DAEDALOS513, on 26 April 2020 - 05:37 PM, said:
I completly agree with this. And I'm still mad about that.
Rant incoming
PGI took dam to long time to create even the first step of CW, so most players get used to Quickplay.
Quickplay was bad from the start:
1. No respawns = egoistic game style to avoid damage and early game over = no teamwork
2. No Mech selection for the Map = all Mechs have to build for close combat = NASCAR Tactics on all maps.
3. Maps to small for 12 vs 12 or even 8 vs 8 = all Mechs have to build for close combat
4. Maps to big for NASCAR
5. No faction grouping in the match = faction meaningless
It was tolerated 2012 - 2014 by the players because we expectet PGI will deliver soon a better match system with factions, units, ect...
6. No clear Attacker/Defender roles, making modes like Assault or Incursion a lot more demanding with random teams.
1. & 2. could have been done in the CryEngine map editor with a few clicks, but PGI waited until the Leopard Dropships and the big Siege maps have been ready.
3. Small maps could have be used for smaller matchsizes like 8 vs 8 or 4 vs 4.
4. Even big maps could be use for smaller matchsizes if the play area is reduced.
5. Faction grouping could have worked with a faction lobby system in the MWO game so players can meet other players of their faction easy to form up groups.
Instead players have to got to 3rd party teamspeaks or have to join other forums to find players of the same faction. That was 1998s style of grouping up in a 2012 game.
Designing & Branding Faction Warfare as "Game Mode for big organised groups" was also a mistake.
Most players tend to play in smaller groups than 12 (to bring 12 players to a match, a Unit needs also more then 12 regular players).
Ignoring those players by not offering also smaller match sizes and forcing them to play "12 vs 12 or GTFO" was not a good idea.
The whole "Units claim planets on a strategey map" sounds nice, but don't work if most players want to play a Mechwarrior game and not "Risk in Space with extra steps".
What do I expect from Units and Factions?
I expect what the Units name is displayed in game in the Score Screens, not only the TAG.
I expect what a team has players of the same faction or the same alliance (FedCom = Steiner & Davion) and in the other team players of enemy factions (Kurita & Marik).
I expect what symbols of the defending side - like Flags and stuff - are on the map, and on the Drop Ships of the attacking side.
I expect to get faction stuff like Flags, Stands, Decals, Bonsais (for Kurita) or Burgers (for Davion) as faction reward. Instead I get a Mechbay and a Gazelle Drop Ship cockpit item...
But MWO went the "competetive players" focus.
It was now no more: "You and your Unit fight for that faction, build a good drop deck, work as team" instead it went "K/D is everything, fast matches with no respawns, get ASAP out of the match to grind with the next Mech XPs & Credits"
Sorry, if i want to play a game with fast matches what are all about K/D and have no factions...
Where are a lot of other games doing that better than MWO.
Some of them - like Titan Fall - have even big stompy robots.
Other games like the Battlefield Series have better teamplay on the servers than MWO.
And it's not the matchmaking of EA that does that wonder:
If you can respawn you can risk to help a teammate if he is under attack.
In MWO if the Anhilator stays back and get swarmed by lights let him die, because if you help him it's game over for you for that match.
Squads and Teams on the Battlefield Servers a keept together over multiple matches.
Teams and Lances in MWO get dissolved after each match.
What is better for teamwork with random players you never met before?
Battlefield is even better in displaying factions: if you play Defender on China side the map has your faction mark all over: flags, posters, ect. If you take as attacker a control point, you factions flag is rised. And that since 2002.
DICE even made "the Unit thing" in 2011s BF 3 with Platoons & Battlelog better than PGI from 2012 - 2020.
So what should MWO be, and what is it now?
A competetive team deathmatch shooter like CoD, Unreal Tournament, Quake?
Some kind of "Mech Battle Royal" with team deathmatch, random players on each side but no looting (like in PUG) or building (like in Fortnite) and a Charakter designer from a 1984 boardgame that was never balanced from 1984 - 1996 ?
A tactic shooter like Battlefield with small player groups (Squads/Lances) working together and factions to rank up and stuff like faction flags on the maps?