The Elephant in the room: PVE
#61
Posted 01 June 2012 - 10:51 AM
In Battle Tech?
Some have said it earlier, but that seems like a total waste of current resources to me. I'd much rather see a very diverse and robust PVP style of game FIRST, before PVE is even considered. Uneven matches, goals OTHER than simply blowing everything "enemy" up...
Basically, a PVP game with some PVE GOALS thrown in.
Some day,I'd love to see some "Star Trek Online" style PVE story lines! That would be would be wonderful, awesome, fantastic. But well AFTER the PVP is wonderful, awesome, fantastic, well refined and making them PLENTY of cash to DO the really good PVE stuff.
But that is just me...
#63
Posted 01 June 2012 - 10:54 AM
Personally I believe that MWO is competetive PVP... the only PvE available early on should be 'Practice Bots' that can be dropped and configured for training purposes, using normal game maps, with the option to run co op training for up to a company. There should be no XP for this and no rewards for these training battles...
Maybe next year....around March I believe, these Training bots become Clan Bots and are dropped as an attacking force until they can be replaced with Clan Players - (however clans get implemented....guess that gives the bots a 30 second life expectancy for overall use as the waiting list for Clan Player slots is probably going to require an second server to hold)
beyond these 2 options.....Why?..... it is an online game with hopefully a huge player base, so why would you wish to battle npcs when we are not getting salvage, we earn 'better equipment' and it's hardly as if we can run around the map opening weapons caches and looting bodies during the battle....I enjoyed the single player games in previous MW games, but to be honest, I didn't start loving it till I was playing multi player....why?..... because my opposition had intelligence and varied tactics (for the most part).... I could drop on the same map over and over and battles would be different....as long as the Devs don't screw the meta game by over simplifying it, I can see this love continuing.
SilentWolff, on 01 June 2012 - 10:34 AM, said:
really?..... please ohhhh please tell me you are joining the Clans when they arrive!
#64
Posted 01 June 2012 - 11:00 AM
KJ Crow, on 01 June 2012 - 10:54 AM, said:
Personally I believe that MWO is competetive PVP... the only PvE available early on should be 'Practice Bots' that can be dropped and configured for training purposes, using normal game maps, with the option to run co op training for up to a company. There should be no XP for this and no rewards for these training battles...
Maybe next year....around March I believe, these Training bots become Clan Bots and are dropped as an attacking force until they can be replaced with Clan Players - (however clans get implemented....guess that gives the bots a 30 second life expectancy for overall use as the waiting list for Clan Player slots is probably going to require an second server to hold)
beyond these 2 options.....Why?..... it is an online game with hopefully a huge player base, so why would you wish to battle npcs when we are not getting salvage, we earn 'better equipment' and it's hardly as if we can run around the map opening weapons caches and looting bodies during the battle....I enjoyed the single player games in previous MW games, but to be honest, I didn't start loving it till I was playing multi player....why?..... because my opposition had intelligence and varied tactics (for the most part).... I could drop on the same map over and over and battles would be different....as long as the Devs don't screw the meta game by over simplifying it, I can see this love continuing.
really?..... please ohhhh please tell me you are joining the Clans when they arrive!
Actually I hang out with both camps and ignore the the jerks who think that their style of game play should be the only one. Anyone that has followed the Piranha job listings knows that some type of PVE is inevitable, folks just need to relax and play what they like and let others do the same.
#65
Posted 01 June 2012 - 11:03 AM
I'd love to do something equivilent to Mech2Mercs' endless campaign with a friend.
#66
Posted 01 June 2012 - 11:15 AM
#67
Posted 01 June 2012 - 11:19 AM
Neanot, on 01 June 2012 - 08:17 AM, said:
Basically, you would chose a mission where you know what your objective is, and how many players will be on your side with you, but not what the enemy objective is, or what their strength would be. Examples of this are as follows:
- Scouting.
1 Friendly mech (you) on your own, having been assigned to scout out an area to look for possible bases or patrols. Ahead of time, you don't know what you will face, but it could be any of 1 enemy scout doing the same as you, a patrol of 2 enemies on the look-out for invaders, or a full lance of enemies defending a base.
Your main objective is to get in, get some sensor data, and get back out without dying. The harder the mission (ie the more mechs you have to face/avoid) the greater the reward. - Patrol.
2 Friendly mechs (you and 1 other) are on patrol on the front lines, looking for interlopers. You may find a single scout mech trying to get in and out without being seen, or you may clash with an enemy patrol of 2, or you may come across a full lance of mechs trying to push passed you to get to a base (in a different mission).
Your objective is siply to destroy any mechs that come your way, again gaining more rewards for the greater number of enemies, and their own associated missions. - Full Incursion.
