

Private Matches - Feedback
#61
Posted 02 December 2013 - 05:12 PM
#62
Posted 02 December 2013 - 06:00 PM
#63
Posted 02 December 2013 - 06:41 PM
Chemie, on 02 December 2013 - 06:00 PM, said:
You don't have to pay for a premium booster or monthly rate to participate in full feature private matches.
Stop lying.
#64
Posted 02 December 2013 - 06:54 PM
Bryan Ekman said:
Premium Match
If the match creator has a premium booster (details forthcoming), they will have access to the premium ready screen options.
So, how's Community Warfare coming along?
...
Well I'll be damned, Paul posted a thread too! I should go ask him.
Edited by Solis Obscuri, 02 December 2013 - 07:48 PM.
#65
Posted 02 December 2013 - 06:57 PM

#67
Posted 02 December 2013 - 07:10 PM
#68
Posted 02 December 2013 - 07:11 PM
Anyways, hopefully your implementation is one that does not throw the community overboard, or the specifics will be clarified in such a way that the diction's connotation and denotation will lead to a clear and accurate understanding and interpretation form the community.
MC-ing it? Your prerogative; your consequences and small benefits for presumably funding the servers? Better be super cheap then... one game of 24, for about 15 min... less than 50MC I would hope. Typical funding from MC buyers should already account for this, but okay.
C-Billing it? More acceptable, as somewhat crafts a battle where game money makes the game rules; only the unreasonable would find this unreasonable. Fails to generate any profit for PGI though, and well, I guess if that's a terrible loss than MC-ing is a terrible gain for them.
#69
Posted 02 December 2013 - 07:58 PM
Heffay, on 02 December 2013 - 02:17 PM, said:
[...]
It's hardly whining about nothing. Charging money for private match options is an absolutely horrid business model and will ultimately drive more people away.
No one's arguing that they can run their servers for free. They need to make money, and every reasonable person on these forums recognizes that. The "whining" (as you call it) is just an objection to PGI's chosen business model here. Charging money for hero mechs is one thing, this is another. It honestly feels like a gas station charging for access to the restroom.
Even if it made sense to charge for matchmaking options (it doesn't), it might even be different if they were just a little more intelligent about what options they're limiting. At the very least, map choice and tonnage rules should be included in the non-premium setup. Locking it down as thoroughly as they're planning will just cause players to abandon the whole thing. I would assume that PGI wants to draw players in and not push them away, but maybe that's just crazy talk.
Not a single one of my old group is interested in even talking about MWO anymore. I guarantee that this isn't going to help that, nor is it going to help bring back or retain the players at large. It's not going to do anything but further justify their abandonment of this project.
#70
Posted 02 December 2013 - 08:25 PM
Dihm, on 02 December 2013 - 03:40 PM, said:
lol please, it was done on purpose.
everytime i read a dev post its just like smelling milk thats gone bad. Theres always sOmEtHiNg thats off putting.
#71
Posted 02 December 2013 - 08:33 PM
Basic Private Matches should allow Map Selection in addition to Game Mode Selection. The other things listed involve customizing otherwise-fixed settings (tonnage limits, game time, etc.) which seem likely to require time and effort to enable and thus would justify some measure of compensation for using. Map Selection, however, ought to be a Basic option. We already have it for the Testing Grounds, so it ought to be much less resource-intensive to set up for Private Matches going forward. Plus, not allowing it for Basic Private Matches would seem to defeat a good part of the purpose of the Private Match system in the first place.
#72
Posted 02 December 2013 - 11:29 PM
I had told our group of friends that PGI would never provide private matches till the day they seen proof positive their game was dead. After the horrific preview of UI2 and the dismal showing of people providing feedback (around 140) i guess they decided that it was time. They should of done this a year ago, but i wont harp on that.
I am patching the game right now after 6 months, im already in contact with friends long gone from MWO about this, im sure many, many will be back.
Biggest obstacle for them now is how they go about charging for this, if they are greedy it will backfire, if on the other hand they are generous and say charge a 5 to $10 a month sub fee ( the lower the better) with a reasonable say 3-6-12month sub package they will make money and more importantly repopulate the MW community.
Of the other concerns being brought up atm, personally i think private matches should not bring in XP, or any reward at all its not needed, that should all happen on public servers, we need to keep the public servers populated.
Still, for now this is best news ive heard in over a year.
TY PGI.
#73
Posted 03 December 2013 - 02:27 AM
The ready screen allows the creator to invite or remove players, organize them into lances and teams, assign leadership roles, and customize the match parameters. Moving players around should be easy, ideally by dragging them from a list of unassigned players into team A or team B. Once on a team, players should also be able to self-organize, unless the match creator has locked out player organization control.
You're doing it wrong. In a competitive match it's not welcomed that one team (to which match creator belongs) have total control over both teams' composition. Make it also possible for people to pre-form a 12-man company and join a private match in a "locked" state (by Company Commander accepting the invite), occupying all slots of the team opposite to match creator. In this case match creator should not be able to add/purge people from that team or reshuffle lances or lock these functions for them.
