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Capping Is Runing The Game


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#81 VoidByte

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Posted 28 July 2013 - 06:38 PM

View Posthammerreborn, on 28 July 2013 - 05:16 PM, said:

Oh go **** yourself. Assaults have been ruining everyones fun for months. God forbid everyone not run directly into your sights so you can "skill" kill them with your "skillPCs"


Oh.. insulting is your answer? Very impressive.
But i skill you down with a Cicada :rolleyes:

#82 hammerreborn

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Posted 28 July 2013 - 07:22 PM

View PostVoidByte, on 28 July 2013 - 06:38 PM, said:


Oh.. insulting is your answer? Very impressive.
But i skill you down with a Cicada :rolleyes:


[Redacted]

Edited by Niko Snow, 29 July 2013 - 09:39 AM.


#83 Plonky

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Posted 28 July 2013 - 10:08 PM

View Posthammerreborn, on 28 July 2013 - 07:22 PM, said:

Too bad you'll never play me since you lose to caps and cry like a girl on the forums.


Can you see that this anger and frustration is caused by bad game design? It doesn't matter if you think there is too much capping, too much fighting, not enough of a role for lights, or not enough of a role for heavies. It's not working.

#84 hammerreborn

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Posted 29 July 2013 - 04:38 AM

View PostPeenyPoke, on 28 July 2013 - 10:08 PM, said:


Can you see that this anger and frustration is caused by bad game design? It doesn't matter if you think there is too much capping, too much fighting, not enough of a role for lights, or not enough of a role for heavies. It's not working.


What bad game design? Bad game design means something doesn't work properly.

Players being too stupid to defend their base isn't the devs fault, it's the damn players.

And it's working fine. Crybabies will cry because they lost because we didn't play the game their way.

Tell me, do you also cry when the enemy team in counter strike rescues the hostages while you sit in a corner with an AWP? When your team is camping A and they plant the bomb in B? Cause it's exactly the same damn thing, except in this game the light has to remain in a single not very defensible position for nearly 2 minutes rather than the 45 seconds and the ability to hide in CS

If you can't stop me in two minutes as I stand completely still in a box, you deserve to lose because you are awful.

Christ, lights use the only downside to bringing an assault against them and all they do is throw temper tantrums and cry that they should be nerfed. What's next, making the game auto walk us to the center and stand still so you can shoot us? Would that stop the constant tears? How about the game just being a tiny circle of mechs that can't move? Is that what you want?

Cause god forbid you have to think before doing something in a 85 ton ppc boat that can fire halfway across the map.


But hey, at least 8 mans have intell......hahahahaha who am I kidding I out capped a try hard team of clanner wannabes running 8 highlanders, who did nothing but "lol no honor" *****ing for the 2 mins from the point I touched their base until a minute after it was over.

Hey morons, stop typing start walking

Edited by hammerreborn, 29 July 2013 - 06:59 AM.


#85 SumoRex

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Posted 29 July 2013 - 07:43 AM

Capping is a valid part of the game. It can be used strategically to split your opponents.

View Posthammerreborn, on 29 July 2013 - 04:38 AM, said:


What bad game design? Bad game design means something doesn't work properly.

Players being too stupid to defend their base isn't the devs fault, it's the damn players.

And it's working fine. Crybabies will cry because they lost because we didn't play the game their way.

Christ, a light uses the only downside to bringing an assault against them, and all they do is throw temper tantrums and cry that they should be nerfed.

Cause god forbid you have to think before doing something in a 85 ton ppc boat that can fire halfway across the map.

Hey morons, stop typing start walking



Hah hah!

Love this post!

I love the names dreamt up by Heavy MW's to describe things which ruin their game - "Lag-Shield", "Cap-Warriors", "Light-Mechs" :)

Edited by SumoRex, 29 July 2013 - 07:53 AM.


#86 Plonky

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Posted 29 July 2013 - 04:28 PM

View Posthammerreborn, on 29 July 2013 - 04:38 AM, said:


What bad game design? Bad game design means something doesn't work properly.

