 PeppaPig, on 15 December 2021 - 10:40 AM, said:
PeppaPig, on 15 December 2021 - 10:40 AM, said:
I would hazard to say, that the unwanted changes implemented by PGI did wonders to kill this mode off.
 - Changing from Faction Play to Community Play removed the choices as to how to fight and channelled it down some bizarre variance which limited who you could drop against instead of open IS v IS, Clan v Clan or Clan v IS
 
- Loyalty rewards for being a loyalist, limited time contract of mercenary messed up with the revolving contracts.
 
- Failure to make the match maker do what it was supposed to after its reworking, i.e. not to ignore the solo/small unit drops constantly in favour of the premade 12 man.
In addition, certain player/units' ethos of farm, farm, farm when objective wins were available and spawn camping (for whatever reason, not getting into that argument per se, but it is a valid reference) drove newer and less skilled players away from getting to grips to one of the greatest aspects of the game, but poor numbers and as has been noted, people not willing to swap sides to make a drop, left many long term players disillusioned with the game as a whole and simply left.
 
 
 
It is sad to see my friends list rarely show more than a handful of friends and units I would be invited in for drops, sit at such low numbers because folk haven't logged in for over 6 months to a year or more because of their lack of trust in PGI as a games developer and the aspect of a self-fulfilling prophecy where the repeated failures of PGI and certain player base, continued to drive the mode down further - the bar was set very low and still the developers couldn't get over it because of lack of initiative and too much focus on the ego driven players who seem to continue to gain influence over the game's (lack of) real progress.
 
FP was THE best aspect with probably thousands dropping every night and even more at the weekend - great community spirit and lots of fun to be had. Look at it now and meh 

id argue that the match maker is not a failure. the people who asked for it simply never showed up to play the mode. i figure if you did a tukayyid and got about half the player base in on it, it would be about half as good as the qp mm, which lately has been awful. match making is a pipe dream considering the overall player pool, all in different time zones playing at different times with a large number of players in each match and then you got to match skill on top of that. and in the early days, buckets, buckets everywhere, so even when people were playing the mode, drop rates kind of sucked.
 
12 mans can also completely lock it down where one team's overall rating is a constant and you cant do a player swap pass, and the mm will find the most qualified players to face them. so for a pug with no experience simply wanting to try the mode, they can get passed up by multiple mm cycles. i can understand why pgi only listens to unit feedback, as they are the only ones who play the mode with any regularity. had pugs showed up, that might have been different. instead they bleed out and never returned, even the good ones who were actually capable of playing the mode.
 
there are a lot of simple solutions, like pug nights, or more events, or limiting 12v12 to direct challenge, or matching based on difference in team size. the mode continues to suffer for being non-inclusive of lower skill players and pgi's solution was simply put up a sign that essentially says: "this mode is not for you". that is fp's tombstone.
					
					
					
							Edited by LordNothing, 02 January 2022 - 11:00 AM.