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List Of Gameplay Concerns


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#81 Necromantion

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Posted 21 January 2014 - 11:44 AM

View PostTombstoner, on 21 January 2014 - 09:51 AM, said:

The frequency and depth of your responses is for me a little suspect....do you work for PGI, perhaps have a friend who does?


I guess Ill take this as a compliment. I have a few friends who are community admins who talk to people working at PGI all the time, otherwise no I work as a geomatics technician and last night and this morning were slow for me at work so i was on here on my laptop.

Id like to think after playing MW through 2 to present MWO and having played this game for a year and a half now I have a pretty good grip of whats going on and am fairly observant.



View PostLastPaladin, on 21 January 2014 - 10:48 AM, said:

A lot of these problems, especially the frustrating behaviors of teammates, could be easily solved with in-game voice chat. Until the devs get around to implementing that, I don't think any amount of incentives or tutorials will help much.


Yeah that would indeed help i just didnt suggest that as i mentioned before because ingame VOIP is usually a money sink for developers because of how many people are entrenched in TS/Vent/Mumble or Skype anyways.



View PostJoseph Mallan, on 21 January 2014 - 10:55 AM, said:

I don't know Last, Scrubs will be scrubs. VOiP will just give em a voice to be heard by! :rolleyes:



While in some cases this will be true Ive been coaching a few new players from the comstar TS server and they have drastically improved. Depends on the person but yeah some people will never learn. Still some have issues finding the resources they need to move along which is an issue i put out there in my original post.

#82 Joseph Mallan

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Posted 21 January 2014 - 11:48 AM

View PostNecromantion, on 21 January 2014 - 11:44 AM, said:

While in some cases this will be true Ive been coaching a few new players from the comstar TS server and they have drastically improved. Depends on the person but yeah some people will never learn. Still some have issues finding the resources they need to move along which is an issue i put out there in my original post.
So you have taught some players to not be scrubs! Good on you sir! :rolleyes:

As to the resources... That is PGIs burden to carry. They have definitely dropped the ball in the game resources department.

#83 Mystere

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Posted 21 January 2014 - 11:54 AM

View PostNecromantion, on 21 January 2014 - 09:16 AM, said:

Some heavies and most assaults are too slow to move out of an arty from sub 40% throttle even when they see it right as its cast.


Well then, that's the price you have to pay for bringing something big, fat, and slow into battle instead of a puny Locust. :rolleyes:

And if you're one of those (i.e. Not you Necro, but players in general) responsible for turning this game into AssaultWarriorOnline, then I have absolutely zero sympathy for you. Eat all the hellish fire I will bring down upon you. :ph34r:

(edited for spelling)

Edited by Mystere, 21 January 2014 - 01:49 PM.


#84 PappySmurf

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Posted 21 January 2014 - 11:56 AM

I will make this quick.

#1 The game is a grind.
#2 The game is boring as hhelll after 100 matches.
#3 I cant play the game in private lobby's with friends.
#4 I cant save mech configurations in mechlab.
#5 I cant see the map before launch so I can pick a mech configuration to play and test.
#6 The game has no lobby system with private leagues to keep me entertained like being on a bowling team.
#6 Who needs mech balance when the game succkkss aasss already?
#7 Who is {Dezgra} enough to buy golden mechs an other virtual BS when the game has no real META?
#8 With the maps so small why sell single arties when they could sell nukes?
#9 Why cant I play stock mechs in my own queue with others that want to play stock mechs only?
#10 Why I wont buy a damm Virtual thing until this game resembles MechWarrior .

To the devs =Making new sales items=
Insanity: doing the same thing over and over again and expecting different results.
Albert Einstein
Read more at http://www.brainyquo...sHRAcdpy2owy.99
To the Devs=Telling the community it is coming soon=
Insanity: doing the same thing over and over again and expecting different results.
Albert Einstein
Read more at http://www.brainyquo...sHRAcdpy2owy.99

Edited by PappySmurf, 21 January 2014 - 12:03 PM.


#85 Necromantion

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Posted 21 January 2014 - 12:02 PM

View PostPappySmurf, on 21 January 2014 - 11:56 AM, said:

I will make this quick.