Players being too stupid to defend their base isn't the devs fault, it's the damn players.

And it's working fine. Crybabies will cry because they lost because we didn't play the game their way.

Tell me, do you also cry when the enemy team in counter strike rescues the hostages while you sit in a corner with an AWP? When your team is camping A and they plant the bomb in B? Cause it's exactly the same damn thing, except in this game the light has to remain in a single not very defensible position for nearly 2 minutes rather than the 45 seconds and the ability to hide in CS

If you can't stop me in two minutes as I stand completely still in a box, you deserve to lose because you are awful.

Christ, lights use the only downside to bringing an assault against them and all they do is throw temper tantrums and cry that they should be nerfed. What's next, making the game auto walk us to the center and stand still so you can shoot us? Would that stop the constant tears? How about the game just being a tiny circle of mechs that can't move? Is that what you want?

Cause god forbid you have to think before doing something in a 85 ton ppc boat that can fire halfway across the map.


But hey, at least 8 mans have intell......hahahahaha who am I kidding I out capped a try hard team of clanner wannabes running 8 highlanders, who did nothing but "lol no honor" *****ing for the 2 mins from the point I touched their base until a minute after it was over.

Hey morons, stop typing start walking


Ok, let me explain.

Games are made for the user to experience fun , so I would define a facet of a game that is not fun as "not working properly".

Calling people stupid for not doing an activity that isn't fun seems a bit asinine. Fun is the most important factor in influencing player behavior, but winning is not the most important factor in determining fun. One of the reasons people don't defend the base is that it is not fun. (Another reason is that it's not the best tactic).

Crybabies might cry when they lose, but personally I don't cry at all. I do get frustrated however, when I lose (or win) without any combat occurring, or if I lose (or win) before the combat has had a chance to fully play out, or if I lose after our team was clearly superior in combat, simply because someone on the enemy team stood in some arbitrary locations faster and more often than we did. I also get annoyed when I'm forced to run around capping to win. A victorious match where all I did was cap points is not a fun match. If I won every game on caps, I would not be happy, because capping is not fun.

For me, the appeal of MWO is mech combat, not in "winning" matches that have arbitrary game rules that don't necessitate getting involved in combat at all. Let's face it, if all you do is cap, you could do that in a car.

Counterstrike is an example of good game design. The objectives on each map are clearly defined (e.g. rescue or defend the hostages), and each team is encouraged to work together to achieve their goals. In counterstrike, if you're in an unwinnable position, it is because of either bad choices, or you were outplayed. Furthermore, players will get into combat as a result of trying to achieve the other objectives.

In MWO, you don't know before you start a match what your team composition will be, or what the enemy team composition will be. You don't know if you need to defend your base or not - many games have no-one attempting to capture it. The mech you chose may disqualify you from achieving the map objectives (e.g. you can't expect to win conquest on alpine by capping in an atlas). And the members of the same team are only loosely encourage to play together, because the mechs are of vastly different speeds and combat effectiveness.

Playing an assault does not make you a bad player, just as playing a light does not make you a good player. You should not be penalized based on the mech you decide to play (or else why have all the mechs in the game?). Saying that not being able to stop a cap makes you awful is, at best, as valid as saying "if you can't win in combat, you are awful". You are ignoring the different capabilities of the different mechs. Assaults are not designed for capping.

Some of your arguments are straw man arguments. Here are a couple of things that nobody is arguing for:
* making the game auto walk us to the center and stand still so you can shoot us
* the game just being a tiny circle of mechs that can't move
* premades of 8 assaults playing against pugs

What I am arguing is that the current game modes aren't consistently fun for anybody. The reasons I have already explained in other posts. Look up my posts if you're interested.

View PostSumoRex, on 29 July 2013 - 07:43 AM, said:

Capping is a valid part of the game.


Capping is a valid way to "win".

#87 Catalina Steiner

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Posted 30 July 2013 - 01:43 AM

I would like to see you thinking about a better defense instead of blind push without any communication (that's my experience).