A full lance of friendlies puching through the enemy lines to get to a deeper objective. That objective may be near or far, and there may be other obstacles to overcome, so you may have to take out a single scout to prevent him from warning his command, or you may stumble on a 2-man patrol, or even make it to the base, in which case you would be tasked with destroying the base. - Base Defence.
A full lance of friendlies, this time defending a fixed asset from unknown invaders. This would either be from a single scout or a full incusion.
You could even string a sequence of these together in a mission meta-arc, for example a successful scout mission unlocks a full incursion mission, or a successful patrol unlocks a base defence.
Something of this nature would give more depth to the missions, and give an experience that is more like PvE, but retains the true PvP nature.
I posted something along these lines in another thread, but I also like the historical/training simulator idea. I really think they could both work, just not at launch.
#69
Posted 01 June 2012 - 11:25 AM
Just occurred to me... When the Clans show up, I'm gonna be in serious trouble...
If you wish to know why, just go to sarna and search my last name...
Edited by Vora MacEvedy, 01 June 2012 - 11:30 AM.
#70
Posted 01 June 2012 - 11:31 AM
Vora MacEvedy, on 01 June 2012 - 11:25 AM, said:
Just occurred to me... When the Clans show up, I'm gonna be in serious trouble...
If you wish to know why, just go to sarna and search my last name...
Wow...that's old school, I played the first Mechwarrior game like that and it was challenging to say the least.
#71
Posted 01 June 2012 - 11:51 AM
#72
Posted 01 June 2012 - 11:55 AM
#74
Posted 01 June 2012 - 12:03 PM
Luthien
Tukayyid.
Problem is, I don't think either was until 3052, so 3 years or so on...
#75
Posted 01 June 2012 - 12:07 PM
Malkenson, on 01 June 2012 - 10:51 AM, said:
In Battle Tech?
Some have said it earlier, but that seems like a total waste of current resources to me. I'd much rather see a very diverse and robust PVP style of game FIRST, before PVE is even considered. Uneven matches, goals OTHER than simply blowing everything "enemy" up...
Basically, a PVP game with some PVE GOALS thrown in.
Some day,I'd love to see some "Star Trek Online" style PVE story lines! That would be would be wonderful, awesome, fantastic. But well AFTER the PVP is wonderful, awesome, fantastic, well refined and making them PLENTY of cash to DO the really good PVE stuff.
But that is just me...
Just as long as MWO doesn't waste time and money on god awful voice acting and have unskippable cut scenes. That was epic fail on STO's part.
Also I'm very much against PvE only mechs. That's just rediculous. That would probably stop pve dead in its tracks. Nobody would pay for missions (assuming they are pay-for content) if they also have to pay for new mechs too.
#76
Posted 01 June 2012 - 12:08 PM
Vora MacEvedy, on 01 June 2012 - 12:03 PM, said:
Luthien
Tukayyid.
Problem is, I don't think either was until 3052, so 3 years or so on...
You could do this now on any of the border worlds between factions. And for those BIG fights make the mission # like 25 or so. The Table Top books would often play out several different scenarios that were loosely connected to form a planetary campaign, with players taking opposing sides. They do this kinda in the old games but with bots.
I think it could translate well into a F2P/PVP model... if they haven't planned to do so already....
#77
Posted 01 June 2012 - 12:14 PM
Stormdragon, on 01 June 2012 - 07:09 AM, said:
they could even have missions where we the player gets out of their Mechs to compleet certain tasks (like leading a small commando group to steal an experimental prototype) this could also bring in more social locations like Bars Hangers Dropship interiors where players can socialize.
To the section in bold: NO. NO NO NO NO NO NO NO. I understand the appeal of this to some people, but if you want to play a first person shooter as a soldier on foot, go play one of the gazillion others. If you want a game where you can be in a mech OR on foot, go play MechAssault. And, appealing to the fluff, if you rode a 50 ton death machine into battle why would you get out to fight on foot?
To the section in italics: I like that idea. Almost freelancer-esque. Walk into the mech hangar on the drop-ship: Mech customization. Walk to a pilot briefing room: Profile selection and management/ Pilot customization. Walk to a pilot's lounge: Real time pre-game lobby.
I don't see any way that this ends up in the final build (unless they're already working on it ) but it would be cool as a later patch.
#79
Posted 01 June 2012 - 12:23 PM
Couldn't MWO do what every other game out there does? Namely, have two separate persistent characters: one for PvP and one for PvE.
To take a new release as an example: Ghost Recon Future Soldier. In multiplayer you unlock weapons and weapon attachments by leveling up. In campaign, you unlock weapons and attachments by completing missions and challenges. There is absolutely ZERO overlap between the two.
So there COULD be PvE and PvP at some later date. And all without "destroying" the PvP players' way of life
#80
Posted 01 June 2012 - 12:36 PM
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