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This Ready Button Is Bad!
#61
Posted 02 October 2013 - 06:27 PM
And of course this is exactly what happens in almost all games.
I can understand the point of it, to encourage teamwork and better organisation in PUG matches, and maybe even to pre-identify bots and AFKers prior to play.
However, given that in all of the PUG games I've played to date nobody has bothered much with changing up lances, or even selecting lance commander or commander, despite having that far-too-long amount of time, I think the ready button is currently a net negative.
To improve it:
Timer should be 1 minute from when the first player joins, not 1 minute from when the last player joins. Either that, or it should be only 20 or 30 seconds from when the last player joins.
The ready button should be more prominent and central on the screen.
A slight kludge: the game should be started if 11 of 12 players on each side has readied up. Maybe 1 game in 100 the last player won't be ready because they are busy sorting out the lances, but for the other 99 games, its just someone not hitting ready. IF you want to take time as commander doing last-second changes, just ask someone else on your team to not ready up until you are done.
#62
Posted 02 October 2013 - 06:42 PM
Bucannen85, on 02 October 2013 - 05:26 PM, said:
They do need to fix the button color and location though. I like what Kuangmk11 did with the look of it, but I didn't even notice it the first time I dropped until I sat there for maybe 20sec, then started to look a round.
Thanks kuangmk11
That is the mechwarrior 4 button, I take no credit.
#63
Posted 02 October 2013 - 09:05 PM
#64
Posted 02 October 2013 - 10:57 PM
For example...
The current system can be modeled as:
Remaining time: T(t) = 60 - t - 60 * R t: Elapsed time R: (1 if everyone is [READY], 0 otherwise)
The game starts when "T(t) <= 0". The obvious problem is that "R" is binary so we always wait 60 seconds unless everyone is [READY]. Hence this thread.
Alternatively, we can do something like:
Remaining time : T(t) = 60 - t - T1 * R1 - T2 * R2 - ... - T12 * R12 t: Elapsed time R1: (1 if first player is [READY], 0 otherwise) R2: (1 if second player is [READY], 0 otherwise) ... R12: (1 if last player is [READY], 0 otherwise) T1: Wait time decrease for first [READY] T2: Wait time decrease for second [READY] ... T12: Wait time decrease for last [READY]
If we use naive weights such that "T1 == T2 == ... == T12" and "T1 + T2 + ... + T12 == 60", then the maximum wait time for a single AFK is 5 seconds (and will usually be less). If half the people are AFK, then the maximum wait time is 30 seconds.
We can also do things like accelerating schedules where the first 6 [READY]'s each decrease by only 3 seconds, but the last [READY]'s decrease wait time by only 5 seconds. And so on.
Edited by jdczk, 02 October 2013 - 10:58 PM.
#65
Posted 03 October 2013 - 01:25 AM
#66
Posted 03 October 2013 - 01:44 AM
Pro's
- Allows you to organize the Lances in organized 12 man company drops
- Gives you time to check out who is on the teams (not that you couldn't before)
- There's always someone who doesn't press the button because they don't know about it, don't care about it, want to troll the rest or they simply hit "Launch" then wander off to take a leak, grab something to drink or otherwise use the time to get something done quickly.
- It doesn't make the game starter faster (see above) and the very few times it does the time saved that one time is wasted already due to the prolonged time it usually takes due to not everyone clicking the Ready button.
- Another observation, though not directly related to the Ready button, is the fact that people get annoyed and/or bored from waiting so they claim the Commander role then start shuffling teams around, effectively breaking up premade lances which are organized on voicecoms and whatnot.
The Ready button is great for 12 man company drops.
The Ready button is a great waste of time and source of a lot of frustration for the solo player as well as 4 man Lance drops.
Recommendation:
- Remove it from solo and 4 man lance drops
- Keep it in the 12 man company drops.
Nuff said~
#67
Posted 03 October 2013 - 01:47 AM
jdczk, on 02 October 2013 - 10:57 PM, said:
For example...
The current system can be modeled as:
Remaining time: T(t) = 60 - t - 60 * R t: Elapsed time R: (1 if everyone is [READY], 0 otherwise)
The game starts when "T(t) <= 0". The obvious problem is that "R" is binary so we always wait 60 seconds unless everyone is [READY]. Hence this thread.