#1 The game is a grind.
#2 The game is boring as hhelll after 100 matches.
#3 I cant play the game in private lobby's with friends.
#4 I cant save mech configurations in mechlab.
#5 I cant see the map before launch so I can pick a mech configuration to play and test.
#6 The game has no lobby system with private leagues to keep me entertained like being on a bowling team.
#6 Who needs mech balance when the game succkkss aasss already?
#7 Who is {Dezgra} enough to buy golden mechs an other virtual BS when the game has no real META?
#8 With the maps so small why sell single arties when they could sell nukes?
#9 Why cant I play stock mechs in my own queue with other sthat want to play stock mechs only?
#10 Why I wont buy a damm Virtual thing until this game resembles MechWarrior .



1) I only feel that way when I have to play a variant with a hardpoint allocation I dont like to master my preferred variants
2) I enjoy it after 4000 because I play with friends
3) I dont know about you but I prefer voice chat to a text lobby but your call.
4) Agreed
5) Agreed - though this adds some flavor at times though when its the flavor of a short-range build on alpine that flavor makes me laugh at myself then want to vomit.
6) I still like it I just feel theres vast room for improvement
7) Agreed but apparently that is coming "soon"
8) LMAO well thats one way to put it, the smaller maps do feel really clustered at times with 12v12 especially since most players cant pilot without constantly running into others
9) Hmm interesting idea, though some mechs are AWWWWWFUL in stock variant state.
10) I feel that way at times... then something shiny appears :rolleyes:

#86 Nehkrosis

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Posted 21 January 2014 - 12:17 PM

riiiight, where to start?

Arty/Airstrikes.
If every member of the enemy teams' dropping em, then why are you getting hit by all of them?
pay some damn attention.

if a light runs up to you, then suddently turns and burns off, have a gander about yerself.
you might noticed you have just been targeted with a Strike.

if anything, those strikes have breathed a new life into light lances.

the ELO problem is something that is currently getting fixed.
ive seen you in a few games, so i can assume your ELO isnt low.
which means, deal with it. Slaughter the noobs. lead the noobs. teach the noobs.
but just understand that their part of our game till they are trundled and bundled off to some other que.


The meta is something that changes almost monthly.
i dont see too many actually skillful players using "meta" builds.
2ppcs and 2 ultras? you may aswell hang a target on your head.
my entire 4 man usually can just use those meta builds as an identifier.
i dont remember who sed it first, or on what thread, but someone pointed out to me once that many players know about meta builds, but not why they are good.
There are many such players. they are easy kills.

poptarts? take cover, flank, communicate.
dead poptart.

Edited by Nehkrosis, 21 January 2014 - 12:18 PM.


#87 Necromantion

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Posted 21 January 2014 - 12:31 PM

View PostNehkrosis, on 21 January 2014 - 12:17 PM, said:

riiiight, where to start?

Arty/Airstrikes.
If every member of the enemy teams' dropping em, then why are you getting hit by all of them?
pay some damn attention.

if a light runs up to you, then suddently turns and burns off, have a gander about yerself.
you might noticed you have just been targeted with a Strike.

if anything, those strikes have breathed a new life into light lances.

the ELO problem is something that is currently getting fixed.
ive seen you in a few games, so i can assume your ELO isnt low.
which means, deal with it. Slaughter the noobs. lead the noobs. teach the noobs.
but just understand that their part of our game till they are trundled and bundled off to some other que.


The meta is something that changes almost monthly.
i dont see too many actually skillful players using "meta" builds.
2ppcs and 2 ultras? you may aswell hang a target on your head.
my entire 4 man usually can just use those meta builds as an identifier.
i dont remember who sed it first, or on what thread, but someone pointed out to me once that many players know about meta builds, but not why they are good.
There are many such players. they are easy kills.

poptarts? take cover, flank, communicate.
dead poptart.


To clarify Im not complaining only because I get hit by arty, I often am in a position where i can see or get away, I also tend to try to never be stationary. In some games as my less mobile assaults I have experienced eating 2-3 arty though here and there and sometimes even see another 5 or more being used.

The whole getting hit by them was also used to explain some examples like where the guy was saying he wasnt getting enough "bang for his buck" buying his airstrikes and arty.

Mhmm im more than familiar with the peek and run thing that lights do now.

I hope so but they have just said its getting fixed, just like dozens of other things rather than "this is the solution were implementing and this is how it works"

Meta is still jumpsniping and pinpoint builds, whether its ppc/erppc/ac2/5/10/20/gauss paired together into some kind of alpha strike its still the same. Agreed flanking is nice, on maps where you can without having to cover 300+ meters of ground to get to them. I stated that in my original post.

