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Why Does Unit Invite Cost Cbills?


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#1 Android5000

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Posted 04 August 2018 - 07:56 PM

Why does a unit invite cost cbills?? Its a cbill sink on a game mode that is for a dead part of the game right now. I dont see a reason for it. Unit invites should be free.

#2 Vxheous

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Posted 04 August 2018 - 08:14 PM

PGI did it to break up the old MS

#3 JediPanther

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Posted 04 August 2018 - 08:15 PM

It's from when fw was the main focused game mode a year or two back. Units were fun,groups were fun, matches were fun. Then pgi decided to do their version of the long tom as well as other changes which drove away a lot of players. I've been with the same unit for about three years total not counting the time the unit was disbanded.

Finding a good unit is mostly about how much fun the members are and the type of unit. Some are ultra-comp-meta-only other semi comp or ones like the wmc that I'm in just play it casual with a whatever attitude towards winning. Unit invites before the ruination of phrase 2 and 3 were free.

Now pgi is still doing its e-sports trend which many posters here warned them that such a thing would not work well. They took the game's team based focus away into 1 vs 1 and 2 vs 2 for solaris. I'm surprised they even did the rebranding with the solaris 7 sub title.

While you still can get into a unit fw mode is mostly dead. Unit play does have a lot of good things though. Namely playing with like minded players and hanging out in a group or private match lobby. Find a group that does silly things like falmer catapult c1s or lets you play your preferred weight class.

#4 Android5000

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Posted 04 August 2018 - 09:02 PM

Yeah this is the game mode that pgi forgot. Now they want to bring It back so that's ok I guess... They put on an event but don't try to fix the mode first. Try to fix the mode first then bring a fun event that people want to play. Solaris would be a fun mode if there were more people playing. But it has devolved into a meta where one or two mechs or builds are the best for a division. This is not my reason for this post. Esports or solaris don't mean nothing about my post. Its about a arbitrary cbill cost that don't mean nothing at all right now.

Edited by Android5000, 04 August 2018 - 09:33 PM.


#5 Eisenhorne

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Posted 04 August 2018 - 09:59 PM

View PostJediPanther, on 04 August 2018 - 08:15 PM, said:

While you still can get into a unit fw mode is mostly dead.


i don't get why people keep saying this... its not dead. I can find groups almost any day, and can get drops at any time. Sure, sometimes you gotta wait, and you get dry drops occasionally, but its not like people aren't playing faction play. Its got more people than solaris, thats for sure. As i'm typing this, I know of 4 large groups running around (probably more that I dont' know of), and god knows how many puggles.

#6 Android5000

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Posted 04 August 2018 - 10:49 PM

I don't want to play small groups of pugs in FW. I want to play only siege maps in FW. Not the quick play maps with a small chance to play on the siege maps. Pgi put 250k on each of those maps supposedly and I want to play those maps when I pick that game mode.

#7 Eisenhorne

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Posted 04 August 2018 - 11:22 PM

View PostAndroid5000, on 04 August 2018 - 10:49 PM, said:

I don't want to play small groups of pugs in FW. I want to play only siege maps in FW. Not the quick play maps with a small chance to play on the siege maps. Pgi put 250k on each of those maps supposedly and I want to play those maps when I pick that game mode.


Well then play the last day of the challenge, because it's all siege mode. I'm actually thinking of taking Tuesday off from work so I can play it through the day, since Siege is so much fun. This event is great, and has something everyone can enjoy.

Edited by Eisenhorne, 04 August 2018 - 11:23 PM.


#8 Peter2k

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Posted 05 August 2018 - 07:17 AM

View PostEisenhorne, on 04 August 2018 - 11:22 PM, said:

This event is great, and has something everyone can enjoy.


While I totally agree, I think considerably bumping up rewards, especially for loyalists, should draw in more players as a whole

#9 Jon Gotham

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Posted 05 August 2018 - 07:19 AM

View PostEisenhorne, on 04 August 2018 - 09:59 PM, said:


i don't get why people keep saying this... its not dead. I can find groups almost any day, and can get drops at any time. Sure, sometimes you gotta wait, and you get dry drops occasionally, but its not like people aren't playing faction play. Its got more people than solaris, thats for sure. As i'm typing this, I know of 4 large groups running around (probably more that I dont' know of), and god knows how many puggles.

I'm in a group right now, 20+mins and still waiting.....

#10 Tarl Cabot

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Posted 05 August 2018 - 08:12 AM

Players complained, in a group oriented game, that units had too many players to form up groups and be rewarded with the resources, names on planets, MC rewards, and event rewards.

