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


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#121 LordFatman

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Posted 19 January 2018 - 05:21 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.


IF THEY ARE PLAYING THEY ARE PUTTING IN SAME EFFORT JUST CAUSE THEY NOT AS GOOD A 12 MAN OF JOB LESS LOSERS WHO ONLY LIVE T0 PLAY THIS GAME DONT MEAN THEY SHOULDNT BE ABLE TO PLAY AND LEAVE DROP ZONE

Edited by LordFatman, 19 January 2018 - 05:21 PM.


#122 Johnathan Tanner

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Posted 19 January 2018 - 05:22 PM

View PostLordFatman, on 19 January 2018 - 05:21 PM, said:


IF THEY ARE PLAYING THEY ARE PUTTING IN SAME EFFORT JUST CAUSE THEY NOT AS GOOD A 12 MAN OF JOB LESS LOSERS WHO ONLY LIVE T0 PLAY THIS GAME DONT MEAN THEY SHOULDNT BE ABLE TO PLAY AND LEAVE DROP ZONE

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#123 justcallme A S H

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Posted 19 January 2018 - 05:38 PM

View PostLordFatman, on 19 January 2018 - 05:21 PM, said:


IF THEY ARE PLAYING THEY ARE PUTTING IN SAME EFFORT JUST CAUSE THEY NOT AS GOOD A 12 MAN OF JOB LESS LOSERS WHO ONLY LIVE T0 PLAY THIS GAME DONT MEAN THEY SHOULDNT BE ABLE TO PLAY AND LEAVE DROP ZONE


Oh now that made me laugh.

#124 LordFatman

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Posted 19 January 2018 - 05:41 PM

I am sorry but when people think just because some one is not as good as them pgi should allow them to get farmed at spawn that is funny

#125 Jugger Grimrod

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Posted 19 January 2018 - 06:02 PM

I'm surprised that so many players still care about Faction Play when PGI obviously doesn't!

This is all academic. It's a finished product.

...just stop.

#126 justcallme A S H

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Posted 19 January 2018 - 07:41 PM

Extra mechs to low PSR players = people abusing it.

So many shortsighted / uneducated ideas here from people who just do not understand the game, the population, the issues the ideas will create.

There will never be a Match Maker in FP, there is not the population to support it.
There will never be a split Q in FP, again there is not the population to support it.

All you "anti group" people are talking about stuff that might have been possible 2 years ago, before FP3.0 caused 1,000s of players and many units to simply leave the game entirely, but in today's world of MWO - it just won't happen.

People need to accept that and stop living in some mystical dreamland.

#127 LordFatman

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Posted 19 January 2018 - 08:02 PM

Friday night Searching for 15 minutes any still have not got 12 players for a team so what should we do

#128 justcallme A S H

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Posted 19 January 2018 - 08:12 PM

Get into a team. Have had instant lobbies last 2-3hrs as Clan.

Only time it happens is Fri / Sat night US though.

#129 Ken Harkin

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Posted 19 January 2018 - 08:41 PM

I have not time for FP unless I am with a group of friends already. Random drops in FP are nothing but I bloodbath, especially as IS, which needs to be repeated FOUR TIMES. If I drop in QP and my team is outclassed it is over quickly. In FP I have to watch every last mech get farmed with no hope of stopping the 12 mechs melting us as we land.

Make FP drops without full drop decks. Do FP where you are 12 on 12. Add a tonnage bonus to balance for the IS if needed but stop demanding we wait for 48 mechs to be farmed.

#130 Sjorpha

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Posted 19 January 2018 - 09:43 PM

I like going for the objectives directly if my team is winning big, but not because of any consideration for the weak enemy team. It's just that I like efficient winning in games. Rewards don't interest me that much at this point, and I'd rather end a lopsided match quickly and get to the next one hopefully against a better opponent.

However killing everyone can often be one of the quickest ways to win, and also there are game modes where you have to, and usually the groups I run with don't go for objectives and I'll always follow whoever steps up to drop call.

I would never ever play bad on purpose. If pushing the drop zones is the strongest move I'll push the dropzones. I don't really see the problem with that honestly.

The thing is people get salty as hell about objective rushes too. It's like you're the bad guy if your team is too much better than the other team, no matter how you choose to win.

Speaking of dropzone pushes, those are usually a weaker move that loses you mechs to attrition from dropship fire. You mostly do it because you're winning so big that there is no point tryharding and you might as well just push forward.

If you really wanted to go 48-0 against pugs you would NOT push dropzones, you would set up a long range line and just focus them down as they come at you. Is that going to induce less salt or more?

