One of the few things left to like about this game is the novelty of having one life per match. You make mistakes; you pay in real terms. You want to Leeroy; you pay in real terms. You want to "sacrifice yourself?" That's admirable. By definition, a "sacrifice" requires you to suffer consequences.
The consequence for early death in MWO is as elegant as it is edifying: You have to either sit and watch your remaining teammates suck almost as bad as you did (hey, at least they're still alive) until they lose the match, or watch your teammates carry your sorry sack and win this thing without you. Either way, in spectating you might just learn something about how the game is played. Or how the game shouldn't be played.
"Spectator Mode," which I like to call "fail roulette" on my saltier nights, is what sets MWO apart from the rest of the chud-arenas out there. More to the point, forcing you to "time out" and watch other people play is a great thing. When you decide to get better at MWO, one of the first things you have to learn is how to stay alive. It takes the play to a whole other level.
I love how we used to have modes with drop decks and group play, but they're either gone or on life-support now, because most people who play this game DO NOT LIKE THEM.
The solution? Well, what if we took these features that most players have proven for years that they're really not into and foist them on those players anyway, in the one mode that they still play, in large part because these suck-@55 features don't apply there?
Gee, I don't know why we keep losing players. The best players love drop decks and group play; what's wrong with the rest of this stupid community?
Many of us (I used to say "most," but I'm feeling like one of the last hold-outs these days) liked it when dropping solo meant your twelve randos against their twelve randos, but groups gotta club seal, so we've lost that.
Now, many of us like it when "quickplay" meant dropping into a "pick up game" (you know that's what PUG stands for, right?) and playing for a few minutes. You could string a few of these matches together over a night or afternoon if you had time, but you could get in a match here or there if you didn't. Drop decks and respawn will kill that, too.
Longer matches may mean less stress on the MM, so long as longer matches don't drive away still more of the community. In that case, it's the proverbial nail in the coffin.
But hey, the people who can afford to play for hours on end, 3-5 days a week say they'll love it, and they're the ones that matter, right?
I started playing years ago, open beta. I've left and come back a few times, started over, anything to keep it fresh, keep my hand in. I always come back to MWO because it was my first online PVP experience and the nostalgia runs deep. But the fact is that I'm not the best at this game and I don't think PGI is listening to anyone who doesn't think they're the best at this game.
TLDR: PGI should spend more time and energy turning Community Warfare into the mode that was promised to us to begin with than trying to turn quick, solo play into the sh***y mess CW turned out to be.
I put that.
Edited because I had more to say.
Edited by Risen Trash, 18 July 2023 - 03:31 PM.