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Why New Players Quit Fp And What We Can Do About It


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#101 Eirik Eriksson

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Posted 19 January 2018 - 03:30 PM

View PostLordFatman, on 19 January 2018 - 03:20 PM, said:

his way is why the player base is so low do nothing if we keep doing nothing only the pro groups will be playing not enough of them to keep this game mode going look at the wait times


No, you are wrong. I can perfecly understand why a larger team would like to have a very fast match against mainly solos in the hopes of getting an "appropriate" opposition in the next one. They are not to blame. They are just eliminating the opposition in the fastest way they have learnt by experience.

#102 LordFatman

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Posted 19 January 2018 - 03:34 PM

View PostSlow Speed, on 19 January 2018 - 03:30 PM, said:


No, you are wrong. I can perfecly understand why a larger team would like to have a very fast match against mainly solos in the hopes of getting an "appropriate" opposition in the next one. They are not to blame. They are just eliminating the opposition in the fastest way they have learnt by experience.


you are a ****** that is why you cant get new players and have to wait 20 min or more for a match hell I am waiting over 10 min just for group qp

Edited by LordFatman, 19 January 2018 - 03:35 PM.


#103 ANOM O MECH

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Posted 19 January 2018 - 03:39 PM

View PostSlow Speed, on 19 January 2018 - 03:18 PM, said:


Come on now. That warning sign have been there a long time. To what degree will you be willing to admit that this is enough?


To what degree is it enough? Well it is enough that if you ignore this warning you are going to be rekt...often and repeatedly.

What degree does it have to get to for people not to cry and complain about ignoring this warning and the resulting and predictable outcome?

#104 Eirik Eriksson

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Posted 19 January 2018 - 03:40 PM

View PostLordFatman, on 19 January 2018 - 03:34 PM, said:


you are a ****** that is why you cant get new players and have to wait 20 min or more for a match hell I am waiting over 10 min just for group qp


Well, sorry for getting you to see me as a *****, I am just trying to defend you a bit, and yes I have been in prob around 100 matches getting stomped by larger teams. I have also been many more on "the other side" unfortunately. This is part of a learning curve that this thread is about?

#105 Eirik Eriksson

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Posted 19 January 2018 - 03:43 PM

View Posttker 669, on 19 January 2018 - 03:39 PM, said:


To what degree is it enough? Well it is enough that if you ignore this warning you are going to be rekt...often and repeatedly.

What degree does it have to get to for people not to cry and complain about ignoring this warning and the resulting and predictable outcome?


What I am saying that this warning is not enough, and will never be however many times people will point it out. There is a need for another solution...

#106 MischiefSC

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Posted 19 January 2018 - 03:44 PM

View PostLordFatman, on 19 January 2018 - 11:10 AM, said:

the game mode is dying because of pgi letting teams spawn kill mechs as they fall out of ship and r dead be for they can ever shoot or group up with team pugs want to play not die at drop zone so 12 mans reap what u sow ghost dropping and not enough people playing


I'm going to respond to this instead of just sigh like everyone else does because when you let someone repeatedly lie in public you're letting them try to make the lie 'true'.

Because, and I want to be clear here, your assumption is a lie.

I say 'lie' and not 'misunderstanding' because you've been told repeatedly and can use the magics of the googles and even just go back in the forums to see what has actually happened in FW. It's not mystery, it's not opinion, there's no guess work.

FW was promised as a large, complex system with a lot of depth. It was originally designed for units and no pugging would be allowed. At the time I was not in a unit and was a dedicated pug (I lobbied really, really hard for splitting the pug and group queues out. Originally we had just 2 queues; an 8man queue and a mixed queue where you could drop with up to 4 players in a premade into teams of 8. It was a mess and there was nowhere for the casual players to play. Good thing we have that now, right?) and I and many others lobbied really, really hard to let us pug in FW. We knew that it was a game mode designed around teamwork and coordination and pugging would be hardmorde and PGI agreed to allow it - with the inclusion of a warning.

Units filled FW. It was incredibly rare for either side NOT to have at least a mixed group. Pugs were mixed with teams and it was glorious. Mixed pug teams beat 12mans pretty regularly; the only exception were a handful of exceptional units and teams and that was awesome too because all the factions tried hard to lure those teams to play for their faction.

The top teams would intentionally break up into 4mans and drop to herd pugs because winning worlds on fronts required a lot of drops and that let them maximize their total drops on worlds to flip planets. There was a complex metagame and it was amazing. I joined a unit in Davion as a Davion loyalist and ended up in the WhatsApp leadership chat for Davion as a faction. It was incredible; dozens of teams, many hundreds of pugs and easily a thousand + players and we worked really hard to keep them coordinated over 3 active fronts plus Clans. Recruitment was a constant thing and there were always training drops going on getting people taught how to play and brought into teams, because everyone knew and understood that teams were the point of FW. It was 12 v 12 and winning or losing meant something.

