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Team Deathmatch Implementation: Fight City


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Poll: Fight City (9 member(s) have cast votes)

Do you support the OP's suggestion?

  1. Yes (3 votes [33.33%] - View)

    Percentage of vote: 33.33%

  2. No (5 votes [55.56%] - View)

    Percentage of vote: 55.56%

  3. Abstain (1 votes [11.11%] - View)

    Percentage of vote: 11.11%

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#1 Homeless Bill

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Posted 03 April 2013 - 11:16 AM

Preface:
Please, before you post why this won't work, take a quick look at the Arguments and Rebuttals section to see if I've already answered your concern (I probably have). Any other counter-points brought up will be added to the list and answered like the rest (when I have time).

The Problem:
People like me are uncomplicated - we just want a pure, ferocious combat experience. I don't want to stand next to someone's house, I don't want to chase down lights, and I don't want to have to hang back in case someone tries to capture our base in the middle of a perfectly good brawl. I want my team and my opponents to have a single focus in mind: kill.

I know a lot of you hate on the idea of team deathmatch, and I'm well aware that PGI has no plans to implement it at this time. In my mind, there's one primary reason for its absence, and it's the same reason a lot of people don't like the concept: How do you force people to fight? How do you prevent a lone 3L from running or camping indefinitely? It is a very serious concern that, left unaddressed, would undermine the entire purpose of the mode.

A lot of people think that a reporting function could fix it - they're wrong. It's a ridiculous argument - it's never worked in any game, it never will work in any game, it doesn't prevent the behavior (punishment != prevention), the support team needed to handle the volume of complaints coming in would be massive, and I could go on and on. Though that sort of system will never work, there is a viable solution.

The Solution:
Though not perfect by any means, I believe my idea would take care of 90% of the problem:
1. A spot on the map is chosen to be the focus of the battle (henceforth Fight City). They could do this several ways, but I would be in favor of PGI selecting a few spots per map (they could easily use the Conquest capture points if they wanted to be really lazy). At drop time, one of them would be randomly selected. Random selection from a pre-determined set gives PGI the ability to balance the arena locations and gives players some much-needed variety.

2. As time progresses and as more 'mechs are killed, the area of operations shrinks in around Fight City. Depending on map size, this would take somewhere between five and ten minutes. Here's how I imagine this panning out (though it's all subject to testing and balancing):
-Depending on map size, the first two to four minutes would have no effect on the area of operations; the entire map would be safe.
-After the initial grace period, the boundary (a circle or a box or whatever) around Fight City would become active and start shrinking over time. It would start rather large (think a two-grid radius (regardless of map size, since grids scale with map size at the time of this writing)) to allow for long-range skirmishing and flanking at first.
-There would be clear HUD and map indications of where Fight City will be and how long players have before it becomes active.
-After it becomes active, boundary changes would not be instantaneous for obvious reasons. The boundary would close in over time at a fixed speed (depending on the map), and each 'mech that's killed would slightly speed that up. On the player's mini-map, there should be two circles - a yellow one to warn players that the boundary has almost reached them (30 seconds away) and a red one to indicate the actual boundary. This would give players sufficient time to adjust their position, even if they're in a very slow build.
-Just like going out of bounds, a 'mech will die if it stays outside of Fight City for too long. It would be a higher number than regular out-of-bounds to allow skirting (15 seconds or so).

3. The boundary would eventually stop shrinking at a size that would all but ensure combat for the number of 'mechs remaining. When more 'mechs are killed, the radius would continue shrink to fit the new population of Fight City (again, over time - not instantaneously). Here are some rough numbers (these ones are highly subject to testing/balancing) for the minimum radius:
-16 'mechs remaining: 400m
-8 'mechs remaining: 300m
-2 'mechs remaining: 200m

Why It Works:
Forcing people into a progressively smaller area essentially mandates fighting. The slow shrinkage allows for all roles including LRMs and snipers to be valuable, but it also doesn't let anyone run away.