By the way, will there remain the ability of 12-man teams to drop randomly, seeking just another 12-man, as in current state?
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- Game Mode (Skirmish, Assault, or Conquest)
- Map
- Tonnages Rules (Min, Max)
- Even Teams (Yes/No)
- Match Time ([5-25] mins)
- View Mode (1PV, 3PV, or Both)
Quote
If the match creator has a premium booster (details forthcoming), they will have access to the premium ready screen options.
Within the premium user queue, matches are ranked and order based on their aggregate Premium User Score. This is defined as the sum of all players current active premium booster time left.
So, the premium booster for Private Matches is a separate entity from current Premium Time? Greedy Piranha_Inc._Games at its best, again. I think you seriously overvalue your product and are going to suffer for that.
#74
Posted 03 December 2013 - 02:30 AM
For the rest these things should have been implemented long ago. We'll see how you'll do them for real, but this is critical for the development of leagues and for competitive play, so thanks for working it out. Maybe there's some hope then..
#75
Posted 03 December 2013 - 03:01 AM
Private Lobbies are coming sometime after UI 2.0 (no dates)
A player or team leader can start a private match queue.
If the leader has premium time going, he'll have more options to choose from.
You can invite with and play with/against your friends/chosen opponents.
The number of players in a private match who have premium time determines how long the wait is in the queue. More premium players means shorter queues.
Free players can choose only the game type (Assault, Capture, Skirmish)
Premium team leaders can choose the map, day/night, tonnage, point of view restrictions, and an option to make sure the teams are 'even.'
There is nothing said here that will cost money to launch a private queue. Players who have primium time active have additional OPTIONS when creating a queue. If you have 24 guys who want to drop in a match with extra options, then have the guy with the premium time start it. It's not rocket science. If NO ONE has premium time, then you'll have less options, but you'll STILL be able to play with/against your chosen team/opponents.
Now, you can erase 90% of the feedback.
Edited by Peiper, 03 December 2013 - 04:43 AM.
#76
Posted 03 December 2013 - 03:09 AM
Morang, on 03 December 2013 - 02:27 AM, said:
By the way, will there remain the ability of 12-man teams to drop randomly, seeking just another 12-man, as in current state?
First statement. I'm sure you won't have control or influence over the other team other than setting tonnage limits, maps, etc... If the other team is being shafted, they can just leave. If one team is abusing the rules, they can be disqualified by the tournament organizer. Also, remember, these are PRIVATE matches, meaning the players - not PGI - are in control. Unlike dropping with pugs, if you see someone griefing or exploiting the system, you can choose to leave and not play private matches with them anymore.
As to your following question, see: http://mwomercs.com/...public-matches/
You can bring in any number of players on a team in the future, if I understand correctly, meaning: you can choose your mechs and bring your friends/team as you wish.
#77
Posted 03 December 2013 - 03:21 AM
Peiper, on 03 December 2013 - 03:09 AM, said:
You're simply wrong:
Quote
In the currently announced mechanics players do not join any of the teams in the Private Match directly. They join a pool of unassigned players, and match creator later assigns them at his will. And he has full control over both teams.
Quote
Too much "ifs". Some changes can be ninja'd by creator in last moment pre-launch. Private match doesn't always mean tournament with governing authority. And the time spent on arranging a match is a resourse itself, so it's better to have safeties in place.
Quote
I offered to let both teams exercise even control, not to have PGI watching them.
#78
Posted 03 December 2013 - 03:24 AM
Peiper, on 03 December 2013 - 03:09 AM, said:
As to your following question, see: http://mwomercs.com/...public-matches/
You can bring in any number of players on a team in the future, if I understand correctly, meaning: you can choose your mechs and bring your friends/team as you wish.
Nothing is said about premade group size limits in Public Matches announcement. Even worse, from current data it looks like Public Matches are going to revert to 8 players per team.
#79
Posted 03 December 2013 - 03:53 AM
Morang, on 03 December 2013 - 03:21 AM, said:
You accuse me of using too many ifs, and you're right, that there are a lot of loopholes in their description as usual. I THINK, ideally, that we can assume certain things about this description. For example 'Even Teams' option would suggest that private matches could be between one star and one company (a fair match up between the Clans and Inner Sphere forces). Once a team leader is selected for the opposing team, we can PRESUME that the other player will be able to manage and order their team appropriately. Key words here are presume and ideally, and your arguments with me PRESUME as much as mine do, I suppose.
We'll see. 2017 is just around the corner, and with it, Private Lobbies!
#80
Posted 03 December 2013 - 04:22 AM
Peiper, on 03 December 2013 - 03:01 AM, said:
Now, you can erase 90% of the feedback.
You forgot the part about the queues being faster if more people in your group have the premium booster activated. IE If a private match leader is the only one that has the booster expect to wait longer to play than a group that has five or six people with the premium booster activated.
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