Asym, on 08 June 2019 - 03:05 AM, said:
First off, teams over 4 become toxic because "like minds corroborate bad behaviors"... And, since this and many other games allow teams over 4 people, over time, you see in game extreme behaviors... It's not just MWO....... Take the Faction Play experience before the skill tree change: it was just an angry, hateful place where winning, degrading other players and intentionally seal clubbing was the norm. There were even threats of physical violence reported and experienced.... Entire teams, after the skill tree changes made thing worse left em masse..... No joke... Not only was it not any fun at all, those terrible personalities and antics got worse. To the point, the team I was on left this game as a team.... Only three or four drop in now P/T if that.
I am a customer. Because I have an opinion and a lot of years not only playing video games, but studying them, helping create them and, from time to time, lecture on why game "cultures" sometimes become "toxic"....
I'm not sure you are seeing the bigger picture: no game can survive if there isn't a place for new players to learn the game, establish themselves in the game itself and find, something in the game they like.... PvP isn't always a bad thing and QP is a good place for new players to explore what works for them. It's not supposed to be a highly competitive mode: that's what Solaris 7, Faction Play, Competitive play and the e-Sports side were for...........and, guess what, they failed !!!
Low population. MM can't work. There are either new players or vets......and, not many of them at certain times. Again, games aren't about winning or losing 100% of the time. Meritocracies become toxic and in the end fail, because a lot of people play "to have fun with their friends"; not, to memorize Lore, or discuss the made up physics; or, discuss the "game plans for this or that match".......they come to play a game and have some fun........ MWO isn't that too much anymore and most of us moved on full time to more fun environments and occasionally, strap a mech on and play in events.....
Why do I get to define the purpose of Quick Play: because I am smart enough to know the difference between what works and what doesn't..........and, that is age....and experience. You don't have to listen, that is your right but.......a lot of what I have said has come true.... You reap what you sow........and MWO, is a shell of what it was...
First off let's address your first counter point "like minds corroborate bad behaviors" . Don't you mean like minds corroborate similar behaviors? I think we would have to agree that people of similar behaviors when grouped together would not spawn radically opposed behaviors to their individual behavioral slants.
A selection of charitable individuals when formed into a cohesive group would not suddenly begin a looting and pillaging spree would they? It is far more likely a charitable organization would evolve wouldn't you think?
So what you are trying to sell as an absolute is the conditions that would exist on the very outliers of a sampling of groups of people. Most groups of people would exhibit behaviors close to average with the far outliers exhibiting concentrations of extreme behaviors.
I can understand your basis though things like the mob mentality exist however within the context of a handful of people playing a game? I doubt 4 people joining a group would suddenly spawn 4 hateful reprobates degrading and abusing everyone around them simply on the basis of 4= evil.
Granted my actual area of expertise is canine behavior and not primates.My observation from actually being a human seem to play out my hypotheses though.
Your observations on faction play are very different from mine. I used to play as a solo on the regular and would experience toxic behavior in game about as frequently as everywhere else, sadly indicating that toxic behavior is a reliably measured metric. I would cite conformation bias as a likely source for our different experiences.
What I saw was a poorly balanced game mechanic that would frequently cause players to become frustrated.But genuine actual toxic behavior?Genuine malice few and far between.
Was it "seal clubbing" or was it a poorly designed game mechanic to blame? Should the superior team throw the match? play worse? quit?
We just played the game PGI supplied.
What value is a gifted victory? For that matter what value is a lop sided loss provided through a terrible match maker? Neither hold any value in my eyes and it's largely this failing in game design that triggered my lack of interest in faction warfare.
I am seeing a bigger picture perhaps larger in scope than you may realize.
I absolutely agree that there needs to be a means for new players to find their footing and that should be provided through several avenues. Sadly MWo either launched with minimal to no support or to this day has failed to produce needed support mechanisms.
The big picture is PGI messed up in a big way when they opted to preserve the quality of solo players game play and excluded players in groups and player units. There was next to no attempts to reconcile the two camps,to preserve a unity in the community. We got PGI pandering to conformation bias and Units shipped off to slowly bleed to death in the least supported portions of the game (group queue,faction play,solaris)
There was a moment in time where PGI could have shaped the game development to be inclusive but instead pandered to the very players who were less likely to form a community tie within the game.
Once they isolated Units from new solo players,the very source of new unit members (and a strong source for new player support) they figuratively slit the wrists of the very source of a persistent player community and a high population.
Who is more likely to move on to another game?
a solo player who casually messes around or a player who has joined a unit?
Why do other MMO games have guilds? They have them to retain players and enrich player experiences within their game.
MWo has made player units about as unreachable as possible for solo players without outright abolishing the concept.
Are you smart enough to see where the wrong turn occurred? Do you see what didn't work for PGI? Do you see how we collectively ended up here on a sinking ship?