened.

Now I all I ask is that we receive the FP we were sold on.


Well if you are going off of all the claims from Bryan Ekman at the 2013 launch party, less than half of that actually made it into CW.

I dont necessarily think they had to fullfil every little line item from the launch party powerpoint, so that doesn't explain why CW failed.

In hindsight, all they had to do was piecemeal little improvements into phase 2 rather than the giant buildup to phase 3. Maybe we would have got fewer features, but there wouldnt be the risk that we saw when phase 3 horrifically backfired.

Thats why I joke that the first step to fixing CW is a windows system restore back to 2015.

Edited by Kin3ticX, 16 December 2017 - 05:39 PM.


#71 PurpleNinja

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Posted 16 December 2017 - 09:34 PM

No doubt about that.
CW is a wonderful concept which is impossible to implement to an online game.
Kudos for trying.

#72 Tarl Cabot

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Posted 16 December 2017 - 09:59 PM

View PostKin3ticX, on 16 December 2017 - 05:38 PM, said:


Well if you are going off of all the claims from Bryan Ekman at the 2013 launch party, less than half of that actually made it into CW.

I dont necessarily think they had to fullfil every little line item from the launch party powerpoint, so that doesn't explain why CW failed.

In hindsight, all they had to do was piecemeal little improvements into phase 2 rather than the giant buildup to phase 3. Maybe we would have got fewer features, but there wouldnt be the risk that we saw when phase 3 horrifically backfired.

Thats why I joke that the first step to fixing CW is a windows system restore back to 2015.


Just to build on this. CW was first very, very LATE coming out, so late that when it was first announced and after the first and second 90 days etc, etc, Russ and PGI had not even STARTED on it. After that they left it along then eventually would make a BIG update but nothing continuous that showed PGI was actively working on it, building it up. No, they would EVENTUALLY fix a bug here and there, make MASSIVE quirk changes to IS mechs then leave it alone. When each major update happened Russ would announce in a Townhall he was taking his notepad to get things lined up for the next major update that would happen a few months later but with nothing happening during that time.

I know of oldsters and their associates/family/friends, those even older than me who have been playing since even before GEnie MPBT 3025 in 1991+ who had purchased every major mech package until they saw that PGI was not going to even attempt to hold to most of their CW presentation. Of several hundreds that I knew only about a dozen or so still actively log in, even then only a few log in regularly. And many of those players enjoyed building and maintaining their social networks, keeping people involved. That is the part of the community PGI failed with their lack of vision and continual work, the critical mass CW aka FP needed to keep people interested and involved.





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