#88 Abivard

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Posted 21 January 2014 - 12:44 PM

You are still trying to force your views and way of playing upon others, You want everything that helps your style buffed, but anything that can counter it you want banned.

That is why I say you are biased. You are not talking balance at all, you say I play this way, I don't like when others play that way, so ban that way.

#89 Sephlock

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Posted 21 January 2014 - 12:49 PM

View PostMystere, on 21 January 2014 - 11:42 AM, said:


Ha! Ha! Ha!

You drop an artillery strike on a murder ball. After being pummeled into moving, many then form a line not knowing they just set themselves up for a perfect air strike.

Those rare situations are some of the most hilarious ... especially after the really colorful language that they generate.

:lol: :) :lol:


#90 Necromantion

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Posted 21 January 2014 - 01:02 PM

View PostAbivard, on 21 January 2014 - 12:44 PM, said:

You are still trying to force your views and way of playing upon others, You want everything that helps your style buffed, but anything that can counter it you want banned.

That is why I say you are biased. You are not talking balance at all, you say I play this way, I don't like when others play that way, so ban that way.



You and the Nick guy from yesterday are quite possibly some of the most delusional people that have posted on this thread.

I have not once mentioned my preference for any weapons over others, game modes, mechs or anything. I have only brought forward reocurring issues Ive seen, seen brought up on the forums and spoke with other players about while playing on TS, and then brought forward potential solutions.

Let me impart to you my preferences, that all mechs be balanced and all weapons be useful but not useless or overpowered. Is that bias of me? No its not, its exactly what PGI and any other game development company aims for (or at least they say so) so I made some suggestions to bring things that are outliers from balance which are either useless (flamers) or overused past their intended use which has been stated by the development company (arty air strikes) or things that are working in a manner that gives some kind of illogical advantage (1st jumpjet creating more lift than consecutive jumpjets).

I didnt mention removing anything from game, as a matter of fact I would like to see everything used that has been implemented in order to add more variations to the gameplay hence wanting to dissolve the 1 dimensional meta that has existed for 6-7 months, everything that i brought up as a problem in the aforementioned scenarios i brought forward potential solutions for.

If youre going to post again on this thread bring forward something constructive rather than assumptions and maybe try applying some reading comprehension or at least read the posts thoroughly and make sure you understand them before you post because its clear you dont.

#91 Tombstoner

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Posted 21 January 2014 - 01:04 PM

5 pages i and i'm wondering if you had to re post you list of things wrong with the game would it be the same or have you moved from some positions. if so what? why would be extra.

Edited by Tombstoner, 21 January 2014 - 01:05 PM.


#92 Necromantion

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Posted 21 January 2014 - 01:31 PM

View PostTombstoner, on 21 January 2014 - 01:04 PM, said:

5 pages i and i'm wondering if you had to re post you list of things wrong with the game would it be the same or have you moved from some positions. if so what? why would be extra.



I guess i should have put as a disclaimer that i wasnt going to list things that PGI hasnt implemented yet as a list of community grievances. I mean its pretty obvious everyone including myself is upset that the Clans and CWF arent here and that we still have yet to get UI2.0 among all the other unfulfilled or broken promises.

Things that aren't yet in the game affecting the experience aren't things i would call a problems with the game. I would call those problems with the development.



My stance on what I feel is a problem with the game as it stands has not changed but...

My stance on possible solutions has however, I believe that peoples suggestions for requiring the Command Console or Tag for Arty/airstrikes is a possibility but I also concluded that that would open up another can of worms regarding how that would be handled and due to critical slots and weight it would severely hinder lights speed or weapons load-outs. Granted as I write this and think about it it would result in lights moving a bit slower if they wanted them so maybe that would be an indirect fix to the hit registration for some lights but would drastically affect others whos hit-box, like the Jenner's, are fine.

The whole jump-jet thing only had one suggestion that was decent on top of the contributions from some of the players I constantly play with and our musings the other evening as we were playing and chatting. I would have to go back through the thread and dig it up but i believe i commented on it.

Regarding the meta game there are only a few logical fixes all of which have been tossed about in this thread, we shall see i guess.


In lieu of the problems with the player base i brought up some of the initial responses regarding the implementation of tools for quick communication through key-binds or just the implementation of a more user friendly map and mini-map that doesnt obstruct gameplay.

