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Community Warfare And Ui 2.0 As Explained By Bryan Ekman (Video)


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#61 csebal

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Posted 27 September 2013 - 07:57 AM

I watched this video twice, but no matter how hard I try, I just cannot get over some things here.

This is nothing. Its an F-. A disgrace to whoever came up with it.

This is about the level of design they should have had from day 1, when they started working on the project. Its nothing but a very broad definition of what CW should be like, with no specifics whatsoever. I'm just not sure how I feel about this.

I like the "core gameplay experience", it is the reason I'm still around, despite all the previous fups they pulled. Then again if it will take them another 12-18 months to get the game to a state where it actually has some goals, I will have a very hard time staying interested and will most probably just slump back into inactivity waiting for the game to be "finished", hoping it would survive so my investment into the game is not wasted.

Edited by csebal, 27 September 2013 - 07:58 AM.


#62 Henree

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Posted 27 September 2013 - 09:42 AM

so you play the same maps as you do now and when you win it flips a planet. when you loose it unflips a planet. whoever flips the most planets....sounds a bit like a giant leaderboard to me.

#63 Kyrie

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Posted 27 September 2013 - 09:43 AM

View PostHenri Schoots, on 27 September 2013 - 09:42 AM, said:

so you play the same maps as you do now and when you win it flips a planet. when you loose it unflips a planet. whoever flips the most planets....sounds a bit like a giant leaderboard to me.


The key is you have to have "all the planets" on the front apparently -- something that seems inordinately difficult.

#64 Duncan Jr Fischer

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Posted 27 September 2013 - 10:11 AM

Actually, we've been told that we can shut our wallets (if they are still open) and relax for a year, as there is no visible reason to play. We are sick of these maps and even leveling mechs is not worth the time spent. But in about a year, when HOPEFULLY the main promised features begin to leak into game, it will be worth paying attention and try providing feedback.

If the lobbies start earlier, it is a relief. But the Conquest phase is somewhere five equator lengths over horizon.
And I'm still not sure about how interesting it is. As of now, the presented vision is pretty casual and I can only hope the devs have somehow more in-depth concept on their table, as the current one is pretty facepalming. But still way better than current nothing.

Another interesting moment. It will take enormous amount of time to get into WD (questions of its logic and WD 'appeal' aside). What is so special in WD? ClanTech.
So, it means that even when the loyalty points gathering phase is implemented in the far far future, the devs will still have lots of time until the day the first mechwarrior gets his hands on ClanTech. So far away in the future. To me it means that from that moment no actual Clans are going to appear in game for another half a year at least, possibly even more. We'll just have a very hardly achievable ClanTech for some time.
Maybe I get it wrong...

#65 Windies

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Posted 27 September 2013 - 11:02 AM

I'm actually thinking that CW will never come about. His presentation further cements in my mind that they have nothing to show for it except "idea's". I'm extremely extremely pessimistic at this point in time because I have no faith that they will be able to implement it. If they had something concrete like actual screenshots of CW in game and functioning even in a very rough early alpha state, I would be more inclined to believe that it is possible.

I just feel like this is more smoke and mirrors to keep money coming in until they eventually HAVE to drop that bomb that CW is impossible to implement in Cry Engine 3 and the consolation prize is basically a giant scoreboard of Steiner 1 Liao 0.

#66 Khobai

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Posted 27 September 2013 - 11:50 AM

I have two major issues:

1) matchmaker will counterproductively prevent planets from flipping, because it balances both teams. Your faction will win just as often as it loses. Seems like the merc corps will be the only way to tip planets to one side or the other, since they arnt subject to matchmaker rules.

2) there seems to be no real benefit to being a loyalist over being in a merc corp.

#67 Sandpit

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Posted 27 September 2013 - 12:00 PM

View PostKhobai, on 27 September 2013 - 11:50 AM, said:

I have two major issues:

1) matchmaker will counterproductively prevent planets from flipping, because it balances both teams. Your faction will win just as often as it loses. Seems like the merc corps will be the only way to tip planets to one side or the other, since they arnt subject to matchmaker rules.

