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Devs Desperate Plea!


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#1 Funkadelic Mayhem

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Posted 01 March 2013 - 10:30 AM

I love the new Alpine map. LOVE IT! I cant wait for the others. However something needs to be done in regards to the big awesome maps for assault. The community seams to lack the imagination it takes to play a map of that caliber and needs a kick in the 5th dimension. Id hate the new maps to become "upper" for RC or "water" for Forest Colony or the drop ship for Frozen City over and over. It just seams like a waist of your time to make big maps if the community is not going to take full advantage of it.


That map is so big (i would not mind bigger) and has the best places to set choke points and ambushes. Its absolutely awesome and so much to take advantage of. Every match in that map goes as follows. Both teams head for e/d 6/7 and that's where they fight. Today I even mad a comment in chat " so let me guess... d/e/ 6/7..." They replayed.. "yes", one even stated "unless you want the match to last 15 minutes". My jaw dropped and I bounced to make this post.



I dont know what can be done about it. Even if you try an take the fight somewhere else they just cap.
There are a lot of good ideas in the suggestions page. But you know that. :) And I know its beta. :D

[/rant]

Edited by Funkadelic Mayhem, 01 March 2013 - 10:38 AM.


#2 Mystere

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Posted 01 March 2013 - 10:33 AM

Try capping? :)

Edited by Mystere, 01 March 2013 - 10:34 AM.


#3 Tabrias07

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Posted 01 March 2013 - 10:34 AM

Big maps will be fixed when we have dropships, and hopefully a 1500-2k point total and a 25 min timer.

Or if we can at least see what map we're dropping on before we choose mechs.

2 of those are currently being worked on.

#4 verybad

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Posted 01 March 2013 - 10:37 AM

I would say make less captureable bases in larger maps. This reduces the speed they're "conquered" at, and increases the number of fights as there are less points.

Get rid of the starting base, and have three in the map. possibly randomly selected out of a group of several if possible.

#5 Uncl Munkeh

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Posted 01 March 2013 - 10:37 AM

Imagine that map with 24 mechs playing it out.

The problem right now is the ability to select the right mech for the map.

#6 Loc Nar

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Posted 01 March 2013 - 10:37 AM

Also, 12 Man

#7 Max Genius

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Posted 01 March 2013 - 10:37 AM

How about each mech start spread out all over the map vs all the mechs in a team spawn in same area. Maybe 2 mechs of same team in 1 area and then 2 mechs of opposing team closest to them and 2 mechs of same team and so on. Make the spacing so that it's not just going to be a bunch of 2v2, enough space so those that want to form up can and those that want to engage right away can as well.

I've always been saying I hated the Alpine map but after reading your post it made me reconsider, it's not the map I hate - it's how that map is generally played.

Edited by Max Genius, 01 March 2013 - 10:39 AM.


#8 B B Wolfe

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Posted 01 March 2013 - 10:38 AM



#9 Funkadelic Mayhem

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Posted 01 March 2013 - 10:39 AM

View PostMystere, on 01 March 2013 - 10:33 AM, said:

Try capping? :)

Posted Image

#10 Joe Mallad

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Posted 01 March 2013 - 10:39 AM

That's the problem... Most of your gamers now are your instant gratification players. Meaning, they want all games to be like Call of Duty where you get into the fight in a few seconds. There aren't many that like having to hunt for the enemy or having large maps to expand your strategy on. They get set in 1 or 2 strategies and that's all they want to do. And that's boring as hell to me. I want long drawn out battles that cause the players to think and change up strategy when something isn't working. But I guess I'm in the minority on this lol

#11 General Taskeen

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Posted 01 March 2013 - 10:46 AM

View PostTabrias07, on 01 March 2013 - 10:34 AM, said:

Big maps will be fixed when we have dropships, and hopefully a 1500-2k point total and a 25 min timer.

Or if we can at least see what map we're dropping on before we choose mechs.

2 of those are currently being worked on.



Pffft, 25 minutes? MW:LL has 60+ minute matches. Now those are battles.



Recorded that half-way through a match (continues in part 2!). Never died once, did a lot of true scouting, an epic escape scene, LRM Support with awesome NARC, enemy constantly trying to break through our lines, end in a hard fought win for a team.

#12 Tabrias07

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Posted 01 March 2013 - 10:53 AM

View PostGeneral Taskeen, on 01 March 2013 - 10:46 AM, said:

Pffft, 25 minutes? MW:LL has 60+ minute matches. Now those are battles.