As an added bonus, it gets people like me out of objective modes. Remember the last time you were thinking to yourself, "We could have won if that ******* had just captured"? I'm that *******, and I care far more about shooting things than I do winning.

In fact, every time you go capture the other team's base, I think to myself, "We could have had a great brawl if that ******* hadn't cut it short." You're doing both of us a favor by getting me out of your gametype.

Edge Cases:
It's true - this won't solve every situation. If Fight City has a bunch of cover and the last two are a Raven and an Atlas, the Raven could feasibly be a huge **** and stay on the exact opposite side of a rock for ten minutes. Even that would be partially taken care of by having PGI pick the locations for Fight City. They could easily pick spots that offer no escape from the final arena. You can dream up all sorts of edge cases where this might not work, but it would solve over 90% of the problems that result from a 'mech being able to run away.

Arguments and Rebuttals:
1. One light mech can escape a group of assault mechs for a period of time that is virtually indefinite.
Not when everywhere it can run causes it to explode.

2. Camping is real. It is not soluble or counterable in TDM.
Wrong.

3. TDM will lead to loadout homogenization, and everyone will run an assault mech.
This is, in my mind, one of the only legitimate concerns about my proposed solution, but I don't see it as a particularly convincing one. I've seen many Jenner pilots top the scoreboards for damage and kills, mediums are nice to pilot in a field of assaults because no one takes you seriously, and there are plenty of competitive heavies. I don't think you'll ever see a shift towards all-assault teams simply because people pilot what they like, regardless of whether or not it's effective (if the number of 6MG Jagers I've seen isn't proof enough...).

I don't know anyone who pilots a light just in case they need to run back to base (at least in non-competitive play); I do, however, know a lot of light pilots that enjoy being fast and manoeuverable. Even if the worst case scenario happened and everyone ran an Atlas, who cares? I'd love to fight in a match that had 1580 tons of pain.

3A. But even if the PUGs don't change their loadouts, 8-man drops will run super-heavy.
Honestly, they probably will. The 8-man queue is chock full of cheese most of the time. It's always been that way, and 8-man TDM squads will probably be even worse. TDM or not, it's a problem that PGI needs to address by other means (tonnage balancing, battle values, or whatever). Deathmatch shouldn't be thrown under the bus because there's currently no balance in 8-mans.

The bottom line is this: If you don't want team deathmatch, then why do you give a **** about what 'mechs people will run in a gametype that you won't play? If you do want team deathmatch, are you really so picky that you're unwilling to give this a shot on the off-chance that everyone switches what they run?

4. Your idea causes the game mode to favor brawlers over long-range support 'mechs.
Again, the boundary starts large enough and closes in slowly enough to allow these units to be valuable. Mad because you ran an all-LRM Stalker and now you're stuck dueling a Hunchie for the win in a tiny arena? That's your fault. Feeling like it's unfair that you can't sit a klick away and snipe people from a hill? Good. The whole point of this mode is to fight it out - not to be a ***** and take potshots.

The same point I made in my last response applies here: If you won't play it, why do you care? If you will, are you really willing to forgo team deathmatch altogether based on the ridiculous assumption that the long range game will cease to exist?

5. It will split the community.
3rd person view, anyone? But seriously, at the end of the day, only PGI knows what's going on with this. As the game picks up more players, it will be a more viable option. I'm not saying we need team deathmatch right now; I'm simply suggesting that whenever someone over at PGI wants to put it in, this is the way to do it.

I would also argue that putting in team deathmatch would make transitioning from other shooters easier for new players. When you just want to try out a game with big, stompy robots, the last thing you're thinking about is standing on someone else's base. You just want to shoot stuff. I won't go so far as to say they've lost players because they don't have team deathmatch, but I definitely think it would make this game more attractive to a larger audience.

