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Upcoming Faction Play Round Table


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#321 T I N M A N

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Posted 24 July 2016 - 08:06 PM

Think about how much PGI can change quickly. I see so many great suggestions. But a lot of them would take a long time to implement. Different maps for different game modes? Planets that have only maps that would match the historical planet? A complex logistics system? A complex reward system specific to each planet? Those are months of work while doing all the work with quick play and the tourney coming up.

I love these ideas and I want to see them in there, but we need to think about the first steps. If we truly want a great game, we need a great foundation. We need to expect that after this round table there will be more. We can't expect the system to change over night.

What are the simple things we can do? What are the largest problems we can solve that will bring this on the right track?

Right now there aren't any matches, for the most part. And the place where there is (against the unified mercs) usually has long tom.

Step one is, we need to guarentee that we can get new players, or rather people who haven't played FP yet or in a while, matches. Without matches no one can experience the game.

And I know, I hate the consolidation of the queues into 1 or 2 allied clans and 2 or 3 allied IS queues. I'm a lore hard like others. But if it were to happen I fully expect that PGI would change it back to all factions once we had the population.

Consolidation of the queues is the only way to quickly guarentee matches for players. Sure we can add features to bring people in, but that's no guarentee that matches will be there. Consolidation is a 100% guarentee.

There are ways it makes sense too. We would just have to find out how the FRR fits in.

There are also instant fixes PGI can do to improve gameplay right now. Elimination of the long tom, give the choice to choose attack lanes to the players, Display KMDD's/ Team Damage Given/Recieved, etc. Small things that take next to no effort to fix now.

After these changes we could start implementing the big features that would bring more players into the game and make the game more fun. That would be the second patch.

I have a 5 page google doc for a five step plan. I've thought about it a lot.


The facts are that no one can even play FP right now. It's almost impossible to find matches. Consolidating queue is the only way to easily guarentee matches now so that people can experience the mode. Couple that with eliminating the features that turn people away most, now we can start building a larger group of FP players.

I know it's scary and only traces of lore, but the alliance system with Steiner/Dav and Liao/Kur/Marik (and the clans and FRR some where) would be the best first step.

Edited by NightStalker97, 24 July 2016 - 08:37 PM.


#322 Cato Zilks

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Posted 24 July 2016 - 08:15 PM

View PostNightStalker97, on 24 July 2016 - 08:06 PM, said:

We would just have to find out how the FRR fits in.

Leave them out on their own. 3 groups is ok.

#323 Pat Kell

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Posted 24 July 2016 - 08:18 PM

View PostDaFrog, on 24 July 2016 - 02:22 PM, said:

Hey Kell, how's your fun these days ? if you're happy playing the same 200 people over and over with a few seal clubbings, then don't do a dam thing and leave it as is. Must suit you and your bunch of cronies just fine right ?

It's not a question of being afraid, it is a question of more balanced matches. Even in your vaunted Pro tourneys you have A league, B league, C league and so on. So basically what you want is your own little theater to show how badass your unit is ?

Fine, have it and keep it !


Couldn't be farther from the truth. We actively try to get matches with good teams but we don't want to be sitting for an hour or more waiting for a good team to show up. Stop acting like all we want to do is club seals. We want to play first and if we have a choice we want to play good teams. Right now the population is in no way capable of handling the type of hand holding that you were suggesting. And that's all it is, holding the hands of people who think that the world is theirs and they don't have to do anything to earn it. I am fine with you not dropping because you will just eject upon seeing us anyway and make the match miserable for everyone involved. The problem isn't that good teams fight a stack of pugs, it's that there simply aren't enough people playing right now and if you allow people to opt out of matches, you know darn good and well that there will be teams (and not just KCom) that will rarely get to play. Try thinking about your suggestions before giving them please.

#324 Carl Vickers

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Posted 24 July 2016 - 08:21 PM

You dont need to think when your first reaction to coming up against a team in FW is to eject.

