So, Why Do New Players Quit?
#361
Posted 26 August 2018 - 05:42 AM
#362
Posted 26 August 2018 - 06:01 AM
Edited by KansaKittan, 26 August 2018 - 06:02 AM.
#363
Posted 26 August 2018 - 07:41 AM
Old MW4 Ranger, on 26 August 2018 - 04:23 AM, said:
Then go to the MW4 Forum.
Nobody still want to hear your opinion how everything is bad in MWO. This toxic atmosphere pulls down the general mood and i am at the point where i find your comments more than annoying.
#364
Posted 26 August 2018 - 08:02 AM
Chados, on 26 August 2018 - 05:00 AM, said:
Quote
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If you all want FW to prosper, PGI is going to need to get some AI that’s workable and get some PvE experience into the game. It’s going to need some lore and story and a reason to fight, and a hook to keep players that aren’t up for a harder deathmatch in the fight. That simple.
KansaKittan, on 26 August 2018 - 06:01 AM, said:
Edited by Horseman, 26 August 2018 - 08:03 AM.
#365
Posted 26 August 2018 - 09:23 AM
Horseman, on 26 August 2018 - 08:02 AM, said:
Unfortunately, as far as Paul told us AI opponents are not remotely an option. I guess there could be an argument made for a base attack mode where you fight turrets and dropships, but that would get very old, very fast.
And this bodes ill for MW5, doesn’t it? Well, as the Sixth Army said at Stalingrad, “the Führer must know what he’s doing.”
Edited by Chados, 26 August 2018 - 09:24 AM.
#366
Posted 26 August 2018 - 09:55 AM
Chados, on 26 August 2018 - 09:23 AM, said:
#367
Posted 26 August 2018 - 12:43 PM
Chados, on 26 August 2018 - 05:00 AM, said:
Well, Quick play doesn't have a spawn you need to defend. That's one thing I often note Quickplay players failing to think of when entering CW. The spawn point is your biggest resource. It gives you new mechs, but they'll oft ignore that and try to flank or evade a push, leaving their spawn open. Probably the team disparity thing is more of a heavier mech bias towards the initial engagement in CW as opposed to a more well rounded or lighter mech focus in group queue. CW puts a heavy emphasis on the first engagement so CW players tend to drop heavy and/or slow at first. It's a different playstyle than medium skirmish.
Personally, I'm hoping I can get my 'ole Saturday Lan party back into Mechwarrior when 5 hits.
~Leone.
Edited by Leone, 26 August 2018 - 12:47 PM.
#368
Posted 26 August 2018 - 02:43 PM
If anyone at PGI reads this, thank you for continuing with your free game that I still enjoy. Time to stop following this thread.
#369
Posted 26 August 2018 - 08:10 PM
Bishop Six, on 26 August 2018 - 07:41 AM, said:
Then go to the MW4 Forum.
Nobody still want to hear your opinion how everything is bad in MWO. This toxic atmosphere pulls down the general mood and i am at the point where i find your comments more than annoying.
Calm down my Friend and live with it ,thats the reality is not all good and all Bad ..PGI has make not all bad ..has bring the unseen back, not make P2W ...only as Gamecompany she have less experience and not a good Hand.Not feeding hopless Ideas and unrealistic Dreams ...the Game not really come to a other Status ..Pve Elements never come or great Logistic or Strategic Elements or more as 1-2 Maps each Year ...only Mechpacks and Weapon balance Nerf/Buffs ...hope only thats newer Gamemodes better implented as before (seeing VIP)...or Little cosmetic Fixes
Only reading positives give it in dictatorships and sects
Edited by Old MW4 Ranger, 26 August 2018 - 08:43 PM.
#370
Posted 27 August 2018 - 04:49 AM
Old MW4 Ranger, on 26 August 2018 - 08:10 PM, said:
Only reading positives give it in dictatorships and sects
Man.. you are typing absolute gibberish.
Am illiterate to , therefore i do use the google translator.
#371
Posted 27 August 2018 - 05:15 AM
Because they fell for that , " Work hard get job , marry and have 2.4 children " propaganda .
#372
Posted 27 August 2018 - 05:12 PM
Simplest solution: no more than (x) players can be in a group on any given team. Total. Using an example with x=6: if you have a 4-player group on a team, that team can only have one more group of two players, and the rest have to be solos. Likewise, you can have two groups of three, or three groups of two on a team.