Edited by Necromantion, 21 January 2014 - 01:32 PM.


#93 Pyrrho

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Posted 21 January 2014 - 01:36 PM

Not that this in any way detracts from Necro's issues with them... but doesn't Artillery drop TEN 40 damage bombs in the splash area?

#94 Necromantion

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Posted 21 January 2014 - 01:41 PM

View PostPyrrho, on 21 January 2014 - 01:36 PM, said:

Not that this in any way detracts from Necro's issues with them... but doesn't Artillery drop TEN 40 damage bombs in the splash area?


You are correct, both improved arty and airstrike drop 10 bombs where normal without the improvements drop 6, if youre talking in regards to the math I did earlier I just assumed each bomb would solely hit one target. That is why I made the comment after that the damage done could be exponential on a group of assaults with hitboxes that could get hit by 1 or more of the shells.

#95 Pyrrho

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Posted 21 January 2014 - 01:55 PM

View PostNecromantion, on 21 January 2014 - 01:41 PM, said:

You are correct, both improved arty and airstrike drop 10 bombs where normal without the improvements drop 6, if youre talking in regards to the math I did earlier I just assumed each bomb would solely hit one target. That is why I made the comment after that the damage done could be exponential on a group of assaults with hitboxes that could get hit by 1 or more of the shells.


Also, as someone who like to use Artillery, sometimes I drop it on a lone target or two simply because I am in a scouting role and that enemy is an LRM boat striking with impunity. When I am going to take on a target like that on my own, I soften them up first. Saying that people drop artillery solely as a damage padding mechanic is disingenuous and slights a good deal of people who use them for not trivial-purposes like winning the game.

#96 Necromantion

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Posted 21 January 2014 - 01:57 PM

New edit for meta builds: Updated in OP.

Suggestion to stop pinpoint spam/boating: Why don't we add recoil for ballistics/ppcs? The larger the round the more recoil the smaller the round the less recoil, this would stop ac2/uac5 spammers from spamming till highheat/weapon jam and wouldnt significantly affect ac10/20. Perhaps a slightly increased recoil on arms whereas less of a base recoil exponent on torso?

This would be similar as to how your velocity in one direction used to affect ppcs in MW3. For example if youre at an angle right and then shoot the movement of your mech affects the velocity and trajectory of the round. (Please note this was a comparison not suggestion to bring this back from MW3)

Granted im sure the recoil thing would be much easier to implement now than the mochs movement velocity and direction affecting trajectory would be.

Edited by Necromantion, 21 January 2014 - 01:57 PM.


#97 Abivard

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Posted 21 January 2014 - 02:10 PM

View PostNecromantion, on 19 January 2014 - 03:46 PM, said:

OK I have to get this off my chest before I turn green and start throwing... mechs down the street?

Despite many posts attempting to indicate otherwise the big issues with this game aren't the fact that clans are soon going to be a year behind schedule in our "1 to 1" world of MWO, or that UI2.0 took half a year extra to come out or bla bla bla. Frankly without other things being fixed these other features are lackluster in regards to what they are being applied to.

Edit: 21/01/14
This is a list of things currently in the game that there are problems with. Not speculative/not implemented features or unfulfilled/broken promises because we know that everyone is upset about those things as much as the next person.

Please keep that in mind this is about THE CURRENT STATE OF THE GAME.

Issues with the game itself:
1) Spammable arty/air stikes
Problem: Even in pug matches now I'm seeing from 5-15 or more of these used per match. This is not "tactical usage to break up clustered teams" this is spamming to pad damage. I cannot tell you how many times I've seen friendlies drop this on one or two mechs.

Solution: Put them on a longer cool-down (much longer) so they are being wasted when used on a single mech and essentially screwing that team over if they need it later when push comes to shove. Also do not add the damage onto a players damage done at the end of the match. Sure you paid cbills for it, but it was to gain tactical advantage that should be return enough if used correctly. Or fine if you want it to award points make it have to hit 5+ mechs to even reward any kind of C-Bill bonus. Oh also if they are used within a few seconds of someone dying perhaps don;t give them any points? Since a lot of players drop them in a last ditch effort to rack up some C-Bills especially if they get pummeled quickly.



