Tiewolf, on 04 January 2018 - 02:02 PM, said:
This discussion shows everything that is wrong with FW! There are basically 2 factions. The clubbed, the pugs, new players and seasoned players that really like to save FW.
The other faction are the seasoned players that are organized in units and like to change nothing because they love their little farm.
Their arguments:
1. FW is a failure so let's keep everything
like it is (where is the logic?)
No. Very few (any?) of the ideas put forth in the posts above are suggesting that the status quo should be maintained. Rather they are proposing that instead of a pug queue, we turn ALL of CW into a group queue (among other ideas), with pugs forced to make a choice to group up if they want to take advantage of all the free stuff available in the various CW advancement paths, or not to be allowed to play the mode. It is that simple: exclusive group play for the mode that asserts to place a "strong emphasis on team cohesion".
Tiewolf, on 04 January 2018 - 02:02 PM, said:
2. We already tried pug queues (yeah with so much limitations that it had to fail)
Yes, and if the population wasn't sufficient then for this to work, for the 3 days (or whatever it was) when they tried it back then, it certainly won't be enough now.
Tiewolf, on 04 January 2018 - 02:02 PM, said:
3. Pugs just have to group up and get on coms (sure that's all why they lose against premades with years of FW experience and selected players)
YES! If a pug groups up and gets on coms then that pug ceases to be a pug for all practical purposes! A 10 man with a couple of pugs that they are training, or helping, or merely playing with; when those 2 extra pugs are trying and listening and communicating are WAY more likely to learn something, and get better, and maybe even want to keep playing the mode, than 2 pugs who refuse to listen, refuse to communicate, and who believe their rambo like tendencies are sufficient to get them through a match. Why is it so hard for some of you to even consider that placing a team emphasis, in a team mode, in a game, that relies on 12 v 12 teams, will be more enjoyable for EVERYONE if they played the damn game as a ****ing TEAM!
FFS
Tiewolf, on 04 January 2018 - 02:02 PM, said:
4. The population is too low (Assuming that the player base will stay the same is stupid because many players like me will play less QP if there is a place to have fun for casuals in FW!)
Though it may be pathetic and sad at this point, but even PGI calls FP their "end game mode" What games can you list where the end game mode is designed to be casual or a place to just knock about and have fun? Sorry, but what you are suggesting goes against PGI's intention and even the whole advertised premise of FP being a place to "rewrite the history of the Inner sphere". It may be sad and pathetic, but even so, none of the goals of the FP experience -advertised or reality- is indicative of "casual" play.
Tiewolf, on 04 January 2018 - 02:02 PM, said:
5. No pug queues because Units will sync drop in pug queue to farm (if that happens pgi plz prevent this with a MM that prevents players with the same unit in one drop or only pit players with the highest KDR or damage against each other so that the farmers only meet farmers)
It isn't a question of sync dropping. Its a question of viability. Take away the team based aspect of a mode based on houses and merc units and you kill the mode. No point in arguing this one. If you honestly think CW would be a better draw if it actively prevented you from dropping with friends and unit mates there is nothing I can say to you to the contrary. You may as well argue that group queue QP should not allow groups. Its absurd and pointless to consider further. Not to mention the fact that your argument also relies on the premise that a MM makes everything work...hows the MM working in QP now?
Tiewolf, on 04 January 2018 - 02:02 PM, said:
The real 2 problems are that new players have no save haven to learn FW and that PGI listens only to veteran players. FW experience is to agonizing against the veterans so only few new players will ever stay with this game mode. The veterans no matter what they state in public want to protect their little seal farm. Otherwise Units would finish a game by objectives to get better opponents quicker if it would be true that they don't want to club seals. But that doesn't happen in game...strange isn't it. And these units are the players that pgi relies on for development feedback without questioning there hidden agendas. Just sad.
What Mischief said.
Edit: I had to correct the typos.
Edited by Bud Crue, 04 January 2018 - 03:44 PM.