#325 Johnny Z

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Posted 24 July 2016 - 08:29 PM

View PostMystere, on 23 July 2016 - 10:59 PM, said:


I don't want "lobbies". I want deployments to theaters of war.


View PostIdolElite, on 24 July 2016 - 04:39 PM, said:

Lol, it was a joke, having been on actual deployments vs waiting around in various lobbies for appointments/events, I can assure you lobbies are nicer.

I understand what you are getting at though, I'm sure PGI could make the lobbies appropriately war like with the right feeling of mechs getting dropped on a multitude of planets. The intent is simply to get games faster, and hopefully have them play out more fairly.


This is the biggest problem with faction play. Faction play basically is lobbies now!

How to make matches fast, and include the game designs of scouting, castle defense, other modes. Also include all the different factions. Also include units and solo. The list goes on.

Not on topic but its quite a riddle.

*Copied from my reply in another topic today. Someone was calling for lobbies and I was pointing out that Faction play already is lobbies.

The only addition to this I see easily is that solos vrs units should be ignored until the rest is figured out.

Edited by Johnny Z, 24 July 2016 - 08:50 PM.


#326 aryn walker

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Posted 24 July 2016 - 08:38 PM

I think more time is needed like 45 min to 1 hour matches.we are able to purchase many mechs but because of time limits only a certain few will work out in fw.
I am here to play MechWarrior no matter how long
the match.

Edited by aryn walker, 24 July 2016 - 08:40 PM.


#327 JaxRiot

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Posted 24 July 2016 - 08:57 PM

View PostNightStalker97, on 24 July 2016 - 08:06 PM, said:

Think about how much PGI can change quickly. I see so many great suggestions. But a lot of them would take a long time to implement. Different maps for different game modes? Planets that have only maps that would match the historical planet? A complex logistics system? A complex reward system specific to each planet? Those are months of work while doing all the work with quick play and the tourney coming up.

I love these ideas and I want to see them in there, but we need to think about the first steps. If we truly want a great game, we need a great foundation. We need to expect that after this round table there will be more. We can't expect the system to change over night.

What are the simple things we can do? What are the largest problems we can solve that will bring this on the right track?

Right now there aren't any matches, for the most part. And the place where there is (against the unified mercs) usually has long tom.

Step one is, we need to guarentee that we can get new players, or rather people who haven't played FP yet or in a while, matches. Without matches no one can experience the game.

And I know, I hate the consolidation of the queues into 1 or 2 allied clans and 2 or 3 allied IS queues. I'm a lore hard like others. But if it were to happen I fully expect that PGI would change it back to all factions once we had the population.

Consolidation of the queues is the only way to quickly guarentee matches for players. Sure we can add features to bring people in, but that's no guarentee that matches will be there. Consolidation is a 100% guarentee.

There are ways it makes sense too. We would just have to find out how the FRR fits in.

There are also instant fixes PGI can do to improve gameplay right now. Elimination of the long tom, give the choice to choose attack lanes to the players, Display KMDD's/ Team Damage Given/Recieved, etc. Small things that take next to no effort to fix now.

After these changes we could start implementing the big features that would bring more players into the game and make the game more fun. That would be the second patch.

I have a 5 page google doc for a five step plan. I've thought about it a lot.


The facts are that no one can even play FP right now. It's almost impossible to find matches. Consolidating queue is the only way to easily guarentee matches now so that people can experience the mode. Couple that with eliminating the features that turn people away most, now we can start building a larger group of FP players.

I know it's scary and only traces of lore, but the alliance system with Steiner/Dav and Liao/Kur/Marik (and the clans and FRR some where) would be the best first step.



I 100% agree that consolidating the ques is the fastest and easiest way to revive FP and still keep the Factions.

And who cares about Lore? There is practically no Lore in FP anyway, especially when it comes to Mercs

Mercs as big as or bigger than entire Factions? Nope. Not in Lore
Mercs switching factions every week? Nope. Not in Lore.
Clans using Mercs? No friggin way in any Lore.