MS was one of the largest units, 300+ players, made up of different sub-units. And with how PGI has it setup in-game, it actually made more sense to go that route so players show up instantly within the Unit tab than trying to add friends, etc, because a faction can not see WHO is on within their faction. And the LFG tool is so... it doesn't matter, a company which took over 3 years to add in-game voip, several months after FP,, CW-Community Warfare, itself had gone live.

I am glad PGI created the game because I doubt anyone else was seriously looking at it at this level. At the time there was only MWLL and Mektek's MW4 Mercs, both on old engines and not setup to pull in players.... wait.. nm. And without MWO it does make one wonder if BT would have happened when it did. But during its tenure PGI has taken several missteps which has hurt the community numbers, unfortunately some of that feedback has come from its own player base. It wasn't just the feedback but how PGI went about implementing it.

#11 TKSax

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Posted 05 August 2018 - 08:35 AM

View PostTarl Cabot, on 05 August 2018 - 08:12 AM, said:

. And without MWO it does make one wonder if BT would have happened when it did.


Battletech was going to happen, The mentioned in a live q/a stream it was always on Mitch and Jordan Radar after the success of Shadownrun. However, it definitely made it easier to do with PGI's success and of course being able to import their models.

#12 Lykaon

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Posted 05 August 2018 - 03:08 PM

Short answer....

PGI caves in to casual solos over supporting organized players who like grouping.

#13 JediPanther

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Posted 05 August 2018 - 10:18 PM

View PostEisenhorne, on 04 August 2018 - 09:59 PM, said:


i don't get why people keep saying this... its not dead. I can find groups almost any day, and can get drops at any time. Sure, sometimes you gotta wait, and you get dry drops occasionally, but its not like people aren't playing faction play. Its got more people than solaris, thats for sure. As i'm typing this, I know of 4 large groups running around (probably more that I dont' know of), and god knows how many puggles.

It might not be dead as in no one plays it but my experience has shown from pgi's constant screwing with fw and the poor implementation of things like their long tom prove there is a lot of people willing to move on. The unit i'm in had 250 at its peak for members. Now we don't even have 20. When all or most of your buddies leave the game you wonder why you keep playing it.

#14 Sjorpha

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Posted 05 August 2018 - 10:52 PM

A small fee is fine and could just be a flavor thing and something to do with the unit coffers.

Making it scale up with unit size is the real idiotic part, large units and all kinds of player organization should be encouraged, not punished, it's the heart and soul of the game especially in FP.

Turning hostile towards units and community initiatives was one of PGIs worst desicions, they successfully destroyed both MS and the FRR community, the two largest and best community initiatives of the game's history.

#15 Khobai

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Posted 06 August 2018 - 12:56 AM

View PostLykaon, on 05 August 2018 - 03:08 PM, said:

Short answer....

PGI caves in to casual solos over supporting organized players who like grouping.


no they dont. if they did thered be split queues.

because more than anything casual solos dont want to play against organized groups.

its the organized groups that shut that down, because they like sealclubbing, and not having longer queue times.

Im sorry but PGI definitely caved into organized groups on that particular issue...


and PGI didnt add a cbill invite tax to try and shut down organized groups. they did it more to add a cbill sink to the game because they felt players had accumulated way too many cbills. none of the larger units have ever had any problems paying the cbill tax to add new members; so its a ridiculous assertion that it was ever intended to discourage organized units.

Edited by Khobai, 06 August 2018 - 01:03 AM.


#16 Appogee

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Posted 06 August 2018 - 01:04 AM

One large mega-unit had so many members that it was able to dominate FP, securing all the planetary rewards for itself and dominating any FP event.

The scaling unit invite cost was PGI's idea for keeping a cap on unit sizes.

#17 Khobai

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Posted 06 August 2018 - 01:07 AM

Quote

The scaling unit invite cost was PGI's idea for keeping a cap on unit sizes.


the scaling invite costs didnt even come close to the tens or in some cases hundreds of billions of cbills those units had access to through all their members.

if that was their intent they failed miserably at it.

again I think the real intent was to try and add a sizeable cbill sink to the game and remove those cbills out of the economy. PGI has constantly told us we get too many cbills.

because if PGI actually wanted to shut down big units from dominating FP there were far better ways of doing it than increasing unit invite costs... which was obviously one of the least effective methods.

For example just putting a hard cap on how many planets a unit can control at one time.

Edited by Khobai, 06 August 2018 - 01:14 AM.


#18 justcallme A S H

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Posted 06 August 2018 - 01:18 AM

View PostVxheous, on 04 August 2018 - 08:14 PM, said:

PGI did it to break up the old MS


Indeed. Big 500 man units were viewed as a problem.

Well more so to restrict then a little. Paul confirmed that recently. Unfortunately it wasn't the best idea. Units like MS were responsible for training 100s upon 1,000s of players a year to at oesdt improce basic skills etc.

Something this game has lacked in recent times.





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