Let's Face Facts: This Game Is Dying. (Now With Totally Unbiased Poll!)
#61
Posted 04 January 2013 - 12:44 AM
#62
Posted 04 January 2013 - 12:48 AM
GalaxyBluestar, on 04 January 2013 - 12:20 AM, said:

bet you didnt know the reason opera singers get fat is for expanded ribcages for more air for louder sound.
#63
Posted 04 January 2013 - 12:51 AM
BerryChunks, on 04 January 2013 - 12:48 AM, said:
bet you didnt know the reason opera singers get fat is for expanded ribcages for more air for louder sound.
well it's kinda obvious as the diaphragm get's the teachers attention. still until i see a fat opera singer in my mechlab the game won't be dead.
#64
Posted 04 January 2013 - 01:00 AM
Lyzard, on 03 January 2013 - 11:10 PM, said:
That should have been done before this game left closed beta. Right now this game is degenerating into a smurf-club for the rather small ****** gang that is grouping up against new players. I got no numbers to back that up but you can pretty much feel it when you are playing this game. Seen many trial mechs these days?
They will bring in phase 3 or what the **** it is in a couple of weeks but I am pretty sure it will somehow fail again.
The horrid community of this game will be its bane. Just look at what happened with the 8-man que. That should be the playground for teams, not the ordinary que where new players join. But its wrong to blame it 100% on the community.
Launching the 8 man without any tonnage restrictions, that is dumbness on a biblical scale.
Edited by Ilwrath, 04 January 2013 - 01:01 AM.
#65
Posted 04 January 2013 - 01:05 AM
#66
Posted 04 January 2013 - 01:07 AM
Have to disagree about the horrible community, its pretty decent as far as communities go. Or it used to be, I stopped hanging around these forums simply because it just got noticably worse after OB.
However, I'd like to highlight what Galaxy said about the game being 'stagnant'.
Therein lies the problem. At no point should a game start to stagnate. With so many games out there, especially with a game like MWO that relies on other PEOPLE being content, if you lose too many players you may well reach a point where you don't have enough to sustain grand plans like CW anymore.
And the roadmap for the next few months points to exactly that. 3 months of stagnant.
Edited by Valore, 04 January 2013 - 01:07 AM.
#67
Posted 04 January 2013 - 01:10 AM
#68
Posted 04 January 2013 - 01:13 AM
#69
Posted 04 January 2013 - 01:13 AM
Prosperity Park, on 03 January 2013 - 09:43 PM, said:
Imagine saying that a single-player game in development is dying before they have even released the Campaign, while they're still in the process of stabilizing the client and have released just the hoard-mode gametype so far.
You think that they might as well just use Asterisks instead of calling it ********* *******. I mean, a social infrastructure that large takes time to build while they're also working on the base game.
(Edit: Hey! Community Warfare is not a cuss! stupid filter...)
I would say it's not dieing but NOT showing much signs of life YET.
More reasons to play as I KEEP saying.
#70
Posted 04 January 2013 - 01:14 AM
#71
Posted 04 January 2013 - 01:17 AM
Lupin, on 04 January 2013 - 01:13 AM, said:
I would say it's not dieing but NOT showing much signs of life YET.
More reasons to play as I KEEP saying.
It probably is dying but honestly it'll come back up with more development and fixes. It's not a "permanent" death. They said themselves that their numbers dwindle over time but fire back up immediately after every patch in post-patch spikes.
#72
Posted 04 January 2013 - 01:18 AM
Dr Killinger, on 04 January 2013 - 01:10 AM, said:
The post was meant to be a little sensationalist. After all, it doesn't seem like reasoned discussion has made a bit of difference. After all, ECM is apparently 'fine'.
Other people put it better than I did.
Volume, on 03 January 2013 - 11:19 PM, said:
Fact: There was a player-count on login in closed beta.
Fact: It always fluctuated depending on time of day, but the concurrent users dwindled into the lower hundreds from mid four-digits over time.
Fact: The player count has been removed and we can no longer see it.
Fact: 8-man queues can take up to 15 minutes and then not find you a match.
It seems VERY MUCH like what happened to BLC which, again, doesn't display concurrent users anymore, but now I can't even find a game in my time-zone. If I want to even consider playing it's 100+ms over the Atlantic.
PANZERBUNNY, on 03 January 2013 - 11:42 PM, said:
It's not a "tell all" of the population, but it means that many people you'd see around all the time, aren't playing anymore.
