Krasyespesky, on 07 September 2020 - 09:21 AM, said:
You're missing the big giant text of people putting money into this game = skill. That isn't true. At all. And it never will be. No amount of money is going to make your aim suddenly better, nor is there a mech or build that's going to be ridiculously overpowered that you'll win like 90% of the time. People really need to stop assuming that money=skill. This isn't a P2W game. It's purely based on a number of factors such as position, aim, map awareness, and whether or not your build just sucks.
So the numbers are off, because the numbers don't exist to begin with. Some people group up, some people don't. Anyways...Dissecting the rest of your post...I'll just summarize it quickly and say what I said earlier. It's a MMO PVP. There is no end game content. There isn't an end game. You can join faction and play for a half hour, you can que up in QP for a five minute match, or you can do comp to where it typically lasts an hour on game day. (All of which will be either strangers, your unit, or a group of people you like playing with). There you go, that's quite literally everything in a nutshell, that's your "end game content." Sheesh.
Last but not least...This solo que/group que dilemma. I've already said my piece and I still stand by it. Know why sync dropping works? Because it doesn't woefully unbalance a game every, single, time. Luck of the draw, either your buds are with ya, or not. No one, as far as I know, has ever abused the system to where they actively sabotaged the other team. But incoming MechDad complainers complaining about sync dropping because whats one more excuse for them when they play badly? So here comes PGI's amazing solution that no one wanted, and they merged what was once solo que with group que. I find it absolutely hilarious that they shot these whiny dorks down, but the change itself is just so bad, no one's going to end up queing anymore when you have a 4 man of JGx, EmP or other God Squad just rolling face. The same exact flipping reason group que died off.
GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH Y'ALL ARE...BONKERS! BUNCH OF CRAZIES! IT'S LIKE TALKING TO A BRICK WALL!
Umm...interesting post but how does this actually pertain to my post? You have obviously made some connections I havn't since my post does not include...
Money equates to skill.Never said it never elluded to it never thought about it while writing my post.So irrelevant counter point to make.
I never said anything about MWo end game content.I did mention that we have seen several successful MMo that have used group oriented end game content. I did allude to PGI failing to do so with Faction warfare. Since I was pointing out a lack of a thing it's odd that you focused on the thing that was lacking as a counter point. I guess we agree that the end game content is lacking?
Sync dropping? that was a umm...also unrelated to my posting.
I guess I need to simplify my post.
Point one: MMOs require populations of a minimum value to maintain a healthy development cycle and proper attention from developers. The population of an MMo equates to money earned. More players means more money.More money means a higher level of development to ensure retention of that money.
Effectively more players=more money = better game development
Point two: Many of the more successful MMOs have a robust system to support player associations or guilds (units in the case of MWo) A well supported player association mechanic retains more players AND retains new players at a higher rate than an unsupported community structure.
Point three: PGI didn't do this. They did not place a priority on player associations or developing end game content that engaged the community.The opposite was done. The focus was placed on making the non joiners happy. The thing about "non joiners" is they don't commit or join much of anything in particular an MMO community. The "non joiners" come and go with the ebb and flow of what is new and have not chosen to form ties to a particular game's community by commiting to a group.
Point Four: I find it ironic that the loudest voices I hear are in essence demanding that the game be played to their standards and others should not be allowed to play in accordance with what will result in a higher frequency of success.
In MWo cooperation improves success.
Premade Groups cooperate more effectively than pick up groups.
Player association (units) provide access to premade grouping.
Therefore the more effective way to play is in a group as a member of a unit.
Now I didn't make this game. I just played it for years.It has always been this way. The most effective means of winning is in groups as a member of a unit. These factors simply increase access to the means of winning and that is cooperation.
tough pill to swallow but if you are going it solo all the time and never use the comms or cooperate in detail with your team you have not been playing the game to it's full potential.
A player who doesn't attempt to use all the resources available should not expect equality of outcome.
It's that simple. We have a game and it is as it is and the ways to win it are what they are.
Failing to do what it takes to increase your chances of winning and complaining about losing to those who do is to me idiotic.