Ready Screen Common Features - Feedback
#21
Posted 02 December 2013 - 02:41 PM
#22
Posted 02 December 2013 - 04:02 PM
#23
Posted 02 December 2013 - 04:31 PM
Sweet - but why do I have to wait a full 60 seconds on the end-of-match summary before I get back to the lobby to start playing some more? A full minute seems a long time to stare at my match results while possibly being trolled before I can get back to the action. Having the match summary stay around I like - but how about letting us leave early?
Edited by Void Angel, 02 December 2013 - 04:32 PM.
#24
Posted 02 December 2013 - 04:37 PM
#25
Posted 02 December 2013 - 04:44 PM
#26
Posted 02 December 2013 - 04:56 PM
#27
Posted 02 December 2013 - 05:00 PM
If you reduce everyone's bonus because of one troll, you'll create a system with way more rage than the original Ready system.
But, if the bonus is per player, so those who Ready up right away get the full bonus even if there are slackers on the team, that'll work really well.
#28
Posted 02 December 2013 - 07:10 PM
Quote
We should only get one life to give per drop.
Edited by Joseph Mallan, 02 December 2013 - 07:11 PM.
#29
Posted 02 December 2013 - 07:48 PM
#30
Posted 02 December 2013 - 07:53 PM
#31
Posted 03 December 2013 - 12:51 AM
I see situations with some stubborn atlas drivers who refuse to take a lighter mech... what's happening when the timer gets to zero and you're team (or the other) fails to get into the drop limit?
#32
Posted 03 December 2013 - 01:19 AM
It's gibberish. Please explain the meaning of "The Dropship will feature up to 8 slots" and "The player will start with 2 DropShip Slots". Does that mean that there will be four players, or that a single player have 8 readied mechs total but can only "spend" 2 of them in each single match, or that players can upgrade their dropships to bring more mechs (default dropship have 2 slots, and fully elited dropship have 8), or what?
Just tell us please: how many players participate in the match on each side? How many mechs could each player bring? How many mechs can player use in a single match, if respawns are allowed? If he can bring more mechs than he can use in a match, when selection of the mechs for particular match occurs?
Quote
To eliminate possible issues I suggest to allow premade group to select their default status (locked/unlocked) BEFORE they click the Launch button and enter Ready Screen.
Edited by Morang, 03 December 2013 - 02:07 AM.
#33
Posted 03 December 2013 - 02:42 AM
Banditman, on 02 December 2013 - 01:35 PM, said:
This. Time is going to drain a lot. Earnings must be increased by far, yet I'd still like not to have to wait so long before setting up a match.. even now the wait (mostly for the match searching time) is extremely high and annoying, without even accounting the number of fails the matchmaker runs into before finding a match (and I'm talking even while launching solo) this is a serious concern.
Banditman, on 02 December 2013 - 01:35 PM, said:
Nicely pointed out. It should be like now, ready isn't necessary once all the 24 players are into the match, 10' countdown and go doesn't matter if anyone is not ready.
Banditman, on 02 December 2013 - 01:35 PM, said:
End of round "visual" stats should be done, all in one damn screen and not splitted in two like it is now; but having txts can be extremely good for team stats, especially when talking about competitive 12mans that would like to track them, rather than do it all manually compiling excel sheets using screens for reference, that you have to remind to stamp, and then consume a lot of time. It can't be that hard!
Banditman, on 02 December 2013 - 01:35 PM, said:
Another nice question, I second this.
#34
Posted 03 December 2013 - 08:44 AM
Banditman, on 02 December 2013 - 01:35 PM, said:
1. The "Launch Module" will dramatically increase the amount of time required to play a match, further lowering the already weak return rate for these things. Will CBill / XP / etc rewards be increased to compensate for this?
2. Will there be a time limit on the "Ready" screen? There needs to be one to avoid people griefing by doing nothing and not readying up.
3. What is it going to take for PGI to *finally* dump end of round stats / info into a .txt file on the local machine? This needs to be done. It's like a two hour project for a half competent programmer.
4. In this quote "These include their full name, faction association if any, rating, currently selected `Mech, their DropShip contents, ping, and ready state." What is meant by the term "rating"? Are you exposing ELO rating here?
As I understand it, the initial setup will be slower, but unless you decide "Screw that, I am going home", you will return after the match to this screen with the same team and you don't need to organize all that much. Could actually make for a much faster turn-around.
Especially since you can also drop into spots of players that left.
If it works out, you should drop into games about as fast as now, but you will have the advantage of more steady teams so that over time, cooperation has a chance to improve as team members know that they'll see each other again and learn about each other. And if someone leaves and someone else drops in, its faster to get them up speed. This could turn random PUGs into PUGmades.
Or it will all be horribly clunky, take lots of time, and lead to a lot of conflict and anger as people complain about the "constant shuffler" or rage-quit the ready screen because the last match didn't work out as they hoped.
We'll see.
Edited by MustrumRidcully, 03 December 2013 - 08:45 AM.
#35
Posted 03 December 2013 - 09:48 AM
1. Please display damage cause with Artillery/Airstrike separate from other damage in the final scoreboard.
2. Please allow players got back and review the final scoreboard of the most recent 3 to 5 games they participated in. I hate not being able to do that.
3. Please, somewhere in the UI or drop ship, allow players to automatically rebuy consumables. Stop making me waste time on this.
Edited by Pwnocchio, 03 December 2013 - 09:49 AM.
#36
Posted 03 December 2013 - 01:09 PM
1. Please include "Friendly Fire" damage in the end of round screen. Preferably visible only to yourself to avoid some drama. A stat just to know how you are doing so far as this goes.
2. Please make all players READY by default and then teams who wish to do further coordination of their company / lance can click UNREADY.
#37
Posted 03 December 2013 - 01:52 PM
Kraven Kor, on 03 December 2013 - 01:09 PM, said:
1. Please include "Friendly Fire" damage in the end of round screen. Preferably visible only to yourself to avoid some drama. A stat just to know how you are doing so far as this goes.
2. Please make all players READY by default and then teams who wish to do further coordination of their company / lance can click UNREADY.
I like these ideas. Of course people who are griefing the countdown timer will just click unready and make you wait the full countdown anyway. And those who are actually unable to drop right away may end up sitting a bit in the base, but it's not a bad default option.
#38
Posted 03 December 2013 - 02:59 PM
Heffay, on 03 December 2013 - 01:52 PM, said:
I like these ideas. Of course people who are griefing the countdown timer will just click unready and make you wait the full countdown anyway. And those who are actually unable to drop right away may end up sitting a bit in the base, but it's not a bad default option.
Tracking someone abusing the "Unready" button is possible. Tracking someone for abusing the "not push button" mechanic is, while something that PGI could see in player stats, in theory, harder to call "griefing."
If someone is un-readying in PUG matches to be an arse, people can report them, and PGI can say "Hey, look at this ******* right here."
Oh, forgot a request:
3. IN-GAME REPORT PLAYER BUTTON.
#39
Posted 03 December 2013 - 03:59 PM
Do you leave your group? Are you now in perpetual wait mode until the match finishes? As you are not allowed to modify mechs between matches, do you have to wait for the group to invite you again?
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