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Upcoming Faction Play Round Table


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#841 Will9761

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Posted 04 August 2016 - 04:27 PM

I would love to have these ideas in MWO for FW, but I doubt it will be heard:
https://docs.google....it?pref=2&pli=1

It will probably be laughed at, ridiculed, or ignored.

Edited by Will9761, 04 August 2016 - 05:08 PM.


#842 Ibrandul Mike

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Posted 04 August 2016 - 05:31 PM

View PostWill9761, on 04 August 2016 - 04:27 PM, said:

[...]
It will probably be laughed at, ridiculed, or ignored.


To be honest I like the ideas. But having the faction leader talk to me directly would kill more of the immersion for me. Just because I knew he\she would to that with every single other person. Even if I imagine it being vids played before only, it doesn't feel right for me. (Changing) NPCs would work better for me.

#843 Will9761

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Posted 04 August 2016 - 07:56 PM

Well, when you look at FW, it follows the aspect role play of the Clan Invasion. I also know that you have different types of people that don't care for lore and just want fights, those who are looking for competitive play, and those who are looking for RP and lore elements. FW is supposed to cater to the roleplayers just by having the ten factions in game. It is not a simple choice between being IS or Clan but more like, "Should I be Davion or Liao, Wolf or Falcon?". I personally don't feel like having faction leaders would be a detriment to FW, but would serve as a motivator to rally around if done well. So as I loyalists, I would rather have a chance to feel like I am being led by someone to fight for something instead of nothing.

#844 Omaha

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Posted 04 August 2016 - 11:08 PM

I just got the feeling no matter what happens in there it will wind up being this hyper competitive setting. That only hyper competitive teams will be able to enjoy. That sort of bothers me, party due to the fact that I am a HUGE fan of Jade Falcon, and the wars of the all factions and lore in general. Hating to see this rich history of strife between all the factions reduced to only a player driven league of sorts that are a battle between unit groups. I'll admit there is probably no way to automate all this rich history and story into a way that the entire community can enjoy, due to the nature of the beast.

I'll admit defeat, and just stay in my place. But staying in my place, only divides us players into groups of not interested, and interested. No matter how many buckets are reduced.

Edited by Omaha, 04 August 2016 - 11:15 PM.


#845 tokumboh

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Posted 05 August 2016 - 02:52 AM

having read lots of post here I think that our biggest problem is that intruth there is not enough people whom play the game to make FW viable excepting special events. I think that the aim was great but until you get a format that allows a large body of players to participate you will get more hardcore people clubbing anyone whom strays into FW.
As I said in a previous post I don't play it becuase it is not fun period. it takes too long to get a game, Unless you are well organised and have someone know what they are doing then it tough to get any traction. The game dynamic is very different to QP where essentially you are playing caution and more strategic strike versus trading and armour, There is limited playability and the rewards actually suck.

Now part of me says start again another part of me says co op QP into the system forget the mutiple spawns and change it to a set of missions with different types of battles and objectives, I little like the MW titles of old. it would help with immersion by creating missions that advance the timeline like presidential assassinations and the like.

#846 MovinTarget

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Posted 05 August 2016 - 03:08 AM

Again, if they gave us more option than 4v4 scouting and 12v12 i think it would ease complaints about buckets/wait times which in turn would attrack more players.

Omaha, you are right, the comp players want to play fp too and it would great if both casual (if you don't mind me refererring to non-comp players as such) and hyper competetive players...

You need both ends of the pool, it can't be 5 feet deep end to end...

#847 Omaha

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Posted 05 August 2016 - 03:22 AM

Nope it's all good my friend. xD

#848 cazidin

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Posted 05 August 2016 - 07:29 AM

View PostKyrie, on 29 July 2016 - 06:30 AM, said:

What surprises me is that this "grey council" of players did not pursue a dialogue on the core design, the obvious fact that the gamemode does not appeal to the larger community.

If everything was on the table for discussion, an opportunity was missed to get at the heart of the matter:
Recognize flaws, fix, and profit. Granted, my vision of "fixing" is not popular with those who actually play FP, but that should be no bar to finding a better solution.


Yey my Grey Council tag stuck! Posted Image

#849 Sonny Black

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Posted 05 August 2016 - 07:49 AM

View PostMovinTarget, on 05 August 2016 - 03:08 AM, said:

Again, if they gave us more option than 4v4 scouting and 12v12 i think it would ease complaints about buckets/wait times which in turn would attrack more players.