Unite the Clans (4 ques), Unite Liao/Kur/Marik (4 ques) and Unite Steiner/Dav/FRR (because who cares about Lore? (4 ques))

That would be 12 ques down from the whopping 40 that we have now. That would be huge.

Could even drop it down to 6 ques if you take away the separate attack/defend planets and just have one Battle it Out planet where winner takes all.

Will it be enough? I dont know, but its a start.

Edited by JaxRiot, 24 July 2016 - 09:04 PM.


#328 Lostdragon

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Posted 24 July 2016 - 09:19 PM

View PostBombadil, on 24 July 2016 - 12:36 PM, said:

Source for "We don't need your opinion."?


I don't have a link off the top of my head because I can't remember exactly when/where he said it but Russ basically said the players don't know what they want, PGI knows what is best for the game and we should just let them do it.

Anyone remember if this was the last town hall or was it something else?

#329 T I N M A N

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Posted 24 July 2016 - 09:22 PM

View PostJaxRiot, on 24 July 2016 - 08:57 PM, said:


And who cares about Lore?




Who bought the gold mechs? Who pays for each and every mech pack? Not 15 year old kids who are into competitive gaming. Often 30-50 somethings. The only reason I say their age is because that means they have been loyal to battletech lore for decades.

The lore made them stay and stick with it.
The lore is the way you get new people to stick to it.

Never did I say that we should include no lore. I just said the first step is not based on lore inclusion, but rather insuring that people can actually get matches. Steps 2-4 and beyond are all about gameplay and lore infusion. Once the community is larger, all the queues can be opened again.

If the lore for battletech wasn't good, how many people would still stick around?

Games Workshop models cost so much, yet still people play Warhammer Fantasy and 40k. They don't do it because they like to pay exorbitant prices for models, they do it because of the lore.

The lore behind games it what builds a community. It's why people stay so dedicated.

I'm not saying to cater to the lore hards, but what I am saying is we need to analyze why they became lore hards. And that's because of the quality of the lore. Battletech is rich. Hundreds of books and models and many many games.

We won't build a larger community because of a stompy robot FPS. There are better FPS's out there. Many. But none of them have battletech.

If we aren't conscious of this in suggesting changes, then we might lose sight of the lore and hurt this game.

Edited by NightStalker97, 24 July 2016 - 09:32 PM.


#330 Michal R

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Posted 24 July 2016 - 09:32 PM

There is one problem about that topic.....
Like always PGI will do nothing about your ideas....
How many times this has happened? Always.
Russ say that they knew better what they doing to the MWO and don't need a ideas from community and after that the need your ideas?
OMG what a shame.

Second problem in this topic.
Only 5 players who write in this topic playing CW most of the time. Rest of you? Never se you in CW. Sad, very sad.
Ok, this is open topic but tier 5 player write about CW. RLY?

This topic and round table will don't change nothing...like always.

Sad but PGI/true.

#331 JaxRiot

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Posted 24 July 2016 - 09:35 PM

View PostNightStalker97, on 24 July 2016 - 09:22 PM, said:



Who bought the gold mechs? Who pays for each and every mech pack? Not 15 year old kids who are into competitive gaming. Often 30-50 somethings. The only reason I say their age is because that means they have been loyal to battletech lore for decades.

The lore made them stay and stick with it.
The lore is the way you get new people to stick to it.

Never did I say that we should include no lore. I just said the first step is not based on lore inclusion, but rather insuring that people can actually get matches. Steps 2-4 and beyond are all about gameplay and lore infusion. Once the community is larger, all the queues can be opened again.

If the lore for battletech wasn't good, how many people would still stick around?

Games Workshop models cost so much, yet still people play Warhammer Fantasy and 40k. They don't do it because they like to pay exorbitant prices for models, they do it because of the lore.

The lore behind games it what builds a community. It's why people stay so dedicated.

I'm not saying to cater to the lore hards, but what I am saying is we need to analyze why they became lore hards. And that's because of the quality of the lore. Battletech is rich. Hundreds of books and models and many many games.