Then it became clear that PGI as never going to deliver the content they promised. Just the very bare bones of an arena environment. No logistics, no point to unit coffers, no dropships, no player controlled resources, no real point to factions, no point to dots on the map. Nothing. So people started to leave.

That turned into a flood when PGI released Long Tom and just ignored that it emptied queues for about 6 months. The population was gutted but still fluttering along... then 1 Bukkit, which totally eliminated any point to being a loyalist at all. In any way. So all those loyalist units who'd been onboarding the new players and keeping the base level of FW alive dried up and left.

THAT is why FW failed. There have always been terribad pugs. They have always been irrelevant to FW. A byproduct of letting players who actually realize that it's 12 v 12 pug in FW. An irritation but one everyone put up with. Now that the population is so low they're a larger segment of the population and whining more and pretending that splitting queues or a matchmaker or anything else will make them not as bad at the game and somehow magically change the skill distribution of the games population and have it not actually function as a 12 v 12 team game, which it is. They hope that something, anything, will let them make the same terrible choices they've been making that get them crushed by anyone who isn't window licking incompetent at the game and somehow win more often.

Those bad pugs are irrelevant. FW, in fact MWO, always has and always will be better if they just all kept to QP or, bluntly, quit. I realize that's a harsh thing to say but it's a 12 v 12 game. If someone goes into CoD and says they're a non-violent pacifist and they're just going to try and talk everyone into getting along, they're just a burden on whoevers team their on and an irritation to everyone else. Because that game is just about shooting. Same thing here - QP, FW, everywhere, it's a team game. If you're refusing to work as a team you're bad at the game, because that IS the game. More so in FW than anywhere else.

Bad players losing isn't the problem with FW. It's a byproduct of having to allow bad players in so that good players can get in. Maybe there's not enough good pugs to warrant it anymore and we need to remove pugging from FW. At no point and in no way however should PGI make the mistake of trying to cater to people who are so incompetent they refuse to play as a team in a game literally built around being on a team. You can literally dumb the game down enough to make it perfectly functionable with a steering wheel before you can make it work for players like that.

Hence all the mockery. We've all beaten teams while pugging. Anyone who's played FW for a good long while. We all know that it just requires taking a good deck, working as a team and making good choices. If you're losing consistently you need to change how you play. This is fundamental human behavior; if you're failing, you need to improve. That a small segment of the population views their personal failures as something mean other people are doing to them is not a game design problem but a developmental education problem best solved by the players parents. Not PGI.

#107 LordFatman

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Posted 19 January 2018 - 03:49 PM

pugs are their because their is not enough teams playing anymore and that's why they are needed witch is why things need to change because this is a game for everyone not just pro teams if they want a tough match do a private match

Edited by LordFatman, 19 January 2018 - 03:57 PM.


#108 MischiefSC

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Posted 19 January 2018 - 03:58 PM

View PostLordFatman, on 19 January 2018 - 03:49 PM, said:

pugs are their because their is not enough teams playing anymore and that's why they are needed


Pugs are there because some people play in FW when not in a premade. Remove pugging from FW, put the FW content in QP so people who want to derp it out can derp it out with the new content.

Units left FW because PEOPLE left FW, because the original content PGI said was going to be in FW was never delivered.

Pugging in FW is hard, it's always been hard, the expectation for effort is higher. If you don't meet that expectation for effort then try harder, learn to improve or go play QP.

If you add respawns to QP then you'll see the exact same stomps and farming from the dropship. Because bad players lose to good players and if you have respawns and dropships and bad players stay back near their DZ and then get rolled, good players will already be at the dropship. That's got nothing to do with teams and everything to do with the nature of respawns and bad players.

If you don't want to lose to better players, get better at the game. Full stop. Nothing you do with queues or matchmakers or the like will change that. FW or any other mode.

#109 Bud Crue

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Posted 19 January 2018 - 03:59 PM

View PostMischiefSC, on 19 January 2018 - 03:44 PM, said:

History


-Sniff-

God damn I miss phase 2.

-a solitary tear falls-

#110 LordFatman

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Posted 19 January 2018 - 04:01 PM

pugs also want the rewards like mech bays and mc and cbill also only reason to farm spawn is for stats if they wanted a quick match they would do objective

Edited by LordFatman, 19 January 2018 - 04:02 PM.


#111 Eirik Eriksson

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Posted 19 January 2018 - 04:06 PM

View PostLordFatman, on 19 January 2018 - 04:01 PM, said:

pugs also want the rewards like mech bays and mc and cbill also only reason to farm spawn is for stats if they wanted a quick match they would do objective


Agree with you there. Unfortunately the farming is far more rewarding than a quick solution.