Thank You!!

#850 Kyrie

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Posted 05 August 2016 - 08:05 AM

View Postcazidin, on 05 August 2016 - 07:29 AM, said:


Yey my Grey Council tag stuck! Posted Image

We stand between the darkness and the light. :)

#851 Kell Aset

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Posted 05 August 2016 - 03:57 PM

Hope devs will pick smth from all those ideas and finally make me care for my faction in CW/FW, atm I(solo loyalist) really have no reason to care if my faction is losing or winning and every single planet is the same. Units get some MC for holding planets if I'm not mistaken but that is pretty weak incentive.

#852 Zoose

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Posted 07 August 2016 - 02:49 PM

I will make this as short as possible.

If you only want to read one line instead of the rest of the post I pick this line from a famous movie....." If you build it they will come".

Ok so i listened in part ( a bit of jumping to the first 1.5 hours of the round table). PGI you are heading in the wrong direction if you think Buckets will fix the issues the current CW play mode faces.

I do not have an issue with getting a match most of the time and especially if there is an event on (whats that, events solve your bucket problem already?) ....What the problem is, is there is nothing in the game keeping the players invested (and the large Merc units are killing the play-ability but your current format has propagated this as the Merc units are just acting in their best interest) . There is no so called "buy in" to force people to join in and keep people coming back. All we do is defend and attack the same 6 sections of the map without the ability to grow our faction or team with any real effect.

PGI you seem to fail to realise it is the long term playability that is the issue here not my ability to get a drop (put bluntly, I can get a drop often but make the choice not to because its a waste of my time ATM). For a long time players have stayed loyal to the title (which has so much potential) because the game was ok, they like the genre and they had fun with team mates. I do not think it is a stretch to say that its been the players and small community groups that have kept the game going with the promise of more. This will only hold the numbers together for a period of time. I have witnessed a lot of people leave and my concern is that you do not realise the changes that need to be made to this title for it to survive. We need our "more" now PGI?

PGI if you "fix" the apparent Bucket issue, all you will achieve is that players will realise what a lot of the hardcore players have already realised. The game in its current format has limited appeal. Sure, the bucket "fix" may lead to a one or two month reprieve (although I doubt it) but then the real issue will be came apparent to more players before you have fixed the core issues with your product. So your bandaid solution is the WRONG DIRECTION and a waste of resources IMO.

Instead, if you focused on giving more rewards, allowing teams to build something they invest in and focused on the other game content related issues the players would stay and more importantly more players would be involved. In turn, with these game issues fixed, there would be no "bucket issue" because the player count would be greater.

After a couple of years of waiting for our more and a lot of community investment we need our more now PGI.

/rant

Edited by Zoose, 07 August 2016 - 02:50 PM.


#853 MW Waldorf Statler

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Posted 08 August 2016 - 10:51 AM

for all the Not competive Players , who will not stupid clubbing by High level troops, give FW AI Missions, CooP mission against AI Units, or littel 4x4 or 6x6 Missions with AI support ...escort Missions, defend or attack a spaceport , a factory ...thats a perfect Playfield for light Mechs against little Light armed vehicle ,infantryplatoons to earn Honor and Loyalitypoints and learn more from the gamemechanic or heavy Missions for 10 Clanmechs against 8 IS Players with AI support

#854 PFC Carsten

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Posted 17 August 2016 - 09:33 AM

View PostOld MW4 Ranger, on 08 August 2016 - 10:51 AM, said:

for all the Not competive Players , who will not stupid clubbing by High level troops, give FW AI Missions, CooP mission against AI Units, or littel 4x4 or 6x6 Missions with AI support ...escort Missions, defend or attack a spaceport , a factory ...thats a perfect Playfield for light Mechs against little Light armed vehicle ,infantryplatoons to earn Honor and Loyalitypoints and learn more from the gamemechanic or heavy Missions for 10 Clanmechs against 8 IS Players with AI support

That's way, WAY out of scope of what PIG appears to be able to XML-edit together from the code base that is MW:O currently. Seal clubbing is real and a real problem, yes. It drives fresh blood away faster than the clubbers can come in here, telling their usual "getgud or get rekt", "l2p" or "join a unit". PIGs problem is, that with FaP aka CW being built for unit-based play, they tend to listen to the unit guys more.