Alternatively, we can do something like:
Remaining time : T(t) = 60 - t - T1 * R1 - T2 * R2 - ... - T12 * R12 t: Elapsed time R1: (1 if first player is [READY], 0 otherwise) R2: (1 if second player is [READY], 0 otherwise) ... R12: (1 if last player is [READY], 0 otherwise) T1: Wait time decrease for first [READY] T2: Wait time decrease for second [READY] ... T12: Wait time decrease for last [READY]
If we use naive weights such that "T1 == T2 == ... == T12" and "T1 + T2 + ... + T12 == 60", then the maximum wait time for a single AFK is 5 seconds (and will usually be less). If half the people are AFK, then the maximum wait time is 30 seconds.
We can also do things like accelerating schedules where the first 6 [READY]'s each decrease by only 3 seconds, but the last [READY]'s decrease wait time by only 5 seconds. And so on.
This would work for the solo and 4 man lance drops, although the button should simply be removed entirely.
For 12 man company drops you don't want the timer to be shortened when people are hitting Ready. You want to use the full 60 seconds for setting up the lances and not 5 seconds or less because everyone in an organized team are good at following instructions (in this case, clicking the Ready button when they are, in fact, ready).
#68
Posted 03 October 2013 - 02:03 AM
MWO isn't about quick, mindless fighting. Go to another FPS if you want that. It's about planning and tactics of armored warfare, and this feature is supporting that. It allows both teams time to organize themselves, which is important in battles with so many people on each team. It also allows the option for Lance and Company command to be reassigned instead of being random as it otherwise would be.
Now, if all you are is a shallow, rock-em-sock-em-robots players, I can see how this would seem pointless to you, as all you would be seeing would be another feature that you'd never use. However, taking the time to plan your force structure, discuss strategy, and look over what kind of force you are working with is important to those of us who do more than just charge at the enemy and hit the fire button as fast as we can.
#69
Posted 03 October 2013 - 02:20 AM
oh wait, i´m talking to MWOMERCS.COM population....nvm...
#70
Posted 03 October 2013 - 02:24 AM
As for "preparation for lobbies" and etc it should have been LEFT for the lobbies.
Jakob Knight, on 03 October 2013 - 02:03 AM, said:
In organised 12 mans, let us sort lances before dropping - we have to wait long enough in que anyway why add additional 60 second trolling time. In most cases that 60 seconds represents more than a 1/6th of the total match time anyway. Wouldn't mind if matches had the potential of running at a higher average time - but they don't.
Edited by Exoth3rmic, 03 October 2013 - 02:25 AM.
#71
Posted 03 October 2013 - 02:26 AM
#72
Posted 03 October 2013 - 05:58 AM
Cmon guys! This is the F2P lobby system! Isn't it grand?!
Real lobbies and chat will be monetized. Hooray for having to pay for basic online game features!!
#73
Posted 03 October 2013 - 06:28 AM
#74
Posted 03 October 2013 - 07:29 AM
I'm constantly unhappy to have extra time murdered from me by people who are new, cannot read, are in the toilet, etc.
#75
Posted 03 October 2013 - 07:58 AM
#76
Posted 03 October 2013 - 08:00 AM
#77
Posted 03 October 2013 - 08:12 AM
1) so ppl can organize lances b4 dropping
2). U know there is map voting coming in the future right?
3) u know that once we have map voting, we will also be able to choose from a "ready list" of 4 mechs or so. In short u will have some choice in mechs once u have a map
Perhaps find out WHY before u start posting?
They are laying foundation for some good stuff.
#78
Posted 03 October 2013 - 09:17 AM
Rhinehardt Ritter, on 03 October 2013 - 08:12 AM, said:
1) so ppl can organize lances b4 dropping
2). U know there is map voting coming in the future right?
3) u know that once we have map voting, we will also be able to choose from a "ready list" of 4 mechs or so. In short u will have some choice in mechs once u have a map
Perhaps find out WHY before u start posting?
They are laying foundation for some good stuff.
I'm thinking all of that is more then 3months away. Won't they have to redo the ready button + any thing new between then and now when U.I.2.0 comes out?
#79
Posted 03 October 2013 - 09:22 AM
"And speaking of trolls, something should be done about the troll who joins a game and immediately grabs 'team commander' and then moves people in and out of squads for a laugh."
I agree with this statement whole heartedly.
Nothing worse then putting a 4 man together only for it to be ripped apart when you get in.
you could at least make a four man premade immune to being moved around. That would allow pugs freedom to team up with out allowing them to seperate a four man premade group.
#80
Posted 03 October 2013 - 09:26 AM
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