6. You're forcing people to get killed against hopeless odds.
No - I'm forcing them to fight against hopeless odds. That's the entire point of this fix. Your team is getting steamrolled 0-6? Too bad - stop being a ***** and try to take one or two of them with you. I've watched several times as the last guy on a team killed five or six other 'mechs single-handedly. Just because you're probably screwed doesn't mean it's not worth trying.

7. This all seems very confusing.
How? They would definitely need to do the UI work to make it clear what's going on, but that work is comparatively minimal. All players need to know is that there's a fight happening at X, and if they're not close enough to X, they're going to explode. There would be a grace period, there would be plenty of HUD indication, and it really boils down to get in the circle and stay in the circle.

8. This does away with tactics.
First off, no - it doesn't. The large initial size and the graduate rate of shrinkage means Fight City stays large enough to execute flanking action or other maneuvers in the first few minutes. Second, 90% of the "tactics" I see involve using the reach-around capture to force some 'mechs to return to base.

Third, if you're a strategic mastermind, this is not the gametype for you. This is a gametype made for Crixus - not Spartacus (for those of you that watch the show). I'll admit that the limited area will make the game somewhat less strategic - and to its benefit. There are two modes for strategic play. Give something to us barbarians.

9. But slow 'mechs are totally screwed, man.
No. As I stated earlier, the boundary would close in slowly enough that even an Urbanmech could outpace the fence of death surrounding Fight City. When's the last time it took you ten minutes to walk half-way across any map? That's right: never (not even on Alpine).

10. Walking to Fight City sounds sucky.
Yeah, it does, but that already happens in the other two game modes. I'd rather see them change the spawn points based on where Fight City is located, particularly since the bases would often make fantastic arenas. Either way, there's still less walking involved than either of the two current gametypes.

11. It doesn't make sense. Why is there an arbitrary boundary shrinking around a random place on the map?
I don't know, but it doesn't make any less sense than standing next to a drilling platform for thirty seconds. Put something to fight over in the middle of Fight City. Bombard the area surrounding Fight City. I don't care what the excuse is - it's a mindless mode for mindless people; we don't care why we're shooting other robots. It's deathmatch at its finest - even the map is trying to kill people.

TL;DR:
1. Pick a spot on the map (preferably randomly from a list of ones PGI picks and tests).
2. After three or four minutes of no restrictions, activate a large boundary around it ('mechs outside the boundary for 15 seconds die).
3. Slowly shrink the boundary over the next 10 minutes until there is no escape (minimum size based on number of 'mechs remaining).

Posted Image

Your thoughts?

Edited by Homeless Bill, 05 April 2013 - 12:08 AM.


#2 Mechteric

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Posted 03 April 2013 - 11:33 AM

That just sounds like something you'd see in Solaris, which is pretty much I think the only way we'll ever see a Deathmatch style game mode.

#3 Deathlike

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Posted 03 April 2013 - 11:44 AM

So... we shrink the boundaries so that people are stuck in the "Deathmatch Center"....

Why even bother with a complete map?

#4 Homeless Bill

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Posted 03 April 2013 - 11:57 AM

View PostDeathlike, on 03 April 2013 - 11:44 AM, said:

So... we shrink the boundaries so that people are stuck in the "Deathmatch Center"....

Why even bother with a complete map?

I feel like you didn't read the key points of my post, so let's recap: It starts large (75% of the map's size or so), it shrinks slowly (not at all for the first few minutes), and Fight City could be in many different places on a given map.

The idea is not to use the boundary to constantly pressure people to march into the meatgrinder of hopelessness. The idea is to nudge campers off their perch. Most rounds will end long before Fight City ever reaches its minimum size.

#5 Deathlike

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Posted 03 April 2013 - 12:09 PM

View PostHomeless Bill, on 03 April 2013 - 11:57 AM, said:

I feel like you didn't read the key points of my post, so let's recap: It starts large (75% of the map's size or so), it shrinks slowly (not at all for the first few minutes), and Fight City could be in many different places on a given map.