Also, the number of grouped players on one team at least has to match the number on the other, plus or minus one. It doesn't have to be the exact compostion, but if one team has two three-player groups, the other one needs 5 or 6 group players.
This obviously doesn't solve all of FPs issues, but it at least mitigates one of the most frustrating parts.
#373
Posted 27 August 2018 - 08:44 PM
Sable Dove, on 27 August 2018 - 05:12 PM, said:
Simplest solution: no more than (x) players can be in a group on any given team. Total. Using an example with x=6: if you have a 4-player group on a team, that team can only have one more group of two players, and the rest have to be solos. Likewise, you can have two groups of three, or three groups of two on a team.
Also, the number of grouped players on one team at least has to match the number on the other, plus or minus one. It doesn't have to be the exact compostion, but if one team has two three-player groups, the other one needs 5 or 6 group players.
This obviously doesn't solve all of FPs issues, but it at least mitigates one of the most frustrating parts.
No it doesn't. It makes it frustrating for groups instead. The mode is meant for groups.
Eliminate all pug teams instead. Make pugs pure filler only and a team must have at least a group of two or three.
That makes more sense.
#374
Posted 27 August 2018 - 10:46 PM
Now, Metamechs is more-or-less gone as a resource, yet remains prominent in Google searches (I weep for its loss). The subreddit has no link in the sidebar to a tier list, let alone a new player guide. Initial attempts to search for the meta get ancient forum posts.
"But Vozw, there are a ton of meta resources we put a lot of effort into, they're right there"
Awesome; I'd greatly recommend getting them into a megathread on the subreddit and putting a link in the sidebar. Maybe also in a resources tab in the Discord. The initial energy needed to get into this game is immense, and every bit helps; a new player heading to the subreddit for guidance and seeing a resource link point to denAirwalkerrr's build list in the sidebar could make the difference. It's a small thing compared to most of the stuff discussed in this thread, but it can help.
On PGI's end, actual real MMR that's not an experience bar would help, and right now it's impossible for me to bring a friend into the game due to us wanting to play together but group queue being punishing.
Edited by Vozw, 28 August 2018 - 12:05 AM.
#375
Posted 28 August 2018 - 12:19 AM
Sable Dove, on 27 August 2018 - 05:12 PM, said:
S O L A I S, on 27 August 2018 - 08:44 PM, said:
Both are true. It's **** for pugs to be stomped by premades and it's **** for the premades to play against subpar pug teams.
Pugs and premades should not be matched together. At all. Not even as a filler. That would greatly reduce frustration.
#376
Posted 28 August 2018 - 01:12 AM
What PGI could do is make 2 really seperate ques, one who is for smaller to larger groups. One only for Solos with or without unit. They should not repeat the inherent failure from last time
On the other hand this would mean that CW would need some sort of MM and actually attract players to it, which would mean work invested by PGI, which I highly doubt will happen to the extend it is actually needed
#377
Posted 28 August 2018 - 03:11 AM
I don’t think it’ll help. The problem with FP isn’t going to be fixed by matchmaking because the population is too small, that’s why they consolidated the FP queues in the first place. The original phase 3 implementation HAD separate pug queues and they were a desert because...FP isn’t fun. Until they make it FUN FOR THE MEDIAN PLAYER, who isn’t a high end dedicated unit player spending four hours a day practicing coordinated tactics behind a state of the art machine, and who looks more like the basic quickplay pug, FP, like Solaris, will forever be a ghost town.
How to do it? PvE with a decent AI, as a part of a player driven economy and political world similar to Kesmai’s old Multiplayer Online Battletech. Which Paul has ruled out entirely in favor of Solaris-style bandaid fixes. So, they will continue to spin their wheels on changes that won’t increase the player count beyond events here and there which will be “PuGSMASH” for the premades til the pugs get their event rewards, then back to crickets chirping til the next event.
#378
Posted 28 August 2018 - 04:48 AM
Chados, on 28 August 2018 - 03:11 AM, said:
FW will never be interesting for the median player. It is, like most forms of organized play, only ever interesting for a small minority of players. And that's fine! The main problem is that, if the playerbase for MWO stays relatively small, that small minority is just not enough players to keep FW alive.
#379
Posted 30 August 2018 - 01:46 PM
The reason is irrelevant.
#380
Posted 30 August 2018 - 05:13 PM
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