#112 ANOM O MECH

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Posted 19 January 2018 - 04:07 PM

View PostSlow Speed, on 19 January 2018 - 03:43 PM, said:


What I am saying that this warning is not enough, and will never be however many times people will point it out. There is a need for another solution...


It is enough.

It is like the fence around the grand canyon and the signs waring people not to climb then.

No mater the fence or sign, stupid people will continue to climb fences and fall and die.

CW should be open for folks to try. Not everyone will progress in the game at the same rate. So having it open to try and open for new players to hopefully find a unit or others to play with.

#113 Leone

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Posted 19 January 2018 - 04:09 PM

View PostSlow Speed, on 19 January 2018 - 03:01 PM, said:


However this would be the reality for most of the players dropping the first times in FP, and for a normal human the conclusion would be that this gamemode suck.... How would you solve that?

Okay, fair, although, my idea of a normal human and yours seems to differ. See, when I joined the game, and teams would get overrun, I hit 'b' (Which is my battle map, by the way,) and said, 'huh, they can pretty much shoot that drop point the moment they get there' followed shortly by 'I guess we gotta keep 'em from getting that far, or push them back.' Hence why I almost never have large lasers on any of my mechs anymore. 'Cuz they're a detriment in the brawl, which almost every fight I'm in ends with. And true, I've learned to approach the maps in a way engineered to that end.

It does help that my unit, who'd been the architects of many a push ending in my drop point offered that exact advice over chat back when I'd drop against them night after night.

So, I'd solve that by explaining tactics, offering advice in game and out, creating threads on the subject, grouping up with new folk, running training drops, being active in the New Player Help section, responding to threads, creating a unit, roleplaying in game 'cuz it helps keep me engaged, and taking a break when needed 'cuz sometimes people still don't bother picking up on the lessons actively being displayed and I'd rather step back than let the trolls taint the advice or assistance offered.

I was a new player once. It can be hard, it's why I offer assistance. But I did not need the game mode to hold my hand whilst I learned to walk. I looked at what worked, and what didn't, and I changed accordingly. I look at what works and what doesn't.

~Leone.

Edited by Leone, 19 January 2018 - 04:21 PM.


#114 Eirik Eriksson

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Posted 19 January 2018 - 04:19 PM

View PostLeone, on 19 January 2018 - 04:09 PM, said:

Okay, fair, although, my idea of a normal human and yours seems to differ. See, when I joined the game, and teams would get overrun, I hit 'b' (Which is my battle map, by the way,) and said, 'huh, they can pretty much shoot that drop point the moment they get there' followed shortly by 'I guess we gotta keep 'em from getting that far, or push them back.' Hence why I almost never have large lasers on any of my mechs anymore. 'Cuz they're a detriment in the brawl, which almost every fight ends with.

It does help that my unit, who'd been the architects of many a push ending in our drop point offered that exact advice over chat.

So, I'd solve that by explaining tactics, offering advice in game and out, creating threads on the subject, grouping up with new folk, running training drops, being active in the New Player Help section, responding to threads, creating a unit, roleplaying in game cuz it helps keep me engaged, and taking a break when needed cuz sometimes people still don't bother picking up on the lessons actively being displayed and I'd rather step back than let the trolls taint the advice or assistance offered.

~Leone.


Hi, I truly admire your efforts for the game and I will probably not be the only one. I have been trying to point out that with the present setup there is no way you wont get a bad exp from FP if you solo drop as a recently new player, dont understand what this will mean, and this will always limit the player base in such a way it cant possible be viable in the long run.

#115 LordFatman

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Posted 19 January 2018 - 04:23 PM

why is it losing players and not getting ones to take their place because no one can learn or like the mod if that cant get out of drop zone

#116 ANOM O MECH

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Posted 19 January 2018 - 04:29 PM

View PostLordFatman, on 19 January 2018 - 04:01 PM, said:

pugs also want the rewards like mech bays and mc and cbill also only reason to farm spawn is for stats if they wanted a quick match they would do objective


I would also like a Porche, however I know to get one I would need to work hard and save money. Even then a brand new Porche may not be something I am able to achieve. Somehow I am OK with that. I think it has a lot to do with being a grown adult.

I do understand your frustration however. You are a tier 4 or 5 pilot at best and yet you've been pushed along. It must be frustrating to never be matched up against similar skill in quick play where there is a matchmaker, yet alone dropping in CW where there is not only no matchmaker but units and groups that a pug group will have a tough time beating.