The idea is not to use the boundary to constantly pressure people to march into the meatgrinder of hopelessness. The idea is to nudge campers off their perch. Most rounds will end long before Fight City ever reaches its minimum size.


I did, somewhat (it was TL;DR).

It's not exactly possible with some maps. Consider Frozen City as my example.

An approximate portion of the map would not be able to fit the criteria, like caves passage would not really be able to "move the borders" like you could with Alpine.

Then there's River City... fights occur in various areas, and outside of "closing the ocean borders", there's a not of boundary shrinkage you can do in certain areas, like the upper city areas. I can see "closing off" the exit areas, but there's occasional a lone wolf try "tries" to snipe from a completely different location like the overhead area around whether the Theta/conquest cap point is... so technically it's not entirely perfect nor optimal.

The issue really becomes that the maps must be designed with them in mind, and your proposal would require a lot more work to properly adjust to the "boundary shrinkage". I can understand the way for a "boundary" moving target, but given that we have issues with certain map boundaries (cue River City's upper city edge passage), this would require a lot more thought and work to get it working.

Frankly, it would never get done soon if implemented.

#6 Marj

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Posted 03 April 2013 - 07:16 PM

I'd rather keep the maps large and include a surrender mechanic. Remove the match timer but have the match end if one team is powered down for two minutes (surrender), or no shots are fired. Or have a couple of cap points that allow a losing team to retreat. Or if you really want to encourage a fight just have the last one or two mechs on the losing team explode if they don't cause damage in a set time. You already spontaneously explode if you go outside the map boundaries for 10 seconds, not engaging for a few minutes is basically the same thing. I'm sure the devs could think up something viable.

I also think it would encourage people to ton up. It wouldn't be all assaults, but diversity would be affected unless the map reduction was so slow as to make 1 assault v 1 light matches take 15 minutes. You'd either upset pugs by making games take too long or upset 8 mans by not giving them the time they need to manouvre.

If this was implemented just for pugs I think it would work (most matches end up wiith a brawl at the end anyway), but it wouldn't be so good for competitive 8 mans.

#7 wuselfuzz

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Posted 04 April 2013 - 03:32 AM



#8 Strum Wealh

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Posted 04 April 2013 - 05:02 AM

There is a far more straightforward and elegant solution :D:

"Incredibly, Piranha is also exploring integrating melee combat into MWO. It may, however, appear in an isolated context: a standalone planet called Solaris, famous in BattleTech canon as a venue for gladiatorial 'Mech combat.

"We're super keen on Solaris as a future expansion to the game, where we introduce a whole set of new maps, new content, and different styles of BattleMechs, but also new control features and ways the player interacts with the enemy. That's where we would look to introduce advanced melee, beyond just running into each other and maybe the occasional swat," Ekman says."
(PC Gamer, issue # 233, pg. 39 - October 2012)

"Alvor: Map of the universe which can be traveled by players to various missions & Solaris?

A: PVE is not currently in the queue, and may never reach the light of day. Solaris is possible, but not for at least 12-18 months. An interstellar map is coming with Community Warfare."
(Ask the Devs 32 - February 2013)

#9 Telthalion

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Posted 04 April 2013 - 07:17 PM

Rather than a shrinking border, I would advocate a single-base capture. King of the Hill style.

The game randomly picks one of several pre-placed locations for the "hill" and both teams try to take it. It achieves the same goal of drawing people together into a battle, and making people use out-of-the-way areas of the maps, but is much simpler to implement and to figure out the first time someone drops into it.

It still prevents a lone light survivor from just running around indefinitely, because the other team would just sit on the base and win. And you won't have any ninja losses when the one Spider runs around and caps behind you after you've killed all 7 of his friends on Alpine.

#10 ManDaisy

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Posted 04 April 2013 - 07:55 PM

I like this idea. The solution would be to increase the out- of bounds death timer to a higher number so people can skirt in an out but not stay.