We won't build a larger community because of a stompy robot FPS. There are better FPS's out there. Many. But none of them have battletech.

If we aren't conscious of this in suggesting changes, then we might lose sight of the lore and hurt this game.





Not sure why you are attacking me. I agreed with everything you said in the post I quoted and agree with what you are saying in this one.

Im not sure where you think that I am disagreeing with you or that I am somehow trying to argue.

Lore is important but its not like there is an abundance of Lore in FP right now anyway.

Sure placing FRR in an alliance my or may not be Lore, but neither is Clans using Mercs, but yet as Lore breaking as Clans using Mercs is, there they are.

So what harm would it be to bend a few more Lore rules to make a playable game mode?

Edited by JaxRiot, 24 July 2016 - 09:37 PM.


#332 Sereglach

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Posted 24 July 2016 - 09:39 PM

I've been pondering a reply on this since I noticed the announcement of the Round Table discussion. I've had a lot of thoughts and it's impossible to try to put them into one post . . . but I can certainly still leave a big wall of text for Mr. Bombadil/Daeron. Many of the concepts throughout the thread are great ideas, and I'll be echoing some of them. At least the more they're mentioned the more it shows the popularity of some of these items.

1. Some of the problems for Faction Warfare aren't just in that game mode, but in fact feel like game-wide issues. Balancing/re-engineering of equipment (Flamers, Jump Jets, Command Consoles, etc. . . . I've given the list many times), information warfare, and other factors will make for improvements in the game as a whole. These affect all game modes and should be taken into consideration as factors in the discussion. Overall gameplay and equipment balance will immensely help with faction balance and the overall feel of the game. While not centric to this round-table, I sincerely hope it is considered for the future.

2. Long Tom, as it exists, should die in a fire. The actual usefulness of artillery in TT and Lore, as mentioned by others, was area bombardment and saturation. You'd get half-a-dozen units bombarding an area and providing things like strategic area denial and breaking of formations. However, the damage done by these things alone wasn't enough to shred mechs . . . it was merely enough to deter movement and control the flow of battle. Some concepts for fixing this:

- Lower Long Tom damage drastically (I like the 30/20/10pt damage at 30/60/90m range split mentioned elsewhere), but make them fire a volley like the current artillery consumable . . . or fire a single shell more often.

- Make Long Tom use TAG dependent, as it is in lore. No TAG, no artillery. This emphasizes the use of Info Warfare and scouting mechs per their roles.

3. Provide greater disparity in the various "Professions" of faction Warfare. There are a lot of great ways to do this, and some of them you almost grasped in the initial concept of Phase 3, but fell very short on.

- Make faction loyalists have larger drop deck tonnages but restrict them on Lore-Friendly chassis and/or variants. A 255 ton drop deck could let a Kurita pilot take 2 Awesomes, a Dragon, and a Panther or Jenner (or other faction friendly mechs). On the other hand, a Lone Wolf or Merc Unit can take whatever chassis they want, but they're limited to a 220 ton drop deck.

- It can work for both IS and Clan, with "Dagger Star" affiliated Clanners filling the roles of Merc Units within the Clans. There are 23 Chassis for the Clans . . . some Clans can certainly have a few mechs that they either MUST or CANNOT put in their Drop Decks to be lore friendly and add flavor. This could possibly be expanded to restricting certain omnipods from certain factions.

- If you're going to restrict the Lone Wolves from even developing ranks on the Merc Line (a very, VERY bad move on PGI's part; and probably one of the biggest reasons the solo queue failed), then give them something truly unique for what they do. You're already giving them the lowest pay and the least interaction. Either fix that and let them build up the Mercenary points or let them do something like take ANY mechs that they want no matter where they're fighting, since they're just fillers anyway. If the Lone Wolf wants a drop deck of a Crab, Stormcrow, Jenner IIC, and Marauder for a 215/220 ton drop deck . . . then let them do it.