As has become very much apparent at the roundtable, neither of those parties has the intend or the ability to fix FaP. And despite just having injected some money into the game again even if I said i wouldn't (because my hope's still there), I am really starting to doubt that MWO will live on after Mechcon much longer.

Just looking at the Tournament Page here:
http://mwomercs.com/mwowc2016/teams
tells me that more than 38% of the registered teams (PIG claims 153 team, so my calculation is based on that) have already withdrawn from the tournament for a variety of reasons - some of which included organization or rather lack thereof and schedules that are impossible to meet with a team of RL-enabled people. Or mostly impossible - no disrespect for those who managed to stay in.

Edited by PFC Carsten, 17 August 2016 - 09:38 AM.


#855 Hunka Junk

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Posted 27 August 2016 - 04:06 PM

It's been a month since the week-long feedback, 6-hour pre-meeting, and three-hour roundtable.

I think it's reasonable at this point to request an update as to what's happening toward changes discussed, decisions made, and plans to realize what was discussed.

#856 BLOOD WOLF

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Posted 27 August 2016 - 04:10 PM

View PostHunka Junk, on 27 August 2016 - 04:06 PM, said:

It's been a month since the week-long feedback, 6-hour pre-meeting, and three-hour roundtable.

I think it's reasonable at this point to request an update as to what's happening toward changes discussed, decisions made, and plans to realize what was discussed.

this guy

hey Einstein, its still August

Edited by BLOOD WOLF, 27 August 2016 - 04:11 PM.


#857 Hunka Junk

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Posted 27 August 2016 - 04:20 PM

View PostBLOOD WOLF, on 27 August 2016 - 04:10 PM, said:

this guy

hey Einstein, its still August


This Round Table Discussion will take place LIVE on theNGNG Twitch Channel, Thursday July 28th at 6PM PDT / 9PM EDT / 1AM UTC.

And?

Edited by Hunka Junk, 27 August 2016 - 04:22 PM.


#858 Capitalism Kills Our Future

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Posted 28 August 2016 - 01:35 AM

The main problems:

1. PGI needs to hire highly qualified people. These people aren´t cheap.

2. MWO needs a better engine for more players, better physics (destructible houses: imagine you jump on a building that has taken a lot of fire before and it collapses under your feet ...etc.), more complex mech moves (kneeling, punching etc.) And thats not cheap.

3. A simple game mode for beginners, with a step by step increase of complexity. (If you throw new players against black star mercenarys in CW well, that might be their first and last try of CW.

4. Story, story, story....... in CW. Much more possibilities to improve in a skill tree, a mercenary mode where you start with one locust for example and have to build a unit, including repairs, relations to the houses etc....

BUT ALL GOOD CHANGES NEED INVESTMENTS THAT PGI WETHER CANT AFFORD OR DONT WANT TO AFFORD. The goal of pgi is not to make our battletech dreams come true. Their goal is to sell mechs. In that regard they do very well.

What we really need is a billionaire that loves battletech. (so a billionaire would be finally good for somethingPosted Image)

Edited by Capitalism Kills Our Future, 28 August 2016 - 02:21 AM.


#859 Reality Dysfunction

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Posted 28 August 2016 - 02:01 AM

View PostMetalgery, on 28 August 2016 - 01:35 AM, said:


... more complexe mech moves (kneeling, punching etc.)



Having played on the new Titanfall 2 'tech test' this weekend. I can confirm that punching things in a giant robot is indeed as much fun as it sounds...

While playing it I thought of MWO and how much I'd like to be able to do that to any facehugging mech in my Kodiak with my claws going for a headshot... That would be a good insect repellant.

#860 KillStealR

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Posted 28 August 2016 - 02:09 AM

Wish i had the time that day. I would like to say that the most fun thing you could do is at least add a PUG or GROUP filter to faction play.

I am not in the biggest unit, and not a lot of people play faction within my unit. I think it would be nice if teir 5-3 PUGS did not get put against a 12 man unit drops that are teir 1.

It is very discouraging to play faction play when you get rolled over like a steamroller every match you try to play. So to reiterate please think about putting in a basic PUG vs PUG and TEAMS vs TEAMS filter. Every match i play it is mercs, and a couple of random players against a perfectly organized team of 12. It is extremely discouraging when you are half dead before you touch the ground because the other team is in ER Large Laser range! NO FUN! Thank you and please read!





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