Friends lists once packed with greens, may only have 3-5 people online.
Game is in trouble.
And yeah purplefluffybunny, there is a general sense of meh. I know a lot of my own clan, and other clans we play with, are either struggling a little, or making the best of it by branching out to other games to keep the guys together.
Its ridiculous that we have to struggle to keep people interested. I thought that's what the devs were meant to be doing.
#73
Posted 04 January 2013 - 01:19 AM
I understand why people would be frustrated with the game as it stands, but i am still playing
I think i will pilot the spider until the flea comes out. Currently i am taking a break from lights even though i prefer them (lag shield).
#74
Posted 04 January 2013 - 01:22 AM
Valore, on 04 January 2013 - 01:07 AM, said:
Have to disagree about the horrible community, its pretty decent as far as communities go. Or it used to be, I stopped hanging around these forums simply because it just got noticably worse after OB.
It has to be pretty horrid when it does not understand that matching up randoms against 4 man teams will drive new players away from the game. I see this community defend that idiotic setup. That is horrid and stupid.
Most members of this community is fine with premades rolling over pubs and that is pretty much the same as being fine with the game dying.
50% to 100% of a team can be premade and its very possible that they will face 100% pubs. There is a reason why World of Tanks did not let that happen. There is a reason why this game has a tiny population while WoT is huge.
But what if phase 3 really does fix the bad matching? Well then there is a heap of other issues waiting in que.
- Worst netcode ever
- Still sub-par performance
- Few maps and a will to give the players reskins (super cheap)
- Few game modes
- Some very annoying bugs.
People tend to focus on the worst problem first. When that get fixed they move on to the next. This game should still be in closed beta because the problem list is so long.
People can say that it is not released all they want but open beta with open pay is release today for free to pay games.
I hope they can fix this and get new blood to join but that would surprise me at this point.
#75
Posted 04 January 2013 - 01:22 AM
I've been playing heavily for the past month and reading these forums. I'm familiar with the games since the first Mechwarrior game. I'm not of the opinion that this game is dying. However, I do think that the game needs more than team deathmatch.
I haven't seen the roadmap, but I hope that the devs are putting their time into making the setting in which these battles are supposed to take place. Tweaks to the warfare gameplay are starting to become secondary. Players need the story.
I'm not talking about a premade story arc, but rather a player created story of their actions in the inner sphere. I believe this is planned through the LP system. It will need to be more than just another type of currency counter implementation - think of some of the things in the older MW games.
On the technical side of things, I don't think that ECM, LRMs, etc are problems. There are real strategies and ways of playing to deal with these. Fix real bugs. Tweaks can come if they aren't at the expense of overall game dev time.
Lastly, I've tried getting a few others into the game. If balancing teams of some kind is coming for the current gameplay option, it needs to come fast. The amount of knowledge required for this game is high. It takes time to figure out how weapons are best used. New players are getting turned off by the lack of success. It undermines the will to play further. With the deathmatch type game alone, this is the current threat to attracting immediate interest. The story part is for sustained interest.
The game isn't dying. It just needs a refocus on the product and how it can tap into the mainstream. The new people that don't know the details of ECM from tabletop aren't going to notice how it is inaccurate. It is right enough. With minor imperfections that only enthusiasts notice, this can be a spectacular game. We can enjoy and perhaps forgive it for these things, especially if it grows in popularity.
Just my opinion as a player that has been around for a month. I know others will feel differently, but I think that the longevity of the game should be something that we all want. That means PGI has to do enough to maintain player interest, but pursue fast player number growth.
#76
Posted 04 January 2013 - 01:26 AM
Chief Justice, on 04 January 2013 - 12:41 AM, said:
A number of loosly connected battles, where you need to use team tactics to solve the mission.
In addition i would like to have the option to play with a team against AI-enemies.
vote here then: http://mwomercs.com/...e/page__st__140
#77
Posted 04 January 2013 - 01:28 AM
Arcticfox9, on 04 January 2013 - 01:22 AM, said:
I've been playing heavily for the past month and reading these forums. I'm familiar with the games since the first Mechwarrior game. I'm not of the opinion that this game is dying. However, I do think that the game needs more than team deathmatch.
I haven't seen the roadmap, but I hope that the devs are putting their time into making the setting in which these battles are supposed to take place. Tweaks to the warfare gameplay are starting to become secondary. Players need the story.
