Nightbird, on 07 December 2018 - 09:19 PM, said:
BROARL, on 07 December 2018 - 09:01 PM, said:
PGI is not entirely responsible for player numbers thinning. i know i will be heckled for saying this again but trolling the enemy as you stomp them is not exactly encouraging them to keep playing...
faction warfare is for everyone i thought? troll people for not being world class if and when amateur players attempt to fight you for prizemoney but don't expect every invasion match to be world championship level.
PGI is the only party present with the power (can change game mechanics at will) and incentive (makes more money if pop is high) to create better game experience for people of all skill levels.
As a player in the game, I can't voluntarily ton down without knowing who is on the other side. I can't split a strong team because then the next strongest team will win against us. So what can I do? I play by the rules PGI set, which is bring the best pilots and mechs I can and if the other side turns out to be pugs... there's nothing I can do. PGI doesn't empower players with mechanics to create challenging rather than stompy matches.
Should a unit voluntarily drop tonnage before a match? I do not believe a team SHOULD do that, unless they are voluntarily running joke builds. PGI has nothing in place to even alert people if units of 5+ or formed up co-ops 5/6+ are even dropping at the time.
imho, BROARL's comment may be more about what happens after the dropping into combat. One side made up of a unit + co-ops does not necessarily have to verbally make fun, take jabs at the other side, especially after the first wave totally owns them, it is what comes afterwards, the rubbing the salt into the wound by not only continuously spawn camping but bringing full wave after full wave, if it gets to that point.
EDIT - the drop being a HARD STOMP. It has a more immediate effect when on the receiving end but it can and does infect the other side.
Seal clubbing - the Clubbers
- Some people will do it because they like it, it makes them feel supreme
- Do it to make a point of how dare you enter mode unprepared
- For some it may be entertaining at first but it eventually old because the approach being taken, not just by PGI but the CO and rest of the team,, while not challenging, not satisfying.
- Said unit personnel may stick around longer due to friendships made in hte unit but will eventually grow dissatisfied with that type of game play, playing less and less, team ends up fielding fewer and fewer players for each match. Unit and then community suffers.
The Receivers
- Some when join units to lessen the negative experience - but see above
- Others will play the mode less often but between it and Group queue it may be a death spiral when trying to play and keep friends playing. There is always the Solo queue, right?
- etc
It is not simply about who wins or loses, it is about winning is such a way that it is seen as simply stat padding when most drops can be seen as an overkill. ie using an M60 instead of .30-06 or a bow to take out that buck. But hey, this is the way PGI has set the game up is the reasoning used by said players.
An example (hai, have been ridiculed when suggested ) is to manually engage their opponent in 5 waves of 9 instead of 4 waves of 12. I would not expect most defenders in Siege to hold forces in reserve.
How could a team approach a drop that is a definitely an overkill/outclassed their opponents instead of waiting for PGI to do something that may have a negative effect, such as adding fees to join a unit that increases based on unit size. Should have set a flat unit size, ie reinforced regiment and have a flat fee, if there needed to be some sort of C-Bill sink, anyhow...
edit - I get wordy at times Nightbird
but hai, it is the hard stomp!!
Edited by Tarl Cabot, 08 December 2018 - 10:38 AM.