Basically people are angry about losing and being bad at the game, and then this is projected at different things. You push the drops and that's not ok, you make a long range line and that's clearly unfair, you objective rush and that's not ok either and so on. There is literally no way to satisfy this type of person apart from being as bad at the game as they are, and refusing to get organised as they do, because only then can you be a "good sport".

Why the hell bother?

Edited by Sjorpha, 19 January 2018 - 09:45 PM.


#131 LordFatman

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Posted 19 January 2018 - 09:59 PM

[color=#959595]If you really wanted to go 48-0 against pugs you would NOT push dropzones, you would set up a long range line and just focus them down as they come at you. Is that going to induce less salt or more?[/color]

but the team could group up and push together or at least learn to play better unlike dying before your mech lands on the ground it gives them a chance to play

Edited by LordFatman, 19 January 2018 - 10:00 PM.


#132 Sjorpha

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Posted 19 January 2018 - 10:29 PM

View PostLordFatman, on 19 January 2018 - 09:59 PM, said:

but the team could group up and push together or at least learn to play better unlike dying before your mech lands on the ground it gives them a chance to play


If you are able to group up and push together properly there probably won't be anyone farming your dropzone, even if your team is terrible. That is the problem, teams that get dropzone farmed didn't play together and weren't being agressive. Or they got scared and stayed in their dropzone so we had to go find them there. Even the worst of coordinated teams will be able to at least leave their dropzones the first 2-3 waves. I'm not going to hang back and wait for you when I can just go and kill you. it's not my job to hold back in a competitive game, It's your job to try and kill me first.

You have to understand that dropzone camping isn't some kind of deliberate strategy, units don't decide to do it most of the time, It's just a consequence of the weaker team losing ground to the stronger team until the fight is in their dropzone. Most of the time it just happens because you go where there is something to shoot at.

Most of the best teams don't even talk that much on the comms when playing against pugs. It's not some kind of super coordination that causes these stomps, it's just a bunch of decent pilots doing their thing.

Some pugs are actually really good, and they can randomly make strong teams sometimes, but there are so many terribad pugs in FW, and that's what causes these stomps to be so extreme. Good pugs don't lose so badly to the units, they do lose yes but it's not "seal clubbing". I think it would be quite a different experience if there was a skill threshold in FW, just something minor like reach tier 3 before being able to play it.

#133 ANOM O MECH

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Posted 19 January 2018 - 11:00 PM

View PostLordFatman, on 19 January 2018 - 09:59 PM, said:



but the team could group up and push together or at least learn to play better unlike dying before your mech lands on the ground it gives them a chance to play


Exactly why does it matter to you where you are going to be farmed?

In your drop zone or if it were changed, whatever rally point would be where you would be pushed back to and farmed. Even by other pugs, you would be farmed. There is no matchmaker and you would be going up against people in tier 1 who you wouldn't do well against anyway.

Why do you think you would learn anything from the walk from the drop zone to new farming point? Especially since you haven't learned what to do so far and with help from drop ships.

You can be mad at a lot of things. At the end of the day though you, it is you, who are not ready or prepared for the mode, and who has struggled in quick play, have volunteered to go up against not only better players, but ones in organised teams. The choice is to either tough it out and hope maybe one day you might get better, or you could try and find a unit to join.

#134 MischiefSC

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Posted 19 January 2018 - 11:15 PM

View PostLordFatman, on 19 January 2018 - 05:21 PM, said:


IF THEY ARE PLAYING THEY ARE PUTTING IN SAME EFFORT JUST CAUSE THEY NOT AS GOOD A 12 MAN OF JOB LESS LOSERS WHO ONLY LIVE T0 PLAY THIS GAME DONT MEAN THEY SHOULDNT BE ABLE TO PLAY AND LEAVE DROP ZONE


Huh, everyone in the team I play with has a job. In fact I don't think I know anyone who's playing this game in a unit right now who doesn't have a job. Most of the best players who keep crushing bad players in this game only play a few hours a week, a lot of KCom for example plays 10-15 hours a week. Way less than most pugs.

I get that you need it to be someone elses fault that you lose. I get that and the psychology behind your attitude is a lot deeper than anything that a forum is going to deal with.

The reality is that this game is PvP. In every single match you can be sure of 2 things -

1. You're in a team of 12 if you're not in scouting, same as the other side.

2. One side will win and the other side lose.

The winning side won because they played better. They made better choices in mechs, they made better choices in the field, they played better as a team, any or all of those plus a few things besides. The team that deserves to win, wins. The team that deserves to lose, loses. If you want to win more you need to do the things that win.