2) ELO
Problem:
Id like to consider myself a decent player, I have a positive win/loss ratio on nearly all maps and some up in to the 2.x range, my KDR isn't super substantial since I don't play a lot of pinpoint builds but its still a modest high 1.x with many of my favorite mechs over 2.x to 3.x. I have 56 mechs despite taking a 7 month break a month after the Trebuchet patch due to RL priorities of which 46 or so are fully mastered. On most heavies and assaults I average about 400-800 damage a match (yes I know high damage isn't the most reliable indicator of skill or contribution) and in mediums about 300-700ish a match.

I like to play with my friends but now and then its nice to play a few games solo... yet every time I do I'm for whatever reason stuck with a group of lead paint chip eating ******* (about the nicest way to put it) who seemingly don't grasp the concepts of "take cover behind objects to avoid lrms" or "stick with the team if you're not highly mobile" or "press R to target your enemies to see where they are damaged" or "look at your minimap and HUD to see whats going on around you" I'm sure you get the point by now.

Solution: Have some kind of newbie cutoff in regards to experience where newer players only play those under a certain amount of games or end up pulling people with a lower total exp down to fill matches. From there just use a few indicators of skill such as total experience, kill assists, idk whatever else to put together players with similar skill levels together rather than trying to have each team have X ELO score when combining each players elo scores.


3) SRM/Ballistic hit registration
Problem: Need I say more? This is not just "oh its an arm mounted weapons convergence issue at short range. Horsecrap! Just about 20 minutes ago shot a torso mounted AC20 hoping to finish off a Battlemaster who I had cored out from behind and was beet red under a yellow CT armor and a 50m shot point blank where we were facing each other standing in a street between multiple buildings I shoot, see the explosion as it hits him and to my total astonishment (sarcasm) his avatar's CT is still yellow, no flashing, no nothing. If I must elaborate further earlier today I was watching my friend in his 4x4SRM Jenner in spectator mode shoot a highlander who was just walking along with full red back internals showing and nothing, no hit reg or anything till his second alpha. I mean this game has been out for over a year and a half now and we cant have missles that hit? How about damage from missles somehow damaging the opposite side of your body from where they impacted?

Solution: Yes I understand that there are many factors that play into this like latency difference between you and the other player so hopefully some day soon we can have servers dedicated to players in north america or the americas and then europe and the like so that the ping difference isn't that high? Other than that I'm no game developer but camman it's been ages.

4) Some mechs hitboxes
Problem: I will say good job on most mech's hitbox changes however the changes to the awesome making their side torsos even bigger well, was that really necessary? I don't even pilot Awesomes but it seems from fiddling around with smurfy that its nearly impossible to make decent use of your hardpoints without running an XL on one. Was it really necessary to make the CT of the Cataphract bigger? Now instead of losing your shoulders if you didnt torso twist everything just hits your CT if you do torso twist. The one mech that I really didnt think was going to need an overhaul gets it and screws it up.

Solution: Rethink the Awesome, maybe some kind of different shaped cutout than before denotes the shoulder area and re-balance the CT of the Cataphract

5)The metagame
Problem: Jumpsniping direct damage builds. Lights with PPC's and ER large lasers. Spammed arty/airstrikes from 800+ meters. Why? Because you have to do this to compete. How many dedicated brawling builds do we see anymore? Zero, zip, nada. Why? Because to cross those 800m or even 400m to effectively use SRMs and heavier ballistics you will get torn to pieces. Try it PGI and please tell me you can successfully brawl without being in a 12 man on skirmish and forcing the other team to have to come into an area to brawl to actually do this.

Solution: Make short range weapons more viable, aka. do more damage. Why does every ballistic have its cannon values yet SRM's are nerfed into the ground. Splat cats arent as viable due to ghost heat and even then if someone is stupid enough to let one get close its just as likely they would be stupid enough to hug an AC40 jager. If you bumped back SRM's to their previous damage and more mobile mechs could harass snipers more effectively without them being like "oh i can stand here and take a few hits" you would see a great change in meta.

*Appended edit*
Jumpjets and jumpsniping, how to balance this out better. Currently one jumpjet is sufficient to be a jumpsniper so why dont we change this a bit since adding additional jump jets after your first one only marginally increases lift. SO... a few fixes...
1) Make jumpjets work opposite of what they do now, make the first one only result in a bit of lift and the more you add the more significant the lift. Makes sense right? This would force them to put more critical slots and weight into jump jets forcing them to run smaller engines and less ammo/heatsinks converting them into a true sniper, vulnerable in close combat with limited shots/recycle rate this way you could even bring back gauss without a charge up :lol:
2) Make the recharge time for jumpjets slower the fewer jumpjets they have on, so the more jump jets you run the more often you can jump. Thus resulting in the same thing as above.
Simple solution right?