It's right that the game should be fun (and so the maps and modes) but not the modes are wrong or bad but the tactics and the missing communication in the team. That's the bigger problem. And most of the improvement suggestions should not make the game better but the way ONE player can play it. For example: someone bought an assault mech and he wants to have all the game "assault-friendly". But that's not the way others have fun.

Edited by Catalina Steiner, 30 July 2013 - 01:44 AM.


#88 Plonky

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Posted 30 July 2013 - 02:54 AM

View PostCatalina Steiner, on 30 July 2013 - 01:43 AM, said:

For example: someone bought an assault mech and he wants to have all the game "assault-friendly". But that's not the way others have fun.


I think that players who want to play assaults should be able to without either their, or anyone else's fun being diminished.

#89 CDLord HHGD

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Posted 30 July 2013 - 07:17 AM

View PostDurkan, on 28 July 2013 - 02:15 AM, said:

Listen,

Its very clear what the rules are.

Victory by killing all the enemy or capturing the base.

I don't set out to win a match by capping but if your entire team is slow-arsed assaults and you've all wandered off and left the back door open. I will try and win by cap.

I do this for a number of reasons.

1. I'm trying to make you panic, split your force, turn around and generally ruffle your feathers. Timed right with an aggressive assault this is really effective tactic.

2. It's not an enormous amount of fun or very profitable to win this way but I'm willing to sacrifice one match. If I don't you and your buddies are going to continue to (further) turn this game into an all assault conga-line. Where the only tactic is to bring the biggest heaviest mech, trudge to the middle of the map, shove ppcs up each others noses and pull the trigger. And you accuse me of spoiling the fun?

Stop the bitchy-arsed whining and play the rules.
If you don't like being capped out all the time - try a new tactic.
If you don't like the rules - go bug pgi for a pure death match mode where you and your ppc lrm assault whoring buddies can have whatever fun you think you can find.

QFT!

#90 Gulinborsti

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Posted 30 July 2013 - 07:29 AM

Well, I mostly play Assault and rarely Conquest when we put up a nice team of fast Mechs and are bored with Assault.

But I think something like this was already suggested:

Conquest: leave it, it's fine
Assault: remove bases, only win condition is "Destroy all enemey Mechs"
Capture the base: same as current Assault
King of the Hill: 1 base, two teams try to capture

I am not sure how this modes blend into thhe future CW scenarios but adding more game modes might solve the problem some people seem to have with current modes.

#91 CDLord HHGD

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Posted 30 July 2013 - 10:51 AM

View PostGulinborsti, on 30 July 2013 - 07:29 AM, said:

Assault: remove bases, only win condition is "Destroy all enemey Mechs"

I swear to God if they do this, I will build out the ultimate EW Raven and when I am the last mech standing, I will run and hide and force you to sit until the timer has expired......

#92 Tatula

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Posted 30 July 2013 - 11:21 AM

View Postcdlord, on 30 July 2013 - 10:51 AM, said:

I swear to God if they do this, I will build out the ultimate EW Raven and when I am the last mech standing, I will run and hide and force you to sit until the timer has expired......


I don't understand this mentality. It's just another game mode. You don't like it. Fine! Then just don't select it. Why go to the trouble to screwing it up for the people who wants to play it? Note that Gulinborsti suggested a total of 4 game modes.

#93 CDLord HHGD

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Posted 30 July 2013 - 11:33 AM

View PostAloha, on 30 July 2013 - 11:21 AM, said:


I don't understand this mentality. It's just another game mode. You don't like it. Fine! Then just don't select it. Why go to the trouble to screwing it up for the people who wants to play it? Note that Gulinborsti suggested a total of 4 game modes.

Because its them screwing up Assault mode as it is now which is the way I like it..... They need to quit their QQ, and adapt to the mode. Consequences of playing Assault warrior online....

#94 -Natural Selection-

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Posted 30 July 2013 - 11:41 AM

Is why now I solely play conquest. It tends to split most up so you can at least get have decent fights.