If you're just doing what you do in QP, you're not doing more than anyone else in QP is doing. The teams in FW that are beating pugs consistently are doing more than the pugs are doing. When those teams play each other (which happens pretty often) the team that puts in the most effort wins.

Hence the LP rewards. Because of the greater emphasis on teamwork in FW, the challenges and effort involved in winning is significantly steeper than QP. If you just put in QP effort in FW, you're going to lose a lot.

That you think just showing up and playing is all that's required that's part of why you keep losing. If you want to play solo yolo and such go play QP. If you play like that in FW, you'll lose a lot.

No, you don't get FW level LP rewards for playing solo yolo QP style in FW.

Wait for Solaris. See how that treats you. Or MW5, where you can just turn on god mode, turn heat/ammo off and pretend to be amazing while playing bad in bad mechs. MWO is a team based game, 12 v 12. FW adds respawns which really, really drills down on the teamwork part. If you're not playing to that you're going to get crushed. That's the nature of respawns.

#135 MischiefSC

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Posted 19 January 2018 - 11:30 PM

View PostThroe, on 19 January 2018 - 06:02 PM, said:

I doubt it. I've had plenty of fun matches in PUGs that didn't need to end in farming, but the other team went that direction anyway simply because 1) they could and 2) it's more rewarding than chasing PvE goals.


I find your presumption that the vast majority of matches will somehow end this way absurd. You're assuming you're going to slip past the enemy team(plausible) and "farm" one guy 30 times without anyone on his team noticing and coming to back him up? Maybe one game in 10 I would believe this might happen at all, and by the time you attack him a 2nd or 3rd time in a row, someone else is going to drop with him and pop you like a zit.


It's probably time they put a matchmaker into Faction Play then. However, they basically converted what used to be a robust system into "Faction Quick Play" when they combined the queues. You're no longer fighting against one faction. You're fighting against a whole team of factions, on both sides. For the matter of that, hasn't the Inner Sphere infighting been discarded entirely except for special events? The "Faction" part of Faction Play has been reduced to Clan v Inner Sphere for regular matches. It's been this way for months. Why? Because there aren't enough players playing it at all. One thing is certain, something has to change.



You're basically making point and counterpoint to your own argument here. You say "no one would play with PUGs in Faction Play anymore", but then you essentially say they should just enforce that anyway. Why not implement a change which would nudge players in that direction, and then let players decide which is better?

While I'm sure some of what you're saying would certainly happen, I seriously doubt it would be anywhere near as bad as you say. But, in order to address your concerns, perhaps it would be a simple matter to implement a PSR limit on who can access the "extra" 'Mechs on a team after their own 4 have been exhausted. I think the simplest method would be to disallow the lowest PSR players in any given match from doing so. i.e. if you're PSR 4, and there are no PSR 5 players in the match, then you're not allowed to do it.

It probably wouldn't even be out of the question to base it on a snap shot of effective match score upon the individual's 4th death for the match, and if their match score isn't within ~90% of the current average for the team, then they can't drop again. I don't know, I'm not a programmer, but I have studied game balance a bit, and any match that ends in such a "farm" is a symptom of severely imbalanced core game play.

This bleeds into a discussion about PSR though, because using it as it stands probably wouldn't help much. They seriously need to revamp PSR if they're going to continue using it in any meaningful way. I'm going to be PSR 1 fairly soon by simple "experience bar" methods, which is probably absurd, and this is going to increasingly be the case with others like me. They either need to reverse the numbers, and allow an infinite progression "upward" from PSR 5, or they need to introduce PSR decay, so that only consistently active, consistently good players can remain in PSR 1. But that's a discussion for another thread.


I play in QP plenty and consistently see matches of 12-0 or 12-3. What do you think leads to DZ farming? I consistently see QP matches where one side plays aggressive and the other side passive, what do you think leads to DZ farming?

If your QP match ended 12-6 or less, in FW those 6 mechs push forward into the other team and damage the second wave. This repeats and on waves 2 or 3 the winning side is fighting most the match in the other teams DZ. That doesn't need a 12man on comms.

If other teams actually showed up to help the guy in the DZ then DZ farming wouldn't happen. They don't, they run and leave him to it. If they gathered and grouped up and pushed you out that doesn't happen - as happens with aggressive players.

However aggressive teams don't get spawn camped because they fight the match away from their DZ. Spawn camping happens because people stay at or near their spawn. They either decide to move only a little bit up and stop, or they linger moving toward the enemy shuffling in the hopes of being last to die. All these things are what guarantees failure.