2) there seems to be no real benefit to being a loyalist over being in a merc corp.

IF they work this like MPBT:3025 was then you'll form lances and drop as opposed to just randomly dropping in pugs if you belong to a faction as opposed to lone wolfing it from the sounds of it

#68 Khobai

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Posted 27 September 2013 - 12:02 PM

Quote

IF they work this like MPBT:3025 was then you'll form lances and drop as opposed to just randomly dropping in pugs if you belong to a faction as opposed to lone wolfing it from the sounds of it


It sounded like you drop in pugs until you earn enough loyalty to join a house unit and then you drop with the same players in your house unit. The problem is, unlike merc corps, you have no way of controlling whether or not those players are any good.

#69 Dr B00t

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Posted 27 September 2013 - 12:09 PM

View PostPOWR, on 27 September 2013 - 12:07 AM, said:

Which is one part more than what League of Legends is putting out :)

what's your point? to derail the conversation? please be quiet...the adults are talking

#70 MonkeyCheese

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Posted 27 September 2013 - 12:34 PM

View PostDr B00t, on 27 September 2013 - 12:09 PM, said:

what's your point? to derail the conversation? please be quiet...the adults are talking


Yes the adults are talking about waiting a year for a PowerPoint presentation

#71 Funkadelic Mayhem

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Posted 27 September 2013 - 12:58 PM

I watched this last night. It made me happy to be a part of this game and mad me feel bad for giving PGI such a hard time. This is there baby and the last thing they want to happen is fail. No matter how much the jaded founders want them to fail.

If you can do it faster make your own game or apply for a job at PGI. Otherwise QQing about it does nothing, absolutely nothing. Well one thing, Gets your opinions ignored. And you wonder why PGI does not communicate the way you want them to. Show me any other game out there where their devs answer questions from the community on a bi-weekly bases. Or updates us as as much as they do. You cant. But when its not what you want to hear, they "never communicate".

Edited by Funkadelic Mayhem, 27 September 2013 - 12:59 PM.


#72 Sandpit

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Posted 27 September 2013 - 01:12 PM

View PostKhobai, on 27 September 2013 - 12:02 PM, said:


It sounded like you drop in pugs until you earn enough loyalty to join a house unit and then you drop with the same players in your house unit. The problem is, unlike merc corps, you have no way of controlling whether or not those players are any good.

I think I interpreted it differently. You don't have to be a lone wolf or start as a lone wolf. You have that option though which sounded more or less like it is going to be for the more casual players who doesn't want to join an actual unit and just play for fun. My bigger concern is how they would balance a faction getting flooded with new inexperienced players and then losing half that faction's planets in a short period of time as they get stomped by veteran units or will they be contained in a separate queue where they only play other lone wolfs to help alleviate that problem?
I've seen it happen in every kind of iteration of this game mode. Certain factions (usually Kurita and Davion) are more popular in the novels so semi-casual players tend to flock to those houses which leads to an imbalance in skill when compared to the other factions. So one faction suffers heavy losses early on and is never able to recover. Also if you can simply jump from faction to faction what is to prevent units from sending in "spies" to sabotage games so that their "home" faction wins planets and resources.
None of this has been discussed and concerns me ALMOST as much as the launch date of "soon"

#73 Khobai

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Posted 27 September 2013 - 01:14 PM

Quote

My bigger concern is how they would balance a faction getting flooded with new inexperienced players and then losing half that faction's planets in a short period of time as they get stomped by veteran units or will they be contained in a separate queue where they only play other lone wolfs to help alleviate that problem?


More importantly how is having premade merc units fighting against pug house units going to be fair?

I thought initially the plan was to have merc units fight other merc units on opposite sides of contracts. But apparently merc units will be able to enter the public queue against pug house units? That really concerns me.

