Sunday 8 December 2013

Clan Wars

Carrying on the theme from things in Ghosts I don't particularly like, we arrive at Clan Wars.

From the outset it looked good. Black Ops 2 Clans was pretty much pointless. Every now and then, you play in certain playlists to improve your clans level but overall you were not playing for anything other then trying to get to the number 1 rank. Now we see a different side from the introduction of Clan Wars on Ghosts. The idea being that is more orientated around having a good clan and an all round good skill level in most playlists. (Nice to see that Hardcore once a again is something that's an after thought but hey who else enjoys people who quite often sponge bullets whilst playing core?) For this post in particular, I've looked around on forums to see what, if any, points that I'm going to raise in this are something of a regular occurrence. I've handily put things into sections to make things easier to read. For any reference "CW" means "Clan Wars" and "IW" is mainly referencing  "Infinity Ward, Beachead, Activision and others involved with Ghosts in general"

Outset
The idea of CW to me sorted seemed a very nice idea. You take nodes depending on the playlist and 7 other clans within your starting league try to take them off you. Makes for a competitive time (the duration to which CW is on) you build your skill up on playlists that you didn't play as much ( SnD, TDM ) as well as getting to grips with some new game modes. At the end of it you play for unlocks which pretty much any ways that you look at it is an improvement on BO2 CW. Looking over what IW set out for CW to be it seemed legit and most importantly fun. Here's a quote from their page describing CW.

"Call of Duty Clan Wars was built in this way to ensure no one Clan can dominate every node and the associated XP boost for an extended period of time."
http://community.callofduty.com/community/call_of_duty/english/ghosts/blog/2013/11/27/call-of-duty-clan-wars-capturing-defending-and-losing-nodes#.UqS1OuLiF8G

Sounds good? Every clan with an even chance to win and make things exciting towards the end? Nope. Here's some things that have been grinding my gears.

Clan Size
The first issue I come to is clan sizes. This is referring to the amount of members that are in the clan. The "challenge" here is that even after a CW has started, clans can still recruit members to join in the battle. The problem from this is getting a clan that increases its members numbers who then move onto to play any gametype they don't have and by laws of averages gives them a huge advantage over another clan that may not have as many members. As I don't have the app, because apparently  making something to view on windows or mac computers was too difficult, I'm sort of limited to information regarding specifics. It seems as though clans are placed into leagues (gold, platinum etc) along side squad size. If one clan starts with 20 members and gets put into a league with another set of clans with roughly the same sorta size and then bolsters their numbers to over 60 as an example the idea of a fair war goes out the window. Might seem trivial but It's something that is practiced and unless those types of clans are put against each other, its a one horse race. 

In Game Issues
Part 1 - Clan Size
This one is a biggie. It also relates to the size of the clan and is the only reason to consider throughout this entire post that needs to be fixed asap. If anything its the only thing that makes CW pointless. This is where a team of 6 from one clan goes into a lobby and has 6 empty spaces. They then invite 6 people from their clan into the game, start it up, and then one side quits leaving the other 6 people in the game. Easy 6 points and in comparison to playing the game normally, a hell of a lot quicker. Now couple that with a clan that has upwards of 100+ members. CW is over before its even started.  

Part 2 - Points per Node
The second part of the in game issues is the point system. You get more points for capturing a node,  let another team neutralize it and then re-capturing the node again. Makes for clans to cap a node then let someone take and re cap it. Again coupled with the Part 1..... can you see where this is going?  

Part 3 - CW App
The app. I don't know the reasons at to why this is not something that can either be implemented into the game or even on a website (time restrictions, cost or the fact it was buggy may have been some reasons) but its annoying. Not being someone who has access to some device that shows me what to take, how many wins we need, what we need to attack next after capturing a node, is not helpful at all towards the progression of the clan.

**Part 4 ** - Ranking System
Now I know other clans have had this concern but it's my turn to give my point of view. The ranking for these divisions are not always 'fair' especially for the working adults who love to play this game. I will use my clan as an example. Our first clan wars we were placed in Gold, and relatively felt that the match up was even. We looked up stats for the other 7 clans and they were pretty much the same. Plus, it looked like the activity for the most part was the same as well. In the second session of Clan Wars (Round 2) we were then placed in Platinum. We looked at some of these other clans and let's just say the match up was very uneven. Not only were we matched up with clans that had ridiculous k/d ratios (I'm talking about 5.0+) but looking at their top 15 players with k/d's above 2.0 and ours ranging 1.0-1.1 for our top 15 it was severely unevenly matched. Not to mention, it seemed like these clans played 24/7 - a luxury that unfortunately my clan does not have. I personally felt that to even have a chance, all of us had to play every day all the time etc.. It was IMPOSSIBLE for us to even reach the top 3 due to these other clans being on all the time. I think I read somewhere that the ranking is based on wins? Why not base it on activity? 

All this aside, there are some excellent ideas in fixes for some of the issues I've brought up here. 
http://community.callofduty.com/community/call_of_duty/english/ghosts/forums/clans/clans-discussions#.UqS21eLiF8E
The clan discussion page on the Ghosts forum is little short of amusing to watch to see how many people have had a bad experience with CW and in some cases fixes towards it. Its a good possibility that IW already know about theses issues and yes it's still early days but how could this have been something overlooked? It's bad enough that it seems the idea of a beta has gone out of the window ( I'm sure that a lot of early teething problems that people are coming across now would have either been resolved or be in the process of being resolved) and that the idea of saving money to make more money seems the more likely reason.

Before I sign off I have to link you to this page also on the Ghosts forum as something of ( At first glance is a dead easy fix (should it have been a problem at the start?) but I'm not a programmer so I don't know first hand the effort required to fix this) first hand proof and the way its explained makes it easy to understand the underlying issue with CW.

http://community.callofduty.com/thread/200811494#.UqS23-LiF8E

I may be back to amend but I'll star it to show.

PHOBIA bAe2005k

tampreture347

 

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