- Even if you drastically drop the queue lanes or "buckets" you can still maintain this flavor in faction affiliation. Even though various factions will be teaming up to fight the IS vs. Clan battles, each faction would be bringing its own strengths and weaknesses in their chassis, and the Mercs/Lone-Wolves will be able to throw wildcards in there but with lower overall drop deck tonnages.

4. The drop deck tonnages have just gotten too high. Medium mechs were the workhorses of Battletech. In MWO the Faction Play drop decks are set to encourage a nearly pure-heavy-mech drop deck setup. Yes, people have their mechs that they love and the mechs that they want to play, but you also need to balance a game and make it so that a guy who wants to bring a light or two on his drop deck isn't bringing the team down with their nearly all-heavy decks. Consider something like I listed above . . . even dropping the deck tonnages a mere 15-30 tons will make a huge difference in how people need to configure their drop decks. It's not like I'm saying the drop decks should be something like 160 tons where if you want an Atlas then you're taking 3 Locusts.

5. I strongly concur that the maps need to be more open. If the defenders want to force the opposing team into choke-points, then there should be necessary tactics for them to do that, like securing Long Tom capability and having the defenders put TAG users in place to deter enemy movement via Artillery spotting. Some of the maps are already reasonably well set up for this.

- For example: If the attackers wanted to take the long way around on Grim Portico then let them! Sure, it'll take longer for any reinforcements to show up . . . but you can bypass all the defenses and catch the enemy by surprise . . . especially if your scouts are keeping them busy at the gates.

6. Something needs to be done to eliminate the Attacking Faction on counter-attack just hiding out among their drop ships when they have the kill lead. If you want to spice the mode up, consider doing something like the Domination "King of the Hill" quick play game mode. Make it so that if the Defending Factions retakes and holds their base zone for X number of points, then they win the match . . kills or not.

7. Speaking of which, from number six, intertwine the facets of Quick Play and Faction Play more, so that they feel more familiar to any players of the game. Right now you've got two play modes that are completely alien to each other aside from the fact that they normally devolve into Team Deathmatch. I just highlighted a way to make the Counter Attack feel like Domination. Attack/Defend should feel like Assault (pending Assault's rework we've been waiting on for ages), and occasionally there should be Attrition battles that feel like Skirmish or Supply-Line battles that feel like Conquest.

8. Make Scouting more meaningful to the mechs that should be dominating that game mode . . . scouts. Sure, the IS can easily beat a Streak-Crow . . . if they take one of two Griffon variants or other comparable IS 55 tonner. However, that's two Frint-Line Combat Mediums (depending on variant) duking it out. Why?

- Drop the weight limit to no higher than 45 tons. If you want the primary Faction Play modes to be about heavies/assaults with larger mediums, then Scouting should be about the Lights and the smaller Mediums that would typically lead scout lances.

- At the same time, make it about objective completion over combat. Attackers are trying to gather intel while Defenders are trying to purge intel; and doing so should be worth a lot of c-bills (25k+ per node) to encourage proper play.

- Then, only Survivors should be getting the intel points for their team. If a Defender or Attacker dies then it wasn't successfully purged, but it wasn't successfully extracted either. Those points are lost. For each Defender alive the defending faction gets their points, and for each Attacker alive the attacking faction gets their points. If the attackers didn't extract more points than the defenders, then the attackers don't gain enough intel to be useful.

- These changes force the game mode into 3 stages. The first is scatter and collect. The attackers and defenders are both trying to frantically collect as much data as possible. The second stage is the skirmishing that occurs when individual team members bump into each other . . . but neither wants to die because neither wants to lose their points . . . which keeps these encounters touch-and-go. The third stage is the battle/hunt before extraction, where if the attackers have move than the defenders, then it's evasion until their extraction arrives . . . but if the defenders have more, then the attackers will want to eliminate enough defenders that their final score is higher before extraction and thusly awarding points for their team.

