LordFatman, 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.