Do We Miss Igp, Yet?
#21
Posted 20 June 2018 - 05:28 AM
Faction play wait times seem greatly improved.
So there is that.
#22
Posted 20 June 2018 - 05:56 AM
Who knows what kind of relationship PGI and IGP had with each other. Maybe IGP helped keep PGI a bit more focused, maybe they didn't. Most, if not all of us, will never truly know sure.
I think PGI did stay a bit more focused under IGP, but I also feel like they are a bit more creative maybe...or even a bit more generous in their features without IGP.
I do wonder if MechWarrior 5:Mercs would have even been a thing if IGP was still in the picture, and if it was, would it be different than what we seem to be getting?
Either way, we will never know. As it stands though, I'm pretty sure I'd rather have IGP out of the picture than in it (even if it means that PGI may not have the same level of discipline when it comes to deadlines).
#23
Posted 20 June 2018 - 05:58 AM
#24
Posted 20 June 2018 - 05:59 AM
Vellron2005, on 19 June 2018 - 11:58 PM, said:
The problem is that the game is missing substance beyond buy mech / grind mech / buy another mech / grind another mech.
FP ques are empty because the planetary conquest makes no sense, planets mean nothing, factions mean nothing, and the mode caters to large pro units, and the little casual guys are fodder.
Solaris is empty because the patrons mean nothing, the sponsors mean nothing, and the causal players are fodder.
If the devs put more time and effort into these modes, made them meaningful and immersive.. all the buckets would be full.
The only time FP ques are full is when PGI throws free stuff at the players in the shape of event rewards. Solaris didn't get that yet, but probably will.
Can't fill FP and Solaris ques if you keep giving away free stuff in QP.
it has nothing to do with IGP.
It has everything to do with PGI.
You can't be fodder in solaris because even with fodder-like performance, you'll get seeded with other pilots with fodder-like.performance.
Solaris is empty because bad assaults demanded more stompy robot action instead of getting shredded by lights in quick/group queue. Solaris was pgi's "solution".
Turns out bad assault pilots get shredded anyway by other assaults and either kept complaining or dropped the game mode altogether. Light pilots, when faced with assaults who just backed up to a wall just laughed and went back to other modes. A bunch of other players left because solaris is boring and while fun for a short while, wasn't what they were looking for anyway. Most players tried it for a bit, decided "nah" and went back to other modes.
Pgi tried appeasing the "stomoy robot" crowd and it backfired.
#25
Posted 20 June 2018 - 07:38 AM
Wil McCullough, on 20 June 2018 - 05:59 AM, said:
Only a few streamers ever asked for Solaris. No crowd, was an utter surprise when PGI announced it to most. It's a good addition to MWO, just needs a MM. Elo doesn't work when players don't start with the same pieces.
#26
Posted 20 June 2018 - 07:43 AM
Aerowind, on 20 June 2018 - 05:58 AM, said:
Judging from our own unit FFA events, the mode quickly devolves into hide until everyone else kill each other meta. FFA by design discourages combat, thus I have no reason to believe that FFA is gonna be as fun as some of you claim. I suppose chumps who are too afraid of 1v1 might wanna play hiding game in FFA mode, but little do they know that good players can avoid combat FAR better than them.
#27
Posted 20 June 2018 - 07:46 AM
With more people playing in faction play maybe we can have a MM to keep the tier 5's from the 1's.
#29
Posted 20 June 2018 - 08:37 AM
Cadoazreal, on 20 June 2018 - 01:13 AM, said:
In case not, try actually entering a queue instead of looking for other people already queued 90% of the problem with solaris is there too many of you looking for others already queuing and not enough willing to be in a queue like me, ive watched multiple streamers do it aswell, "solaris is dead no ones in the queue, leave" . Me, i jump in the queue, get a game every 2 - 4 mins
The question, Do we miss IGP, yet? Isn't a serious question, this isn't a 100% troll thread but I wasn't defending IGP.
Edited by Xetelian, 20 June 2018 - 08:38 AM.
#30
Posted 20 June 2018 - 08:40 AM
This is so hilariously out-of-touch with reality that I'm not even going to dignify with a response.
Edited by IllCaesar, 20 June 2018 - 08:43 AM.
#31
Posted 20 June 2018 - 09:06 AM
#32
Posted 20 June 2018 - 09:31 AM
IllCaesar, on 20 June 2018 - 08:40 AM, said:
This is so hilariously out-of-touch with reality that I'm not even going to dignify with a response.
Yet you did. This is what we call a response, which you dignified me with.
The whole missing IGP is a tongue and cheek attempt to point out how misguided PGI is.
#33
Posted 20 June 2018 - 10:46 AM
#35
Posted 20 June 2018 - 12:57 PM
The game needs more diverse and detailed features not mundane game play. PS. That is quick play.
MeiSooHaityu, on 20 June 2018 - 05:56 AM, said:
Who knows what kind of relationship PGI and IGP had with each other. Maybe IGP helped keep PGI a bit more focused, maybe they didn't. Most, if not all of us, will never truly know sure.
I think PGI did stay a bit more focused under IGP, but I also feel like they are a bit more creative maybe...or even a bit more generous in their features without IGP.
I do wonder if MechWarrior 5:Mercs would have even been a thing if IGP was still in the picture, and if it was, would it be different than what we seem to be getting?
Either way, we will never know. As it stands though, I'm pretty sure I'd rather have IGP out of the picture than in it (even if it means that PGI may not have the same level of discipline when it comes to deadlines).
They had a very very bad friendship. Didn`t Paul explode on them at a meeting when they wanted something rushed out? It was over Clans being forced out or Faction. I can't remember which. IGP was out for the quick money. It's for the better that PGI bought them out.
Edited by Mechwarrior1441491, 20 June 2018 - 12:56 PM.
#36
Posted 20 June 2018 - 03:03 PM
We have many many buckets and very very few people, and we're constantly seeing PGI waste money on features that are half baked and pointless.
#37
Posted 20 June 2018 - 03:18 PM
I do really miss Kesmai though.
#38
Posted 20 June 2018 - 03:19 PM
Johnathan Tanner, on 20 June 2018 - 08:09 AM, said:
If you're referring to what PGI has done before that was not solo and groups; that was Units and not in a Unit as separate queues instead of groups and solos ala QP..
#39
Posted 20 June 2018 - 05:59 PM
Stinger554, on 20 June 2018 - 03:19 PM, said:
Everything PGI does is half baked.
Faction war is just TDM with 3 respawns. You only play to the objective in Siege if you're losing the TDM.
Drop decks are too expensive, I could buy light mech for the cost of a drop deck.
Long Toms royally screwed that mode. A lot of people left when that was introduced. It is almost as if they didn't test this or listen to the community after implementing it.
Not having groups in their own queue is kind of a tough one, because when you are fighting over 4 or 5 planets each session with ALL the different factions and low pops in each one, you kind of NEED solo pugs to fill up the queue with people. Maybe if they had only allowed smaller groups or can only drop with 12 groups and made it clan vs IS from the start things would have been much better.
Solaris 7 is the same way, 1v1 is too hard for most people since you can't expect to do well in trash mechs with trash builds and the majority of players aren't going to learn the meta. Even if it divides players up by Elo, if there are only two people in the queue Elo doesn't matter.
Thing to note, my friend invested in a founders pack with Mechwarrior Tactics and I didn't. When they went under and took all that money with them I felt really bad for him.
#40
Posted 20 June 2018 - 08:31 PM
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