9. Last but certainly not least, and as others have mentioned . . . LORE, LORE, LORE!!! There are so many ways to better emphasize the vast wealth of lore in Battletech for MWO, but it's so poorly utilized in its current iteration. That, quite possibly above all else (yet many of the other suggestions fall into Lore and are intimately connected) will be one of the greatest factors in saving MWO Faction Play.

That's all I've got for now in relation to the Round-Table. While I admittedly have very little faith in PGI at this point, at least this round-table discussion gave me a reason to log in and provide feedback. I appreciate Bombadil/Daeron taking the time to read through this mess; and I hope that this round table is productive. I do love the Battletech IP and really want to see Battletech games succeed . . . but PGI has a lot of work to do to fix the game, as it currently stands.

As a final note . . . I do have to agree with some others here. PGI needs our money to survive and do anything with the game. While, yes, we should be happy that someone actually touched the IP and did something with it after so many years, they're also beholden to our wallets to have anything successful. Therefore, the respect needs to go both ways and players have given up just as much of their free time to provide feedback to PGI and given their money to help fund the game as PGI has put development hours into creating the game and the occasional town hall. Many of Russ's comments in the recent town halls from Russ (I shouldn't have to cite them, Bombadil, NGNG hosts them) really haven't harbored the kind of good symbiotic relationship that the Company/Customer needs here . . . from "It is what it is" to "MWO isn't made for the solo player and this isn't the game for them" to "You should just be happy we made the game we've made" . . . it hasn't been pretty or productive. People can be chastised here all you or PGI wants, but that respect and common decency needs to go both ways . . . especially when coming from the President of the company, which carries a lot of the weight of the company's image.

#333 T I N M A N

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Posted 24 July 2016 - 09:41 PM

View PostJaxRiot, on 24 July 2016 - 09:35 PM, said:

Not sure why you are attacking me.


My apologies.
Interpreted what you said as saying lore didn't matter as much.
Also gave me a chance to give a good point I wanted to say about the lore being what's kept dedicated fans for so long and that it can make new ones. Posted Image

Edited by NightStalker97, 24 July 2016 - 09:49 PM.


#334 Cato Zilks

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Posted 24 July 2016 - 09:42 PM

View PostMovinTarget, on 24 July 2016 - 05:35 PM, said:

I have stated previously (over a year ago, in fact) as desire to have the ability to pilot any of my mechs.


They aren't going to allow you to mix clan & IS. Given that, is there a way to help make large Merc crews like 228, MS, PHL, or NTEX more sedentary in FP? Would short "seasons" do it for you?

Edited by Cato Zilks, 24 July 2016 - 09:57 PM.


#335 Kin3ticX

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Posted 24 July 2016 - 09:43 PM

View PostLostdragon, on 24 July 2016 - 09:19 PM, said:

I don't have a link off the top of my head because I can't remember exactly when/where he said it but Russ basically said the players don't know what they want, PGI knows what is best for the game and we should just let them do it.

Anyone remember if this was the last town hall or was it something else?


it was like two townhalls ago, I remember MS people that did listen in mention it but i didnt hear it myself

you are butchering what he said some but I cant remember the exact quote

it was more like "we dont need help from the players" rather than "players dont know what they want"

Edited by Kin3ticX, 24 July 2016 - 09:46 PM.


#336 JaxRiot

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Posted 24 July 2016 - 10:08 PM

View PostAylward, on 22 July 2016 - 06:21 PM, said:


When will we know which members of the community ??


I believe in the last Town Hall, Russ talked about having a small round table discussion with Prominent leaders for FP.

So, Probably only leaders of the biggest Units. Mostly Merc Units I would guess.

The rest of us scrubs probably wont get a voice

#337 AnTi90d

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Posted 24 July 2016 - 10:26 PM

I've heard a lot of people ask for the ability to drive both IS and Clan mechs in Invasion.

Here is a suggestion:

Pirate Faction
  • Can select IS or Clan mechs for their dropdecks
  • Reduced dropdeck tonnage (somewhere between 220-240)
  • Can participate in any and all FP attack matches
  • Can not participate in any FP defense matches
  • Can tag planets
  • Faction holds no territory
  • Has their own skill tree


#338 Kaletti

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Posted 24 July 2016 - 10:50 PM

Thank you PGI, for involving the community!

