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Drop Command Podcast


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#41 repete

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Posted 26 June 2013 - 08:05 PM

View PostThe Centurion, on 26 June 2013 - 06:35 PM, said:

I'm hopeful that some sort of tonnage restriction will help.


Every TT group I ever played in (Many with no connections to each other) played with 250 tons per lance. I'm not sure if this was some recommended value from somewhere. But it does give a good spread/balance across the mech classes. How they would implement that in the match making, I have not idea, but I'm sure they've been chewing over if/how they could make tonnage matching work.

#42 Specials4uc3

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Posted 03 July 2013 - 08:38 PM

View Postrepete, on 25 June 2013 - 10:44 PM, said:


Four words...
  • Pro
  • tect
  • your
  • base


I am simply amazed at the level of blow-back regarding NGNG's "current meta" as it were. :lol: A while back I thought it was just me...But it's not :rolleyes:


Four words:
* I
* don't
* want
* to

I don't really understand where the opponents of a deathmatch mode are coming from. I do not want to worry about a base, I want to melt armour. I want you to be able to play the match you want to play and I would like the ability to select a game mode that I want to play, is that wierd? For everyone who gets all uptight about having no respawns and stuff (from a reddit thread that got lengthy) here's an idea. DON'T SELECT DEATHMATCH. Well... nobody can select deathmatch of course because apparently those of us who want it can leave our money on the counter and f*** off.

Read that back and it sounds a lot more angry than I meant it to, your post was fine. I am frustrated with the blank facade of PGI and the confusing lack of iteration on systems and features in what to me isn't a beta at all. In a beta there is a two way flow of content and feedback designed to make the game better in it's release form. This is the skeleton of a game that was released when people started paying, the bones look shiny (the moment to moment combat is great) but who knows where the process as a whole is going to end up.

#43 repete

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Posted 07 July 2013 - 05:24 PM

View PostSpecials4uc3, on 03 July 2013 - 08:38 PM, said:


Four words:
* I
* don't
* want
* to


Then be prepared for the consequences.

View PostSpecials4uc3, on 03 July 2013 - 08:38 PM, said:

I don't really understand where the opponents of a deathmatch mode are coming from.


I'm not an "...opponent of a deathmatch mode...". As a matter of fact, they could add 33% more game modes by creating a mode with no bases. I don't know why they haven't done this, though I expect they have answered this somewhere. The lack of more game modes is one of the most constant criticisms I hear of the game at the moment. And for that, they could double their maps if they had more night maps, or adverse weather maps...

#44 The Centurion

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Posted 13 July 2013 - 08:18 AM

I think once you remove the secondary win conditions and only create a single-elimination Deathmatch scenario, it leads to even more of a boring arms race of who can field the biggest ball of Assault tonnage. Having capture points adds a check against running 8 Assaults at all times. Proponents of Deathmatch play dislike this because it exploits their weakness and goes against their idea of what the game should be.

BUT...

That isn't to say that Deathmatch is wrong for the game in all circumstances. If there were hard tonnage limits or even weight class limits, even on PuG matches, then I could see this adding this game mode in. The problem with that is that most players will selfishly choose whatever mechs will net them the most damage and kills, so "forcing" them to take anything other than an Assault would be met with outrage. I'm not using the word selfish in a derogatory manner either. It's just human nature. The current system rewards kills and damage, which is something Assaults excel at.

The underlying problem to all of this is that rewards for the other areas of "role warfare" are severely lacking. In a Deathmatch scenario, there's no incentive whatsoever in taking a light or medium.

Personally I think the c-bill and xp system should be have scaled multipliers based upon tonnage. So, using Using a completely made up scoring system of 1000 per Kill, 500 per Assist, you'd get something like...

(Kill Credit + Assist Credit + (Damage*10)) / mech tonnage * 1000 = Base C-bills earned

An Atlas with 3 kills and 3 assists and 650 damage would score:
(3000 + 1500 + 6500) / 100 = 110 *1000 = 110,000 c-bills

An Awesome with the same exact end game stats would score:
(3000 + 1500 + 6500) / 80 = 137.5 * 1000 = 137,500 c-bills

Still an Assault mech, but now you have a personal incentive to drop down in tonnage...

Now a superior Jenner pilot with those same stats would score:
(3000 + 1500 + 6500) / 35 = 137.5 * 1000 = 314,285 c-bills!!!

Now THAT is enough incentive for me to hop in my Founder's Jenner! Especially considering that's before any Hero mech or premium bonuses come into play. It's an extreme example of very simplistic system, and I'm no game designer, but you see the point I'm making.

#45 The Centurion

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Posted 14 July 2013 - 07:57 PM

Episode 4 is live! The link is in the original post.

Thanks for listening!

#46 StandingCow

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Posted 16 July 2013 - 06:43 AM

Another good show, keep it up fellas!

#47 The Centurion

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Posted 21 July 2013 - 12:35 PM

Episode 5 is live, and features 5 random players from the community who drop solo in PuG matches. It was great to sit down and talk with them about how they see the game.

#48 StandingCow

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Posted 25 July 2013 - 09:54 PM

Good stuff! Was interesting hearing input from pug players and what they thought about the new user experience.

I really liked the idea (and brought it up in the MWO townhall meeting) of a DOTA2 type system where players could vote on builds, so new players could look at what was voted to the top and build out the mech.

#49 repete

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Posted 11 August 2013 - 03:53 PM

Do we have an RSS feed for DC now/yet? Apologies if this is somewhere on Soundcloud, but I couldn't see a link.

#50 John Clavell

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Posted 15 August 2013 - 06:14 AM

View Postrepete, on 11 August 2013 - 03:53 PM, said:

Do we have an RSS feed for DC now/yet? Apologies if this is somewhere on Soundcloud, but I couldn't see a link.


Jason has been moving house, hence lack of new episodes for a few weeks now, I'm not sure if there is any news on the RSS Feed, hopefully Jason can answer your question when he sees this.

#51 StandingCow

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Posted 27 August 2013 - 06:05 PM

I miss you guys, hoping for an episode before too long. :)

#52 John Clavell

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Posted 30 August 2013 - 04:33 AM

View PostStandingCow, on 27 August 2013 - 06:05 PM, said:

I miss you guys, hoping for an episode before too long. ^_^


Fingers crossed, we should be recording a new episode next week! :) We even have a special guest :D

#53 The Centurion

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Posted 10 September 2013 - 04:49 AM

Episode 6 is up! Sorry for the delay. Buying a house and moving took a lot of time away from the game.

#54 John Clavell

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Posted 03 October 2013 - 05:20 AM

Episode 7 of the Drop Command Podcast is up. Jason talks to members of the winning Team Tiger from the MechWarrior Online Launch Event.https://soundcloud.c...odcast-ep-7-the

Edited by John Clavell, 03 October 2013 - 05:21 AM.


#55 Dirus Nigh

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Posted 03 October 2013 - 07:01 PM

Oh good your still making drop command pod casts! I just popped in this section to see what pod casts are still going. Now to catch up on ep 6 and 7.

Centurions stuff is always enjoyable, thoughtful, and respectful discussions about the game.

#56 Squid von Torgar

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Posted 04 October 2013 - 02:03 AM

Another Great Episode Centy!

Look forward to the next.





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