Jaybles-The-PegLeg-PotatoCaptain, on 01 January 2018 - 10:30 PM, said:
I sure hope this is never a thing, ever like ever ever. In any sport ever, teaching people to give up and quit just because someone is better than them is the saddest most self defeating concept I can possibly think of. Some of my fondest memories in this game in FP are of coming back from down 12-1, 12-2, or 12-3 on the first wave, continuing to fight and eventually pulling it out. Some of my best memories from playing sports are the come from behind wins, the long shots, the underdog, that is what competition is all about, the will to win. You might as well make the game P v E or shut it down then, because what is the point if people can just pick and choose the fights they want to fight and ditch out when things get tough.
It gives them a choice. Would you rather they just hold down the eject key instead or just run off a map edge?
We have hit the point where groups are actively killing themselves off to get away from other groups. If that isn't a toxic game mode, what is? There is no "will to win". You, the superior, have crushed it in the rabble that ends up in FP whenever there's an event. These people will not give you a game, unless the game is mining salt while you put their teeth on the curb and stomp.
FP is poisoned bait to PUGs, yet PGI keeps trying to lure them into the grinder to the point of offering free robots. They should be doing the precise opposite. There should be a channel through which people pass into
hell FP.
Solo queue players only should not be allowed in FP, full stop, no go. FP players should be required to play in and get a sufficiently good record in QP group queue to be allowed FP access, which would at least imply they learned SOMETHING about the OP force known as "teamwork". 1.0 W/L and K/D with a minimum of 20 games played in group queue. (And while we're at it, separate group and solo stats plzthnksok?)
Every month. As soon as you manage it, you're flagged for FP for the rest of the season even if you drop below 1/1 later. That way, you get a great deal of the chaff threshed out before you even get a single PUG in the FP queue.
El Bandito, on 02 January 2018 - 01:19 AM, said:
Except what many pugs failed to realize was that Scouting is the best way to farm the FP. If they understood it and left Invasion mode alone, it would have resulted in far less frustration, for both sides.
Nah, they weren't getting 250 in Scouting, either. That takes basic build comprehension for the mode, rather than people trying to run random lights and wondering why they were lucky to break 100 MS, much less 250. Reading some of the screenshots from fellow GONKers and Konglets, it wasn't even uncommon to see games where only one player of eight actually broke 250 with decent groups, never mind being on a truly sub-optimal pack of "I'll run my
Spider today." taters. Bad players instinctively seek carrying, and the less success, the larger the groups they look for to get it. That's what drives your Invasion disasters. Not that it can't distribute other ways- I was also seeing 400+MS from two players on a given team that knew how to farm and spread damage around to pad their scores -but if you think bad players look bad in a 12-man, you should see them with only three other players to try and hide behind.
The only way to keep the bads out is to filter them through another intermediate game mode entirely that prevents poor group players from ever entering the FP queue to begin with.