So you have not even had the opportunity to hone your skill in quick play first as the warning suggests. This is a PGI problem first and foremost. Although I think they should be cut some slack as there is great debate over which system would work in this game with its unique challenges and balance issues.

Most of your suggestions though should be taken with where you are in the game in mind. If you were a relatively competent pilot, your experience and outlook would likely be vastly different. As unfair as it may sound to you, it doesn't make sense to change or alter a game mode based on the bad players.

#117 MischiefSC

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Posted 19 January 2018 - 04:31 PM

View PostLordFatman, on 19 January 2018 - 04:01 PM, said:

pugs also want the rewards like mech bays and mc and cbill also only reason to farm spawn is for stats if they wanted a quick match they would do objective


So they want the same rewards but they don't want to put in the same effort.

No.

The rewards exist because the challenges of FW are more than QP. Just like how MWOWC has big cash prizes because the challenges are dramatically higher than FW.

You want the better rewards, you earn them. Otherwise go back to QP.

#118 Leone

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Posted 19 January 2018 - 04:34 PM

View PostSlow Speed, on 19 January 2018 - 04:19 PM, said:


Hi, I truly admire your efforts for the game and I will probably not be the only one. I have been trying to point out that with the present setup there is no way you wont get a bad exp from FP if you solo drop as a recently new player, dont understand what this will mean, and this will always limit the player base in such a way it cant possible be viable in the long run.

Unfortunately, I can only see what didn't work with CW, because what worked, it's been changed. The game came out, the unseen've been reseen. The big draws for increasing the player base've been launched, unless MW5 gains enough traction to garner more interest. I cannot see a way to get levels back to CW phase 2 levels. I cannot see a way PGI can implement a CW training grounds that covers the core issues of learned selfish QP gameplay without insulting players set in their ways.

More often than not a team is lost due to the selfish actions of those who'd use their allies as distractions rather'n assist 'em. And since those players die later, often allowing for higher scores, they feel superior, only reinforcing their previously disadvantageous decisions. It is a downward spiral, but not towards fun, and few enough sit back and take stock of the situation.

And the worst part is, many do. They get upset with the game mode because they understand the reasons behind their loss, and don't know what to do about it. I'd love it if the game had some way of integrating teamspeak or something to get the kinda grouping up and banter that goes on in there, cuz that's where I found the community to keep me engaged for over two years, and I respect those who still drop solo and try anyways, knowing they may get saddled with glory hounds who'll tank the team in the name of stats.

But sadly I haven't found any way to explain that to those who keep doing so that sticks. I have never been good at influencing others, I can only help them in decisions they've already made for themselves.

~Leone

Edited by Leone, 19 January 2018 - 04:59 PM.


#119 Bud Crue

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Posted 19 January 2018 - 04:36 PM

View PostMischiefSC, on 19 January 2018 - 04:31 PM, said:


So they want the same rewards but they don't want to put in the same effort.

No.

The rewards exist because the challenges of FW are more than QP. Just like how MWOWC has big cash prizes because the challenges are dramatically higher than FW.

You want the better rewards, you earn them. Otherwise go back to QP.


Didn't we already get through all this by like page 2 of this thread?


#120 Johnathan Tanner

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Posted 19 January 2018 - 05:02 PM

View PostBud Crue, on 19 January 2018 - 03:59 PM, said:

-Sniff-

God damn I miss phase 2.

-a solitary tear falls-

Looking back, I remember players outlook was completely different in phase 2, Guys were hopeful about stuff. I mean the energy was just great despite all the delays and lack of progress for the mode.

Full dropbays in all the hubs, Wait times were not a real issue before phase 3, The forums had topics about stuff other than "Screw teamwork I do what I want and am ENTITLED to EVERYTHING"-Anonymous Potato.

We had fights and conflicts that were actually memorable and fun. And the endless hordes of Clan Davion for me to fight. It was awesome.

The mode had a stable population even with what little depth and content we had back then. Then somebody thought it was a good idea to put a bot controlled nuke in the game and go afk for half a year, And when the player base got a meeting russ was like "naw its good".

The modes dying not because of teams, There used to be nothing but teams. Being stripped of all meaning and point coupled with straight up apathy from the devs is whats killing this mode.Only the diehards are left(Most of the big name FP teams are actually amalgamations of players from dead units that had hundreds of people before phase 3),

At this point any new player that comes into the mode has almost nothing to anchor himself to while he learns whats up. Where as before it was as simple as going to your faction hub and getting in a group and learning from there. (We all did this or something very similar) Problem is the hubs are dying now to because of zero depth or development.

As long as we are under 1 bukkit, Loyalist are screwed over, and we have no reason to play besides the fact that alot of us would rather uninstall than play quick play. This spiral will continue until the mode is gone.



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