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I Never Tried Mechwarrior Living Legends


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#21 N0MAD

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Posted 18 January 2016 - 09:52 PM

View PostKhobai, on 18 January 2016 - 01:25 PM, said:


you certainly can criticize the non-existence of a fair team balancing system in MWLL.

again its one of the major reasons MWLL struggled to gain new players. because it lacked a system of team balancing and allowed veterans to stack teams which chased new players away.



lol honor system... gamers will ALWAYS do whatever they can to give themselves an advantage. min/maxing and testing the limits of a system is what gamers do. PGI clearly hasnt learned that yet either.

History has taught some people nothing.

#22 LordNothing

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Posted 18 January 2016 - 11:41 PM

rose colored glasses, etc. but thats what white knights say to convince themselves they arent dumb for giving pgi money. a more objective view kind may notice that both games have their own areas where they outperform the other and both have severe deficiencies (though on the mwll side this is because they were forced to stop development).

mwo has:

mechs
more mechs
better looking mechs
also it has mechs
oh and a mech lab
more players
track ir support

MWLL has:

better maps
bigger maps
more creative map design
user created maps (of varying quality)
better gameplay
better game mechanics
game modes that are better and make sense
better weapons
more weapons
stock mechs only (though this is mostly pgi's fault)
aerotech
vtols
tanks
battle armor
hover craft
mobile long tom artillery
better electronic/information warfare that makes sense
better sensors
free for all

also while there was no system for team balancing it was however possible to switch sides. good players would sometimes distribute themselves evenly or a player on the winning team would switch to the loosing team on the honor system.

Edited by LordNothing, 18 January 2016 - 11:46 PM.


#23 adamts01

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Posted 19 January 2016 - 12:21 AM

View PostLordNothing, on 18 January 2016 - 11:41 PM, said:

also while there was no system for team balancing it was however possible to switch sides. good players would sometimes distribute themselves evenly or a player on the winning team would switch to the loosing team on the honor system.

It would be cool if PGI even took a quarter of what worked well in that game. I feel public lobbies would be a great feature in MWO. As much as some units claim to not like clubbing seals, history his shown that many avoid the tough fights in CW and switch to the faction and side that's doing well (Clan/IS). If public lobbies were a thing, the seal clubbers would lose all respect from the community and units in general would get a much better reputation than they have now. And in normal drops, the team killers and YOLO Rambos would have to change their ways to find matches. It's like a breath of fresh air when your team is doing what it's supposed to, and so is your enemy. It would be so nice to have a "rematch" vote or "mix up the players" button.

#24 Kh0rn

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Posted 19 January 2016 - 01:30 AM

MWLL and MWO are based on the same universe but they are different games for different people as part of the MWLL community team any one wishing to come back to MWLL to mess around or just kill time, The game is now build on a stand alone installer meaning you no longer need crysis or crysis wars to play it. The community we have is growing slowly but we do our best now to ensure balanced gameplay, Most of our vets including my self actively switch teams to balance things out. Any way to those who would like to come and play with us here are the links

https://www.reddit.c...roubleshooting/ Please go here to find out how to get the game and run it.

After those are done the game will load with out any issues. There are loads of new maps that have been created to date with some more on the way.

Teamspeak = mwll.mwmaster.com

Edited by Kh0rn, 19 January 2016 - 03:21 AM.


#25 Mechwarrior Buddah

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Posted 19 January 2016 - 07:30 AM

View Postadamts01, on 18 January 2016 - 08:56 PM, said:


If they close this comparing one game to another to discuss what would make MWO better that would be a shame.


always have in the past, go to that sub. see whats been put there traditionally

#26 Scout Derek

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Posted 19 January 2016 - 08:04 AM

And... we're off to off-topic forums!

#27 ice trey

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Posted 20 January 2016 - 11:55 PM

View PostFupDup, on 18 January 2016 - 01:56 PM, said:

In that case you'd just have people select the best stock builds (yes, they do exist) instead of the best custom builds.

Again, balancing becomes easier than with a fluid customization system.

Further, I think there'd be far less of a power disparity between canon designs than non-canon designs.

Quirk here, Tweak there, and while perfect balance is unlikely, the "Advantage" of one unit over another would drop dramatically.

#28 Kh0rn

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Posted 21 January 2016 - 11:45 AM

Yep It goes to a more rock based scissor system. The reason balance is a issue in MWO is because of its total freedom mechlab. With people having the ability to swap in and out assets with no draw backs or down sides to them. Effectively you can turn makes to do things they were never intended to do, It also drops variety as only a handful of mechs and variants are viable. Having a type of restrictive system in some manner or another would help no only balance the game or make it easier but also add a little lore for those who seek it. The full open customization while it is nice and all is a huge reason there is a balance problem. You nerf one thing every one removes it off every mech and slaps on something better.

#29 Rebas Kradd

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Posted 22 January 2016 - 09:00 AM

View PostKhobai, on 18 January 2016 - 12:28 PM, said:

What slowed gameplay down was the fact it had ticket-based respawns.

Because there was no threat of permadeath, people had more freedom to go off and do their own thing, so you didnt get massive deathballs where people clumped together for safety in numbers. And no deathballs meant way higher TTK.

