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The New Story Mode ....


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#1 Metalgod69

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Posted 06 June 2019 - 04:05 AM

FACT 1: This "story 4 liners" create enormous problems for the FW community.

Loyalists are forced to drop as factions they hate f. ex. And the player base is reduced even more, because many pilots dont get drops now. ( in my prefered time when i play FW, i had nearly every day drops - since the update nearly zero) Or they flee when they see: "O god hours of conquest, or domination, or scouting. No way if i dont get paid for it with euros !"

FACT 2: What do we get for all the trouble ? A few irrelevant sentences that many players dont even read. And even if i read them, the second i drop at the same boring old maps, immersion is gone anyways. So this story mode is for whom ? For the millions of new mw 5 buyers who will enter FW for sure ? Posted Image

We have so much bigger problems regarding player base and mismatches, that only create boring farming for the one side, and beeing butchered without fun on the other side.

Edited by Metalgod69, 06 June 2019 - 04:32 AM.


#2 BigScwerl

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Posted 06 June 2019 - 06:22 PM

Its horrible. What PGI has consistently done to MWO's faction play system over the years is absolutely unforgivable. They have repeatedly ignored suggestions from the player base and made stupid changes that nobody likes, further wrecking the already dwindling FP populations. These forums are completely ignored by them though, the only way to get a reaction is to go knock in the door in vancouver. PGI has driven this ship into the ground. Our friends and teammates have slowly lost the battle of attrition. We see it in our friends list. you have seen it in the steam population graph. You see it on the discord and teamspeak channels that used to be full of friends trying to have fun playing against their friends. Those channel are empty. All those that are left now are too salty to even care. They can blame a lot of things, but ultimately, the company that produced and managed the game it to blame. They have my money for MW5. I havent lost hope that PGI can do something right. but as for MWO I dont think there is any point to talking about it on the forums, or emailing paul or tweeting russ. They don't care and they havent in years. the joke is on us.

#3 Aidan Crenshaw

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Posted 06 June 2019 - 11:24 PM

Must've been a rough start. So rough, you don't bother to follow the discussion anymore?
Because everything you complain about is being adressed by Paul over where the constructive stuff is discussed.

#4 Appogee

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Posted 06 June 2019 - 11:56 PM

The story mode is a good start to creating more immersion and meaning in MWO's end game.

I have posted in several threads now how this basic idea could be built on to become something the community really engages with and values... from promotion of the Conflicts through to Confliect-based changes to planetary conditions, and Conflict-based rewards.

The problems with this latest iteration of FP aren't the story, they are locked factions and inability for players to balance the queue, not enough Siege (inc Counter Attack), etc.

So let's build on the stories, not discard them as the real problems are fixed.

#5 Metalgod69

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Posted 07 June 2019 - 11:54 PM

Then they should fix fast, because nobody plays the game anymore, it seems.

#6 LordNothing

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Posted 08 June 2019 - 04:29 AM

they had a sound design for fp but they couldn't source the raw unobtanium needed to make it work.

#7 MummyPig

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Posted 08 June 2019 - 07:21 AM

The abomination that CW/FP has become is just a shameful way of play testing the MW5 story line development; this follows the same motivation and dispersal of MWO's money (your money!) into the implementation of the MW5 engine.

MW5 offers very little new immersive experience than previous incarnations and may as well have just added new story arcs to a revitalised version of MW3/4 etc., at a far lower expense.

FTP/Subs/Micro-transactions can and do work with other systems that have been around for far longer than MWO and those systems have continued to thrive because the developers have listened to, redacted, then acted on the loyal client base to provide new experiences and reasons to continue following and paying to play the games.

However, when considering PGI, look at what we have ended up with - Solaris and a fkd up version of CW (should still have been FW) because they have patently ignored what people want and applied that in a considered and positive manner.

F MWO

#8 Humble Dexter

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Posted 08 June 2019 - 02:05 PM

I'm seeing a lot of new names in FP (and/or maybe a lot less old names...), so I'd say the new FP looks popular with new players, including letting them reach rank 2 of each Faction to unlock their first mech slots, without suffering a single probation match.

So the FP change makes sense, as far as welcoming new players, who may hear about MWO through MW5.

Not sure Loyalists needed to be sacrificed in that process though, but in fact perhaps they did.

#9 Sjorpha

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Posted 09 June 2019 - 10:35 PM

The whole idea of community warfare was that pgi provides a simple sandbox universe and the players create the narratives within it.

The greatest stories told in mwo community warfare so far was when Jase Falcon powered by Mercstar reached all the way to terra, or when the FRR clawed itself back from 3 planets against all the clan factions and proceeded to obliterate ghost bear. Things like that represented the seeds of what CW could have been, and what did pgi do to celebrate these community narratives? They reset the map and made changes to ensure large units became unmanageable, took away the tools needed to launch community driven campaigns and make sure nothing like it could ever happen again. They just promptly abandoned the core idea of community warfare.

#10 Nightbird

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Posted 09 June 2019 - 11:11 PM

Agreed though to be fair it was mostly merc units stacking and rolling planet tags for that sweet MC than any intended community driven event.





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