#11 Homeless Bill

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Posted 04 April 2013 - 11:59 PM

View PostDeathlike, on 03 April 2013 - 12:09 PM, said:

It's not exactly possible with some maps. Consider Frozen City as my example.

An approximate portion of the map would not be able to fit the criteria, like caves passage would not really be able to "move the borders" like you could with Alpine.

Then there's River City...

The issue really becomes that the maps must be designed with them in mind...

Frankly, it would never get done soon if implemented.

You're making this seem way more complicated than it is. I'm suggesting they should plop a big circle around some place on the map after three or four minutes and slowly shrink it. On River City, both bases, Theta, upper city, and the courtyard in lower city are great places to fight. On Frozen City, you could put the middle just about anywhere - even right in the middle of the tunnel. It's only after a large amount of time (and 'mechs destroyed) that the border is constricting.

The boundary really shouldn't affect play very much in most matches other than concentrating the fight in different spots of the map (which is good because a lot of spots don't see a ton of action). How many ten- or twelve-minute matches are you really in (competitive aside)?

This would take minimal effort to implement. Make another queue, add another button, program a couple of circles and timers, make a list of decent locations, test it, and patch it in. It sounds like a 40 hours of work and probably a week of the testers' time. I know nothing is ever quite that simple in game development, but it's also not that back-breaking undertaking you make it out to be.

View PostMarj, on 03 April 2013 - 07:16 PM, said:

have the last one or two mechs on the losing team explode if they don't cause damage in a set time. You already spontaneously explode if you go outside the map boundaries for 10 seconds, not engaging for a few minutes is basically the same thing. I'm sure the devs could think up something viable.

If this was implemented just for pugs I think it would work (most matches end up wiith a brawl at the end anyway), but it wouldn't be so good for competitive 8 mans.

I'd be okay with that, but I like the idea of concentrating the fight in different places of the map - especially ones that don't get much action. Think about the aljdf;laskjf;dlskASDKJFALS.

I agree that for 8-mans, this would be a cheesy mode unless they implement some tonnage restrictions. I'd love to sync-drop this mode with other teams with a matching setup, but doing randoms would be awful as-is. Yet another reason I say this doesn't need to happen now, but I would like to see this or some other form of viable team deathmatch in the future.

View PostStrum Wealh, on 04 April 2013 - 05:02 AM, said:

There is a far more straightforward and elegant solution :P:

Solaris...Solaris...Solaris

How does this solve the problem in a way that doesn't completely constrict tactics and take over a year to maybe implement? Don't get me wrong. I'm all for Solaris, but it's a long way off, it may not happen, it doesn't happen on any of the current maps, and the arena will either be too constricting for tactics and the long-range game (not necessarily bad, but I'd prefer a deathmatch that isn't just a guaranteed brawl) or be large enough to have the exact same problem of lights running away.

View PostTelthalion, on 04 April 2013 - 07:17 PM, said:

Rather than a shrinking border, I would advocate a single-base capture. King of the Hill style.

Assault should be this. You'd probably have to change spawn-points based on where they put the base, and you'd have to lock the capture for a couple minutes to make sure a light mega-rush doesn't happen, but I think it'd be fun.

Is there a thread suggesting this idea? If not, you should totally make one.

View PostManDaisy, on 04 April 2013 - 07:55 PM, said:

I like this idea. The solution would be to increase the out- of bounds death timer to a higher number so people can skirt in an out but not stay.

Good idea. Added to OP.

#12 Klaa

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Posted 05 April 2013 - 12:24 AM

Whats wrong with simply creating a "deathmatch" mode for existing maps?

Keep it simple and workable across all maps: destroy all enemy mechs within a given time period. If time runs out before an opposing side is wiped out, victor is determined by the number of mechs + dmg dealt.