The solution to the deathball is to add a new gamemode(s) with ticket based respawns and maps with spread out objectives that encourage teams to split up. Remove the fear of permadeath to give players the freedom to operate in smaller groups and spread out the the objectives to encourage teams to split even up more.


That's exactly what would kill MWO.

The fact that you have only one mech in MWO at least forces a player to make good decisions. Take that out and you've got players going reckless, indulging in bad tactics because they have another spawn coming up. Lack of a ticket system means smarter play.

My suggestion to split up deathballs would be to force them apart with multiple objectives.

#30 Kh0rn

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Posted 22 January 2016 - 11:38 AM

View PostRebas Kradd, on 22 January 2016 - 09:00 AM, said:


That's exactly what would kill MWO.

The fact that you have only one mech in MWO at least forces a player to make good decisions. Take that out and you've got players going reckless, indulging in bad tactics because they have another spawn coming up. Lack of a ticket system means smarter play.

My suggestion to split up deathballs would be to force them apart with multiple objectives.


Well the system that they use in MWO works for MWO it would not work for MWLL much like MWLL system would not work for MWO they are two different games.

#31 BlacknDecker

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Posted 29 January 2016 - 10:09 PM

In all honesty the only reason I play MWO is because I used to play PnP Battle Tech as a kid. I also prefer tactics based games over non-stop re-spawns. This game has a lot of eye candy and the mech customization is actually pretty impressive compared to any PC or Console MechWarrior/BattleTech title before this one.
Unfortunately.. MWO has the LEAST amount or depth or substance to the game than any other iteration of the titles. MWO has no depth.. No real missions... a Mech Warrior, whether a Loyalist or a Merc has a task or a Mission to perform... not endless mindless fights that serve no purpose. No Escort Duty, Protection, Defense, Side Missions.. NOTHING.... You add these components so that players could feel some kind of accomplishment... They'd have to upgrade and add servers, because even if someone wasn't a fan of the BattleTech/MechWarrior Universe, People would want to play it.. You'd have a Great Game that would appeal to more than a just select few like us.

#32 Kh0rn

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Posted 31 January 2016 - 12:11 PM

For its age its still great game it offers some things MWO does not. So I guess it all depends what you looking for.

#33 Blhurr

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Posted 31 January 2016 - 06:05 PM

Passive/active radar is huge. Larger maps allowed for unique positioning. Aerospace meant that cover was limited and you had to keep moving around the map to avoid getting bombarded. Artillery strikes don't really compare. It was hectic and fun.

#34 Kh0rn

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Posted 01 February 2016 - 01:06 AM

View PostBlhurr, on 31 January 2016 - 06:05 PM, said:

Passive/active radar is huge. Larger maps allowed for unique positioning. Aerospace meant that cover was limited and you had to keep moving around the map to avoid getting bombarded. Artillery strikes don't really compare. It was hectic and fun.


When you got hit with a Longtom shell it was not fun and games that thing could cripple an assault mech with one direct hit lol

#35 DeimosEvotec

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Posted 04 February 2016 - 01:58 AM

View Postadamts01, on 18 January 2016 - 08:56 PM, said:

I like permadeath, respawns take away from realism for me. In MWO, when you get cored, you're like "$*** I better rotate to the back and pull out every trick in the book to protect this CT." Not "oh well, next mech." Nut I guess the problem is people are just "oh well, next match." I have to make myself think that way with some teams.

View PostRebas Kradd, on 22 January 2016 - 09:00 AM, said:

The fact that you have only one mech in MWO at least forces a player to make good decisions. Take that out and you've got players going reckless, indulging in bad tactics because they have another spawn coming up. Lack of a ticket system means smarter play.

Actually, being reckless in MWLL losses games just like it does in MWO.
If memory serves me right CW has 3 spawns per player, doesn't it?
But people shouldn't be reckless there either and from there to MWLLs ticket system it's not far.
Instead of per player respawns you have a shared respawn pool.
So not dying is just as important, also considering one mech does not equal one ticket but depending on the mech 4 - 17 tickets.
If you're being reckless, running in, dying and go "oh well next mech" and do the same thing all over again you're bleeding tickets at a rapid rate and will probably losse the game due to that.
A good player will try to get out alive to repair or sell the mech and not losse those tickets.
So I don't see how a ticket system promotes people being reckless, that's only the case if those people don't understand the system.

#36 adamts01

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Posted 04 February 2016 - 05:11 AM

View PostDeimosEvotec, on 04 February 2016 - 01:58 AM, said:

shared respawn pool.
It's bad enough when you have 1 friendly assault go YOLO and get ****** by lights, it would be absolutely infuriating if he was able to do that 10 times in a row. I already have to be drunk to deal with all the bads in my matches, I'd quit the game once and for all if they implemented this.

#37 DeimosEvotec

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Posted 04 February 2016 - 07:08 AM

I never implicated that I want it in mwo, I just tried to create a good analogy.
In MWLL it's not that much of a problem as you start each match with only enough money to buy lights and gain more by playing the objectives. People that play bad usually have a hard time getting heavies or assaults so they can't waste as many tickets and since our community is so small most of us will help newcomers get better, which also helps prevent such situations.





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