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Find A Unit In This Mess


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#1 BaronDeath

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Posted 21 May 2019 - 11:15 PM

Why have Units now? Anyone can be anything. I am confused at why anyone would choose anything other than gravitating to experience. That is ok. But, now everyone lesser than you is a meatshield. That is ok. But BAD BUSINESS. Bad business decisions. The BEST pilots only comprise a finite amount of money. A general population needs LESS confusion and more guidance afforded by those with the patience, willingness, time and hence personal investment to invest in all and any human beings to attract them long term into the game. MAY 21. MASSIVE derailment.

#2 Grus

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Posted 22 May 2019 - 05:26 AM

View PostBaronDeath, on 21 May 2019 - 11:15 PM, said:

Why have Units now? Anyone can be anything. I am confused at why anyone would choose anything other than gravitating to experience. That is ok. But, now everyone lesser than you is a meatshield. That is ok. But BAD BUSINESS. Bad business decisions. The BEST pilots only comprise a finite amount of money. A general population needs LESS confusion and more guidance afforded by those with the patience, willingness, time and hence personal investment to invest in all and any human beings to attract them long term into the game. MAY 21. MASSIVE derailment.


Unit identities/loyalties now have zero meaning. I dont see how this is adding anything to the game other than spite and ire. People will stop playing FW because they have built up a massive amount of clan mechs and if the story goes IS vs IS, and they dont have filthy freebirth mechs. All these unit rivalries, animosities, admirations, are now useless. There is no foundation for any set of ideals. With no foundation, houses crumble....

#3 Warning incoming Humble Dexterer

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Posted 22 May 2019 - 08:35 AM

I don't think Freelancers and Mercenaries have been affected that much, at least not as long as conflicts stick to IS vs Clan.

It's Loyalist units that have been affected, since their specific Faction now only participates in ~1 out of 6 conflicts, and they're not even allowed to stay loyal to their Faction, even less able to rank up in it, during it's massive ~5 out of 6 conflict downtime.

I'd rather have something like :
- Loyalist units able to reinforce their side of the conflict without having to break or renew their contract
- Freelancers being able to switch sides whenever they want without taking any contracts (but perhaps be unable to create or join a group).
- Mercenaries having to accept and stick to one contract per conflict (with a different value for taking the IS or the Clan contract, based on population requirements).

Because right now Loyalists are being treated as Mercenaries.

#4 FrontlineAssembly

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Posted 22 May 2019 - 11:12 AM

Mercs are affected equally with loyalists in that units in general mean very little now. Since everyone can now choose which faction or career they want for themselves. This makes units nothing but a glorified friends list. This is big FU to units from PGI.

#5 Grus

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Posted 22 May 2019 - 01:07 PM

View PostFrontlineAssembly, on 22 May 2019 - 11:12 AM, said:

Mercs are affected equally with loyalists in that units in general mean very little now. Since everyone can now choose which faction or career they want for themselves. This makes units nothing but a glorified friends list. This is big FU to units from PGI.


Damn... hes got a point.

#6 Jugger Grimrod

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Posted 22 May 2019 - 03:56 PM

View PostGrus, on 22 May 2019 - 01:07 PM, said:

Damn... hes got a point.


I second that.

#7 SeventhSL

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Posted 22 May 2019 - 05:48 PM

Units are basically irrelevant now in Story Play. Just add people to your friends list.

#8 BaronDeath

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Posted 23 May 2019 - 03:01 PM

What has kept me in the game is continuity afforded by being a Pure Loyalist and building a brother/sisterhood that can be counted on because TEAM work is the best. This is the glue between matches. The glue for longevity. This also created a dichotomy that would always be there and offer competition in FW. FW is the core of the game. It provides a platform for pilots to get good for League, Comp, Solaris and to focus on WORKING TOGETHER. QPs are for grinding mechs, trying new strats, practicing Drop Commander skills etc. and getting pilots ready for the additional opportunities, opportunities that will now only come 1/6th of the time for Loyalists. If it were not for Unit founders, there would be much much less in the population. With this change, it is decentralized and dis-intermediated and anyone in a Unit can pick between one side or another, and this is counterproductive to building good Units.

#9 SeventhSL

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Posted 23 May 2019 - 03:21 PM

View PostBaronDeath, on 23 May 2019 - 03:01 PM, said:

What has kept me in the game is continuity afforded by being a Pure Loyalist and building a brother/sisterhood that can be counted on because TEAM work is the best. This is the glue between matches. The glue for longevity. This also created a dichotomy that would always be there and offer competition in FW. FW is the core of the game. It provides a platform for pilots to get good for League, Comp, Solaris and to focus on WORKING TOGETHER. QPs are for grinding mechs, trying new strats, practicing Drop Commander skills etc. and getting pilots ready for the additional opportunities, opportunities that will now only come 1/6th of the time for Loyalists. If it were not for Unit founders, there would be much much less in the population. With this change, it is decentralized and dis-intermediated and anyone in a Unit can pick between one side or another, and this is counterproductive to building good Units.


Nicely said. I second this.

#10 Lykaon

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Posted 24 May 2019 - 10:21 AM

View PostFrontlineAssembly, on 22 May 2019 - 11:12 AM, said:

Mercs are affected equally with loyalists in that units in general mean very little now. Since everyone can now choose which faction or career they want for themselves. This makes units nothing but a glorified friends list. This is big FU to units from PGI.



And not the first time either. PGI in general fails to see or maybe fails to care on the effects their choices have for player run units representing mercs or factions.

This game has been aimed squarely at chasing the most transient type of players, the solo non joiner type.

With a fairly long history of opting to choose the option for the transients at the expense of the very player who would set down roots and build a community how are any of us surprised by this latest attempt to make the game more accessible has removed content and context from loyalist units in favor of more solo player pandering.

This path began way back when the players were excluded from interacting in game with each other. We got a solo only queue that would evolve into a queue that got a matchmaker and attempts to build balanced games and we also got group only "shark tank" mode with no match maker or mechanism to control the quality of the player's game play experience.

The solution to solo casuals complaining about being "farmed" by groups wasn't to improve the match balance or improve team communication or even encourage solo players to join groups.

We didn't even have an intergrated chat system for VOIP. We didn't have a LFG system in place and we didn't have any in game supported means of recruiting solo players into units.we didn't even have in game faction text chat channels.

These items should have been a priority.

There was no support structure for solo players to find units or groups everything was done third party.

Instead of developing any of this player run units got isolated from the very people the units need to grow and thrive, solo players.

Since that point since the isolation of units from solos in casual game play the player unit community has been slowly bleeding to death for lack of fresh blood joining up.

And what we see now is the latest step towards the removal of a central player organized community either by intent of failure to reccognize the outcome of choices PGI has strangled their own core community.

Edited by Lykaon, 24 May 2019 - 10:24 AM.






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