As to your idea of letting the bad players throw away their teams mechs that idea is so bad I'm just at a loss - so you seriously, genuinely think that empowering the worst players on each team to actively continue to sandbag and screw their team beyond just their own 4 mechs is a good design? A great idea? How about this - in QP, whoever dies first gets to take over the mech of whoever on their team has the best score. This repeats until your team is out of mechs. That'd go great... right? I mean everyone would LOVE that. The worst you are the bigger the impact you have on your team!

I hate to get sarcastic but did you really think that was a good idea? To magnify the worst players impact on their team as much as possible? You would literally make the smartest thing you can do to leg the worst players on your team out of the DZ to limit the damage they can do. So if I'm angry at my team I can just eject out of 30 mechs? I just... I don't even.

There isn't anything your'e going to do with the matchmaker that changes the skill distribution. The idea that the matchmaker is going to make bad players win more often is inherently flawed. The most you can hope for is to have a thick enough population that there's 24 people of approximately the same skill looking for matches at the same time - we don't have anything like that population. In QP and group queue you absolutely do NOT have that population density that's also happening to be in a reasonably balanced mech variety of 2/2/2/2 on each side.

Everyone ends up in matches they're going to lose. I lose plenty, I lose to better players and better teams. I always have. Everyone always has. Sometimes you lose because your team is just cowardly and/or bad, sometimes you win even when you derp out early. You try to improve and you move on. That some people are bad and are unwilling to improve is their own issue. Trying to break everything else in the game to try and hopefully find some way to have them lose a bit less is a horrible idea.

All rather moot. MW5 will (hopefully) bleed out a lot of the solo yolo population. Not that PGI is going to do anything with FW anyway; they gave up on it in CW 2.0 when they realized that delivering what they promised would be too hard for them. Then they firebombed it with apathy and Long Tom and apathy about Long Tom. Then 1 Bukkit put the bullet in its brain.

Put the content in QP so people can play it in QP with a matchmaker. Let it build teams of mixed IS/Clan to ensure it fills matches quickly. Remove pugging from FW. Maybe allow it with repeated acknowledgement of the warning message. That's about as good as we can hope for.

#136 Trenchbird

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Posted 19 January 2018 - 11:35 PM

I'm 100% sure someone already said this, but FP wasn't designed for new players in the first place, last I checked.

#137 Bishop Six

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Posted 20 January 2018 - 01:30 AM

View PostLordFatman, on 19 January 2018 - 08:02 PM, said:

Friday night Searching for 15 minutes any still have not got 12 players for a team so what should we do


Friday evening - had only instant drops all the time....with my group.

#138 Eirik Eriksson

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Posted 20 January 2018 - 02:26 AM

View PostMischiefSC, on 19 January 2018 - 11:30 PM, said:


Put the content in QP so people can play it in QP with a matchmaker. Let it build teams of mixed IS/Clan to ensure it fills matches quickly. Remove pugging from FW. Maybe allow it with repeated acknowledgement of the warning message. That's about as good as we can hope for.


Yes! The content in QP with a matchmaker and mixed IS/Clan decks I think would be a great added value to the game.

#139 Reza Malin

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Posted 20 January 2018 - 03:11 AM

Made this point several times before, same arguments pop up, mostly active units/players telling people to git gud, git voice comms, turn up to "training sessions", blah de blah. Things that switch most normal people off almost immediately.

Its pointless, this discussion will go nowhere. Ever.

It needs a huge revamp now, which it will never get. Its dead. PGI messed up in allowing units so much power over the entire game mode as the population dwindled. Being able to swap actions so easily didn't help, and allowing the population to decrease through inaction was the nail in the coffin. Its too late to change any of it now because people start crying "but muh fwends, but muh other faction mechs".

Now the population is so low, it essentially revolves around the same people who are all in on MWO, and barely any other games. They mostly all know each other regardless of unit, and will often play in pre mades through TS servers etc. People who just love clocking in as much as possible regardless of wait times or population, and probably don't play many other games. Just leave them to it.

Because if a 12 man of pugs, or even an average group turns up to feed them, so much the better, they then justify crapping all over them and keeping the new player experience at sub zero with....wait for it....having to wait longer due to low populations. Its a neverending circle of elitist circlejerk and new/average player dissatisfaction.

Hence why these discussions come around every so often.

Let it go. FP is dead and buried. Enjoy QP like 90% of the playerbase does, and hope Battletech and MW5 are good.

If not, then plenty of other good games coming in 2018! Roll on Tomb Kings Tuesday!

Edited by Reza Malin, 20 January 2018 - 03:11 AM.


#140 marcusmaximus55

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Posted 20 January 2018 - 04:02 AM

quick question when do u tell the new players they are just there to be farmed by your pay to play
and derps because the server is setting up the matches that way pug vs pro team?? or is it just
about $ ?



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