Like I said before, theres no real advantage to not being in a merc unit... because merc units have complete control over the skill level of their teammates, on top of being able to communicate better, and being able to anticipate their teammates better because theyve played as a unit in the past.

Edited by Khobai, 27 September 2013 - 01:21 PM.


#74 Sandpit

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Posted 27 September 2013 - 01:24 PM

View PostKhobai, on 27 September 2013 - 01:14 PM, said:


More importantly how is having premade merc units fighting against pug house units going to be fair?

I thought initially the plan was to have merc units fight other merc units on opposite sides of contracts. But apparently merc units will be able to enter the public queue against pug house units? That really concerns me.

Like I said before, theres no real advantage to not being in a merc unit... because merc units have complete control over the skill level of their teammates, on top of being able to communicate better, and being able to anticipate their teammates better because theyve played as a unit in the past.

That's another issue. This could be a potentially game-breaking issue and near impossible to balance in they way they are implementing it

#75 MustrumRidcully

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Posted 27 September 2013 - 01:33 PM

Here is an argument why this might all work out:

PGI is learning from their errors and the issues they encountered while developing the game. They will get better at utilizing their capabilities, achieving their design goals, and estimating the manhours required for the work, and they might also gain new team members and grow their team in size and talent.

I only believe it when I see it, but if you want to preserve your optimism and hope, this is the argument for it.

#76 Sandpit

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Posted 27 September 2013 - 02:26 PM

View PostMustrumRidcully, on 27 September 2013 - 01:33 PM, said:

Here is an argument why this might all work out:

PGI is learning from their errors and the issues they encountered while developing the game. They will get better at utilizing their capabilities, achieving their design goals, and estimating the manhours required for the work, and they might also gain new team members and grow their team in size and talent.

I only believe it when I see it, but if you want to preserve your optimism and hope, this is the argument for it.


Rofl I see what you did there

#77 William T Riker

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Posted 27 September 2013 - 02:39 PM

View PostFunkadelic Mayhem, on 27 September 2013 - 12:58 PM, said:

If you can do it faster make your own game or apply for a job at PGI.


We tried. It was called MW:LL and it was awesome. Guess who put an end to that?

#78 Sandpit

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Posted 27 September 2013 - 02:41 PM

View PostWilliam T Riker, on 27 September 2013 - 02:39 PM, said:


We tried. It was called MW:LL and it was awesome. Guess who put an end to that?


Best counter to a troll I have ever seen lol

#79 Zyllos

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Posted 27 September 2013 - 02:54 PM

View PostZyllos, on 27 September 2013 - 05:46 AM, said:


Ya, the faction standing not decaying doesn't make any sense. I could see a "truely" merc corp only taking the highest paying contracts gain standing to all the Houses but any random mech warrior pilot that is running with one House then just switches to another House would surely be seen as a traitor and lose faction points to their original House.

I think he mentioned that there will be loyalist merc groups so you will only play for one House but still do the merc structure and logistics stuff.

I do agree that all the "nice" gameplay stuff is focued on the merc side. But, he did say that loyalists are the ones who places the contracts out for the mercs to play. And the loyalists are the ones who choose what front they want to fight. The mercs, I think, rarely get to choose who they get to attack but I may be looking into this too much.


Going back and rereading my post and listening to the video a bit more closely, I am going to modify part of my initial statement.

If you closely listen to what he said in the video, he says faction loyalty is not a whole lot different from EQ or some other MMO. BUT, he says there is no penalty so you will never go negative. Technically, if it's like EQ but there is negative, that can still mean faction loyalty can drop from it's present position, it's just it will never go below 0.

#80 Heffay

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Posted 27 September 2013 - 02:55 PM

View PostWilliam T Riker, on 27 September 2013 - 02:39 PM, said:

We tried. It was called MW:LL and it was awesome. Guess who put an end to that?


The 50 people who were still playing it?





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