Personally theres nothing wrong with having deathmatch modes on the current map sizes. However, I would love to see a Solaris added to MWO.

I don't recal of the canon had Solaris with expansive areas for LRM fighting or if it was all melee-ranged arena bouts.

#13 XtremWarrior

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Posted 05 April 2013 - 12:58 AM

If a DeathMatch game-mode is added, please make it non-selective with the "ANY" fonction when choosing mode:
because if there is even one mode that make my Light-Mech totally useless because it's speed won't have any point, i really don't want to have a chance to end up on it...

#14 Strum Wealh

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Posted 05 April 2013 - 03:33 AM

View PostHomeless Bill, on 04 April 2013 - 11:59 PM, said:

How does this solve the problem in a way that doesn't completely constrict tactics and take over a year to maybe implement? Don't get me wrong. I'm all for Solaris, but it's a long way off, it may not happen, it doesn't happen on any of the current maps, and the arena will either be too constricting for tactics and the long-range game (not necessarily bad, but I'd prefer a deathmatch that isn't just a guaranteed brawl) or be large enough to have the exact same problem of lights running away.

Given that the Devs have made mention of it more than once (including putting plans to do it in print), it seems highly likely that Solaris would be implemented in some form - even if it's just the Steiner Coliseum (a la MW4).

Additionally, FFADM & TDM game modes (which are far more well-suited to the gladiatorial arenas of Solaris than to the "actual battlefields" meant to be simulated by CW, and vice versa) don't necessarily need to happen on any of the current maps - there can (and should be) a set of maps specifically designed for the Solaris implementation.

Quote

Arenas
There are Class One through Class Five arenas scattered throughout Solaris VII, but the five Open Class (or Class Six) arenas, where the most important duels on Solaris are fought, are in Solaris City.

Boreal Reach
The Davion arena uses holographic technology, coupled with advanced environmental controls, to produce virtually any setting a person can conceive of. It takes its name from one of the more popular such settings, a polar glacier. The arctic environment provides challenging footing, while enabling MechWarriors the push their 'Mechs to the limit, thanks to the extreme cold.

The Factory
The Marik battlefield began its life as a shuttle manufacturing plant large enough to accommodate IndustrialMechs. The decrepit facility features multiple levels with elevators and ramps to move between them.

Ishiyama
The Kurita area is actually a series of tunnels dug into a man-made mountain. Stone Mountain provides a hide-and-seek style engagement. There is also electromagnetic interference from the materials that the mountain is made of, making any fight here unpredictable. The "mountain" was built in 3007 in Kobe District.

The Jungle
This parcel of land was originally planned as a Buddhist monastery, but the Liao government decided to designate it as their official "arena." The battle area in this open tract is demarcated by a series of beacons. Extra beacons located inside the battlefield can be activated to shrink the area of the field down to a quarter of its full size.

Steiner Coliseum
The arena in Silesia was designed with a Roman-esque facade. The battlefield of the arena is largely featureless, utilizing walls that can be raised or lowered to provide variety.

Of note is that the Capellan arena ("The Jungle") already includes a shrinking boundary as part of its canonical design (it essentially is "Fight City", albeit in a jungle and less slapdash), the Lyran arena ("Steiner Coliseum") would/should incorporate the described walls that rise from and retract into the floor to provide (or remove) cover, the Leaguer arena ("The Factory") should have multiple levels with all manner of industrial equipment strewn about, and so on.

Assuming that the Devs are ambitious enough to try for all of that (and why not?), it's simply going to take time - especially with more pressing & important issues (like implementing CW and keeping up the steady release of new 'Mechs) requiring prioritization and (presumably) plans and resources already earmarked for it.

What does slapdashing a "Fight City" over a current map offer that taking the time to build a functional, streamlined, and well-designed Solaris wouldn't ultimately do better? :D

Edited by Strum Wealh, 05 April 2013 - 03:49 AM.


