Shortpower, on 25 November 2020 - 03:45 PM, said:
2: I don't think there are 100 concurrent players in FP
Except you expressed that assumption in the post I was quoting:
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Even if we assume this number doesn't increase at all for "The faction play revamp" update it wouldn't take more than 100 people to make the map look alive which would pull in more attention
Let me put the dots together for you:
* There aren't 100 concurrent players in FP.
* Most of the time, the mode struggles to get 24 concurrent players.
* If your idea requires a 100 player treshold to meet the target as you described, it would need a 4x or greater increase in the current FP playerbase.
* If the number doesn't increase, then your idea fails to get sufficient players to generate the trappings of "dynamic" "strategic" mode and all that has been accomplished is a waste of resources.
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It bled players because again it was glorified matchmaking.
And what you describe only adds more buckets (hel-lo, FP needs more players BEFORE it can survive adding more buckets)
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Once more, it was glorified matchmaking with nothing special. I think I said it in the original post and every response since then but you've apparently still not read it since you haven't addressed it - it's glorified matchmaking and always was. If faction play was more than glorified matchmaking it would easily populate, but it's never been that.
Weasel words and a non-argument. Again, no matter how much you deny it, FP has been in a position where voting and choosing different planets and queues to drop in did provide a semblance if the "dynamic" gameplay you're requesting. It wasn't enough to keep the playerbase engaged and what is left is not enough to support the mode you're envisioning.
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I think with that I've worded "FP was never dynamic" in enough ways that you might understand that I'm not asking for early FP back.
I think you fail to grasp that PGI isn't looking to do much if anything to expand FP. It's on the same level as Solaris and they've already expressed an interest in relegating it to an event-only queue.
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There was no force disparity,
Throwing players into lopsided matches is an EXCELLENT idea if you want them to toss their keyboard away in disgust and quit the game.
For a more concrete example when Scouting was a regular queue, controlling Long Tom was most definitely a form of force disparity. And players were quitting the mode over it.
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no strategic map thought,
Most of the playerbase never will. They're in MWO to pew-pew at giant robots and in FP for lore nostalgia.
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no cutting losses to ensure victories (or keep off defeat),
See above. A resource management layer will just cause more players to toss the mode away in disgust.
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no need to communicate as a faction (As in Planetside for example, factions will often give up 3-4 territories to get the lattice line to a more favorable spot so they can focus on pushing other lattices).
Voting for territories to attack was very much it. You don't seem to remember it used to be a thing.
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As for Heroes and Generals making war it's big thing, you're right - after it was introduced they realized people liked its implementation and went all in, but that was after they realized people liked it more than their garbage cookie cutter MM.
And in MWO most players default to Quick Play because they're not looking for a mode with the time and effort investment of FP. To make FP the default mode, it would have to be drastically changed for a lower barrier of entry. Without such a change, most of the playerbase would just GTFO, and with it the remainder of the current FP playerbase would GTFO instead, because FP was touted as the endgame mode.
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Actually since you might still miss the point, you keep straw-manning that I'm arguing for old FP.
No, I'm arguing that parts of your grandiose idea
already existed here and didn't pan out. The sad reality is that the mode doesn't have enough players to support your vision.
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Teleporting instantly to every battle with long enough timers that you wouldn't lose a planet while you were in a battle meant 12 people could hold essentially everything, teleporting to every battle in what was already at that point a glorified MM.
So you want players to have a timeout before they can re-queue? Or perhaps some sort of resource management to move their different mechs to different planets? Congratulations... you just killed the mode, because players faced with that kind of feelbad mechanic will quit it.
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Forcing people to pick and choose battles is literally half the fight to make FP a good game mode
Do you understand that there are so few players left that they will take any battles they can get?
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Slap meaningless factions behind quickplay and the one you pledge loyalty to slowly rack in rewards.
That's more likely to happen, unfortunately.
Edited by Horseman, 28 November 2020 - 10:17 AM.