I'm not talking about a premade story arc, but rather a player created story of their actions in the inner sphere. I believe this is planned through the LP system. It will need to be more than just another type of currency counter implementation - think of some of the things in the older MW games.
On the technical side of things, I don't think that ECM, LRMs, etc are problems. There are real strategies and ways of playing to deal with these. Fix real bugs. Tweaks can come if they aren't at the expense of overall game dev time.
Lastly, I've tried getting a few others into the game. If balancing teams of some kind is coming for the current gameplay option, it needs to come fast. The amount of knowledge required for this game is high. It takes time to figure out how weapons are best used. New players are getting turned off by the lack of success. It undermines the will to play further. With the deathmatch type game alone, this is the current threat to attracting immediate interest. The story part is for sustained interest.
The game isn't dying. It just needs a refocus on the product and how it can tap into the mainstream. The new people that don't know the details of ECM from tabletop aren't going to notice how it is inaccurate. It is right enough. With minor imperfections that only enthusiasts notice, this can be a spectacular game. We can enjoy and perhaps forgive it for these things, especially if it grows in popularity.
Just my opinion as a player that has been around for a month. I know others will feel differently, but I think that the longevity of the game should be something that we all want. That means PGI has to do enough to maintain player interest, but pursue fast player number growth.
You obviously don't have an almost maxed friends list where less than 5% are active at any one time or are even on at all anymore.
Obviously this games retention is TERRIBLE. A vast amount of the Closed Beta players that stuck to the game for months are simply not playing anymore.
Edited by PANZERBUNNY, 04 January 2013 - 01:28 AM.
#78
Posted 04 January 2013 - 01:29 AM
Arcticfox9, on 04 January 2013 - 01:22 AM, said:
I've been playing heavily for the past month and reading these forums. I'm familiar with the games since the first Mechwarrior game. I'm not of the opinion that this game is dying. However, I do think that the game needs more than team deathmatch.
I haven't seen the roadmap, but I hope that the devs are putting their time into making the setting in which these battles are supposed to take place. Tweaks to the warfare gameplay are starting to become secondary. Players need the story.
I'm not talking about a premade story arc, but rather a player created story of their actions in the inner sphere. I believe this is planned through the LP system. It will need to be more than just another type of currency counter implementation - think of some of the things in the older MW games.
On the technical side of things, I don't think that ECM, LRMs, etc are problems. There are real strategies and ways of playing to deal with these. Fix real bugs. Tweaks can come if they aren't at the expense of overall game dev time.
Lastly, I've tried getting a few others into the game. If balancing teams of some kind is coming for the current gameplay option, it needs to come fast. The amount of knowledge required for this game is high. It takes time to figure out how weapons are best used. New players are getting turned off by the lack of success. It undermines the will to play further. With the deathmatch type game alone, this is the current threat to attracting immediate interest. The story part is for sustained interest.
The game isn't dying. It just needs a refocus on the product and how it can tap into the mainstream. The new people that don't know the details of ECM from tabletop aren't going to notice how it is inaccurate. It is right enough. With minor imperfections that only enthusiasts notice, this can be a spectacular game. We can enjoy and perhaps forgive it for these things, especially if it grows in popularity.
Just my opinion as a player that has been around for a month. I know others will feel differently, but I think that the longevity of the game should be something that we all want. That means PGI has to do enough to maintain player interest, but pursue fast player number growth.
So basically, you're just like us, except less jaded
We're basically you, fast forward 4 months or so. 4 months ago we were like... hey, this is a really neat game, definitely has potential, if they get it right.
Now we're like 'Oh joy, 4 months down the road, and almost 100% someone disconnects/crashes/black screens/4 FPS bugs out every single damn game, the netcode and lagshield got worse in a terribad exponential fashion, and we're still playing glorified deathmatch, with CW to look forward to... sometime...'
Edited by Valore, 04 January 2013 - 01:31 AM.
#79
Posted 04 January 2013 - 01:32 AM
Valore, on 03 January 2013 - 09:26 PM, said:
Huh, I hadn't looked at that. And two high-up UI engineers!
Actually, that puts a lot in perspective... PGI's still trying to staff up some key positions to get game features properly implemented. I feel a little bit better now.
#80
Posted 04 January 2013 - 01:33 AM
Solis Obscuri, on 04 January 2013 - 01:32 AM, said:
Actually, that puts a lot in perspective... PGI's still trying to staff up some key positions to get game features properly implemented. I feel a little bit better now.
It does until you realise that's been there since halfway through CB or so
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