Recorded that half-way through a match (continues in part 2!). Never died once, did a lot of true scouting, an epic escape scene, LRM Support with awesome NARC, enemy constantly trying to break through our lines, end in a hard fought win for a team.

As awesome as that is (and it is awesome) it's rather irrelevant. Different game with different goals. And frankly I don't have enough time to play hour long games of this.

#13 NKAc Street

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Posted 01 March 2013 - 11:00 AM

With the current game modes there is going to be some consistancy in how the game plays out. The bases on each map are always in the same place, so there isn't going to be much variation in where you go first to get caps started and where the majority of a battle will play out. It is just the logic of the placement of the bases and the terrain within that placement. There may be exceptions to that, but realistically, most players want to fight to the death so there will be a natural tendency to engage the enemy as soon as possible. Nothing wrong with that actually.


The game changer for the current modes would only happen if PGI could introduce a number of the same maps, but having the bases being positioned in significantly different places on those maps. There are many places on each maps that we never travel too because there is no strategic reason for doing so under almost any circumstance. Altering base position could change that up drastically.

#14 Mystere

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Posted 01 March 2013 - 11:06 AM

View PostFunkadelic Mayhem, on 01 March 2013 - 10:39 AM, said:

Posted Image


Oops! My bad. :)

#15 Ngamok

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Posted 01 March 2013 - 11:09 AM

IMO, they just need a map the size of Alpine with more populated areas. If for instance, the bases were a little further apart than where they are now with a couple of small sub stations in btetween the two larger ones.

Another cool map would be a Casutic type map. Instead of people jockying for position around the cauldera, have a giant mountain with 3 ways in and out or simply go around the size of Alpine.

#16 General Taskeen

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Posted 01 March 2013 - 11:29 AM

View PostTabrias07, on 01 March 2013 - 10:53 AM, said:

As awesome as that is (and it is awesome) it's rather irrelevant. Different game with different goals. And frankly I don't have enough time to play hour long games of this.


But I think MWO can be so much more. While we are testing these short, grind game modes known colorfully as "Assault" and "Conquest," I hope there is more than those on the horizon, and not just "Drop Ship." I think those game modes are fine if they are there as choices, among other future choices.

Something with purpose, I guess, or more immersive as we agree an MW:LL match can be for those that want to play something like it. I fear of Community Warfare turning into a series WoT style "Clan Warfare" matches pretending a battle is purposeful by playing on the same exact maps, with too short game time doing the exact same thing.

If MWO were to combine large-scale game-modes from MW:LL and combine it with something like MBPT, the devs will have me throwing my money at them.

#17 Tabrias07

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Posted 01 March 2013 - 11:33 AM

View PostGeneral Taskeen, on 01 March 2013 - 11:29 AM, said:


But I think MWO can be so much more. While we are testing these short, grind game modes known colorfully as "Assault" and "Conquest," I hope there is more than those on the horizon, and not just "Drop Ship." I think those game modes are fine if they are there as choices, among other future choices.

Something with purpose, I guess, or more immersive as we agree an MW:LL match can be for those that want to play something like it. I fear of Community Warfare turning into a series WoT style "Clan Warfare" matches pretending a battle is purposeful by playing on the same exact maps, with too short game time doing the exact same thing.

If MWO were to combine large-scale game-modes from MW:LL and combine it with something like MBPT, the devs will have me throwing my money at them.

Dropship is, I believe, a mutator for the current modes.

Game modes and game depth should expand drastically with CW, but I think you should rein in your expectations. I do not think this game will ever be on the scale of MW:LL (combined arms and all that jazz) but commander deployable artillery and such should at least shake up the current map meta somewhat, and the 3 new maps are all supposed to be alpine+ sized.

#18 Coolant

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Posted 01 March 2013 - 11:39 AM

Title should be Devs, desperate plea!...as it stands it makes it sound like the Devs are making a desperate plea which is the only reason I opened the thread...

#19 Lord Ikka

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Posted 01 March 2013 - 11:39 AM

The main problem to having battles that last a while, or are tactically engaging, is the base capture mechanic. Those that want to fight, rather than just base win, don't have the option to use/explore the terrain when you have a base to hold.

#20 Nicholas Carlyle

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Posted 01 March 2013 - 11:43 AM

One big issue with the current game is 8 v 8 and even 12 v 12, one mech is very important.

Groups are very leary of breaking up, because if they do and the other team stays together, they get rolled.

What really needs to happen is larger scale matches where each mech isn't obscenely important. Then you will see more tactics and strategy.





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