#15 Deathlike

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Posted 05 April 2013 - 06:45 AM

View PostHomeless Bill, on 04 April 2013 - 11:59 PM, said:

This would take minimal effort to implement. Make another queue, add another button, program a couple of circles and timers, make a list of decent locations, test it, and patch it in. It sounds like a 40 hours of work and probably a week of the testers' time. I know nothing is ever quite that simple in game development, but it's also not that back-breaking undertaking you make it out to be.


Every single time I read this, I cringe.

They have YET to adjust the borders of River City near "Kappa" in Conquest! What makes you think "a constricting circular border" is easy at this point?

I cringe when I read comments that don't properly reflect the rate of changes PGI makes to this game.

#16 Homeless Bill

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Posted 05 April 2013 - 10:45 AM

View PostStrum Wealh, on 05 April 2013 - 03:33 AM, said:

What does slapdashing a "Fight City" over a current map offer that taking the time to build a functional, streamlined, and well-designed Solaris wouldn't ultimately do better? :)

I'm not arguing against Solaris. Again, I'd be a big fan. But it's a long way off, and it's a lot of work. Fight City is a minimal amount of work, it would fix the worst problem with team deathmatch, and I don't see Solaris being kind to the long-range game.

I wouldn't even mind if they replaced it with Solaris later on. But not having team deathmatch of any kind for another year will make me sad.

View PostDeathlike, on 05 April 2013 - 06:45 AM, said:

Every single time I read this, I cringe.

They have YET to adjust the borders of River City near "Kappa" in Conquest! What makes you think "a constricting circular border" is easy at this point?

I cringe when I read comments that don't properly reflect the rate of changes PGI makes to this game.

Just because it's a week's worth of work (or just a few minutes' worth) doesn't mean it gets implemented soon. I don't think most people understand how the games industry works: the publisher gives them a list of **** to complete by date X, and they better have all that crap done or they don't get paid.

It's not that they don't want to fix what they have, and it's not that they can't. It's that the publisher prioritizes new content over stability, so that's their focus.

Whether or not they're slow to act on things, it doesn't change the small amount of work this would require whenever they have time.

#17 Deathlike

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Posted 05 April 2013 - 02:00 PM

View PostHomeless Bill, on 05 April 2013 - 10:45 AM, said:

Just because it's a week's worth of work (or just a few minutes' worth) doesn't mean it gets implemented soon. I don't think most people understand how the games industry works: the publisher gives them a list of **** to complete by date X, and they better have all that crap done or they don't get paid.

It's not that they don't want to fix what they have, and it's not that they can't. It's that the publisher prioritizes new content over stability, so that's their focus.

Whether or not they're slow to act on things, it doesn't change the small amount of work this would require whenever they have time.


The problem you think is that it is NOT a week's of work. It's a month AT MINIMUM. Half of the time would be used to implement it... the other half to test it.

3 points:

1) You have to literally add an audio AND visual graphic to the HUD... that is probably the least difficult, but it must be reflectively ACCURATE to what the server believes are the boundaries. Right now, we have ongoing HUD issues, that may prevent you from realizing you are "out of bounds" with the associated boundaries.

2) You have to write SERVER side code (since the servers dictate how things operate, like weapon cooldown/readiness). This is not the "easy part". This makes point #1 important... because if what you see is not what's happening, there will be problems.

3) Without even factoring the time to actually TEST the feature, there have been boundary related bugs that this game has... like being unable to cap the structure... which may occasionally be the base in Assault.
http://mwomercs.com/...re-in-conquest/
http://mwomercs.com/...rking-properly/

Heck, we have this fail thread:
http://mwomercs.com/...dle-of-the-map/

Consider what has to ACTUALLY be implemented in contrast to the BUGS that are occurring that already use the basic mechanic... your idea just won't work as is until even the basic FUNDAMENTAL operating features are working as intended.

Edited by Deathlike, 05 April 2013 - 02:15 PM.






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