Every now and then I will drop some weapons, max armor,stuff a big block engine, max jj's and cap xcel into the jenner. Join assult and just cap blitz. Both teams beg to stop the cap and I just respond with, "I was told on forums that assult dosent work unless you cap". I see no point in assult other than doing everything I can to run down that cap at all cost.

#95 Tatula

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Posted 30 July 2013 - 12:09 PM

View Postcdlord, on 30 July 2013 - 11:33 AM, said:

Because its them screwing up Assault mode as it is now which is the way I like it..... They need to quit their QQ, and adapt to the mode. Consequences of playing Assault warrior online....


Note that his "Capture the Base" mode is the current "Assault" mode, so he didn't "screw up" the mode you like. He just renamed it, which sort of make sense because in "Assault" mode, you assault.

#96 Mortor

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Posted 30 July 2013 - 12:53 PM

I've gamed 30ish years, played, mastered, created. I respectfully suggest adding another mode being a "Fire Fight" last team standing mode. That will cover a lot of complaints, and as a programmer, also suggest it's not too difficult to implement.

I also suggest implementing some balance on the rewards so players get some satisfaction for their play style. Eg., Players crap about big maps and tend to be in slower mechs. I like the large maps for my speedy lights as well as my larger long range sniper types. Those are not so fun on the small maps. Some balance is some more points for caps - bit more reward for teamwork.

Throw some balancing in for less rewards for those that drag it out by hiding or not engaging within a certain amount of time. That or speed up the game clock when there hasn't been engagement activity for a certain length of time and keep speeding it up while no engagement (cap or damage given) activity occurs. This helps for those stuck with disconnects as well.

There are a lot of options for balancing and increasing fun time for those who have different definitions of fun time.

#97 Gulinborsti

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Posted 30 July 2013 - 01:20 PM

View Postcdlord, on 30 July 2013 - 10:51 AM, said:

I swear to God if they do this, I will build out the ultimate EW Raven and when I am the last mech standing, I will run and hide and force you to sit until the timer has expired......

Well, I am sure we can find some rule set to avoid draws in case there are only two mechs left and your are hiding somewhere.
I would actually favour the side to win which has more tonnage left. Only if there are eg. 2 cowardly Ravens left, it would result in a draw.
But thanks to revealling your mindset, you made yourself my primary target in every future game I happen to stumple over you :)
No offense meant, I know that there are many people who might consider to act as you described. I think that you simply wanted to point out that a game mode as I described it is flawed and can easily exploited by the occasional wacco.

#98 CDLord HHGD

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Posted 30 July 2013 - 01:56 PM

View PostGulinborsti, on 30 July 2013 - 01:20 PM, said:

Well, I am sure we can find some rule set to avoid draws in case there are only two mechs left and your are hiding somewhere.
I would actually favour the side to win which has more tonnage left. Only if there are eg. 2 cowardly Ravens left, it would result in a draw.
But thanks to revealling your mindset, you made yourself my primary target in every future game I happen to stumple over you :)
No offense meant, I know that there are many people who might consider to act as you described. I think that you simply wanted to point out that a game mode as I described it is flawed and can easily exploited by the occasional wacco.

I look forward to seeing you in my crosshairs.....

#99 James Montana

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Posted 30 July 2013 - 02:05 PM

Lord, they have to add another two plus game modes or my character, if you can even call him that, is going to begin a murderous cyber spree; hunting down cap supporters and killing/erasing them line by line.

#100 MnDragon

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Posted 30 July 2013 - 03:46 PM

View PostPeenyPoke, on 28 July 2013 - 10:08 PM, said:


Can you see that this anger and frustration is caused by bad game design? It doesn't matter if you think there is too much capping, too much fighting, not enough of a role for lights, or not enough of a role for heavies. It's not working.

My thought process is this: if its bad game design 1) why do we sill have plenty of people who play and 2) (and most importantly) Why did the Devs specifically add a module and GXP unlock to ACCELERATE CAPPING????? I would venture to say that capping in both modes is an inherit design of the game.





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