Here are a few suggeestions/thoughts about FP:

1. Advance/Optimize the Chat- and LFG/LFM-System - Bring in a Global-, LFG- and Recruitment-Channel. Maybe implement some kind of Recruitment-System like a market, where players can offer they service to units. It should also be possible, that units can insert offers for recruiting players.
Reason: Many players especially new ones or those who didnt use the forums very much. May have difficulties to get in touch with other players or units. Also smaller units may have difficulties to find new players.
Conclusion: Strenghten the community and makes it easier find other players to play with.

2. FP-Queue - cut the waiting time from 10 minutes down to 5.
Reason: In my opinion, many players are simply not in the mood, waiting 10 minutes especially if its only a ghost drop.
Conclusion: More players will get in the queue, because they dont have to wait so long for an outcome. Maybe it will also increase the chance, that a real battle will start.

3. New Objectives - Make the game modes more versatile, by adding secondary or tertiary objectives. Give the attackers the opportunity to capture a forward drop zone (near the gates). For example: The team has to capture and hold a control building to be able to use the forward drop zone. There are many many more things that will make FP more interesting. There were already some very good suggestions in this thread.

Enough for now...
Greetings

#339 Kin3ticX

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Posted 24 July 2016 - 10:53 PM

View PostJaxRiot, on 24 July 2016 - 10:08 PM, said:


I believe in the last Town Hall, Russ talked about having a small round table discussion with Prominent leaders for FP.

So, Probably only leaders of the biggest Units. Mostly Merc Units I would guess.

The rest of us scrubs probably wont get a voice


Ohh yeah here we go, blame the big bad merc units.

Mercstar will probably have someone on this panel but they are probably going for diversity. So there should be some big unit people, small unit people, soloists, super crazy lore purists dude, etc. I myself would absolutely refuse to be involved with the actual roundtable event. I like to type up armchair developer feedback like the next guy but its really just a form of mental masturbation. I put more trust in actual devs in their best element to fix CW.

Mercstar has never had any secret access to devs regarding the development of phase 3. A tiny handful of the remaining MS guys saw phase 2 a couple weeks before everyone else(they werent in MS at the time BTW) but that program ended in Dec 2014 with the launch.So yeah, im saying I helped out with a little playtesting in late 2014 but I havent done anything like that since.

View PostAnTi90d, on 24 July 2016 - 10:26 PM, said:

I've heard a lot of people ask for the ability to drive both IS and Clan mechs in Invasion.

Here is a suggestion:

Pirate Faction
  • Can select IS or Clan mechs for their dropdecks
  • Reduced dropdeck tonnage (somewhere between 220-240)
  • Can participate in any and all FP attack matches
  • Can not participate in any FP defense matches
  • Can tag planets
  • Faction holds no territory
  • Has their own skill tree



No way to add another faction. Cant even support 10 as it is.

Edited by Kin3ticX, 24 July 2016 - 10:58 PM.


#340 JaxRiot

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Posted 24 July 2016 - 10:59 PM

View PostMichal R, on 24 July 2016 - 09:32 PM, said:

There is one problem about that topic.....
Like always PGI will do nothing about your ideas....
How many times this has happened? Always.
Russ say that they knew better what they doing to the MWO and don't need a ideas from community and after that the need your ideas?
OMG what a shame.

Second problem in this topic.
Only 5 players who write in this topic playing CW most of the time. Rest of you? Never se you in CW. Sad, very sad.
Ok, this is open topic but tier 5 player write about CW. RLY?

This topic and round table will don't change nothing...like always.

Sad but PGI/true.


Hopefully PGI actually does listen. I doubt it, but I can still hope.

One thing I am certain of though- Even if PGI does listen and does decide to make changes based on the communities feedback.. We wont see the changes any time soon. 6 months to a year would be my guess.





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