The next part of the problem... the players...

The players:
1) Leeroys
Problem: Players who think this is CoD and just run off achieving nothing for the team and die within a few moments of the match. Maybe they do some damage, maybe they dont. Then half the time they log out. Some times this is right away at the start, sometimes its as soon as they get impatient and see the first red blip on their HUD.

Solution: Attempt to implement team based bonuses or make the ones in game currently worth more. For whatever reason damage is a higher C-Bill booster than spotting or tag or even kill assists are. Frankly I believe damage yes is important but it doesn't indicate effective damage or any kind of team play even. Kill assists do, tag/narc and spotting assists do, savior bonus's do. This way if you dont contribute more as a team player then you don't reap as many rewards.

2) Whats a map?
Problem: Players who could be disoriented in a hallway with one door on either end and not know what door they entered this room from just a few moments before. You can spam coordinates, there can be 12 red markers on the map indicating that the enemy is crushing one lance on their team and yet they will wander off blissfully unaware that they are heading towards well... nothing?

Solution: This is a tough one, honestly I'm not sure what PGI can do other than maybe implement a tutorial that stresses the importance of battlefield awareness? That taking a sec to pull up your map or inspect other potential targets is a good thing? Ill explain an idea i have just after the next few points for this.

3) What is the "R" key for?
Problem: How many times do you go into spectate mode and see a player who is firing willy-nilly at an Atlas in front of them hitting every single component but not taking the time to see that if they alpha'ed his RT two times the ballistic(s) that are pummeling the {Scrap} out of them would be a non-factor anymore. Heck I see it most games on at least one player when I reach spectator mode.

Solution: Once again some kind of tutorial that stresses this? A bigger bonus for component destroys? Read on...

4) Mutes... I can communicate with my teammates?
Problem: Players who will not convey anything of their status to the team, like "hey there are 4 lights beating the {Scrap} out of me in C4 please halp" Of course in that situation you can't necessarily type but anyways you get the idea.

Solution: Add in more options to convey information to teammates through the HUD, put it in a tutorial, encourage people to press "R" heck throw them 10xp for every new mech targeted in a game (up to the full 12 enemies of course). See the ending of this section for more...


Solutions to a lot of the player problems:
More tutorial or something since PGI refuses to put any single player campaign in which is what new players used to use to familiarize themselves with the games in the past. I have two friends who just started, one who I met and the other who I've known for years and both of them have found the resources available underwhelming or severely lacking compared to other games. So why not expand the tutorials a bit to where new players can see more fundamentals of the game.

Wait! Problem! Players don't want to do a tutorial, they want to just jump in and go. So what about that? Well how about this, make a few tutorials, and then upon completion a new player gets their pick of ONE mech? Maybe a choice between three mediums or something, think of Pokemon? I discussed this with various people on Comstar yesterday and most thought it was a great idea.


In a nutshell:
As PGI/IGP you guys need to bring us some stability to the game platform and the meta, as a player base we need to communicate more and help facilitate the changes we would like to see while being reasonable. Stop the quick fixes and the constant nerfbat use on weapons, look at the other causes as to why a weapon is too strong.

Perhaps to gather info from players who are new or players you don't ever have frequent the forums maybe put in some polls into game on loading screens or waiting screens?

Anyways those are my two cents, please feel free to add to this or give feedback.

Necromantion



1 arty, you claim no one knows how to use it correctly, they are just spamming it to pad damage and you don't like that. Totally speculative and biased opinion based only on your preferences and claimed anecdotal evidence.
Your solution :screw the users of arty/air, make many restrictions and penalties to using them,

2 Elo not ELO btw. When you pug you lose because your team mates are always lead chip eating people? Your right! You are not biased and laying blame at all.
Logically, Elo does not work and can not work in this MWO environment, however, nothing will change the fact of your always losing because of your teammates.

3 You ignore energy weapons completely, instead focusing on your use of SRM's and AC 20 not being all you want them to be.

The rest is all in the same vein.

#98 990Dreams

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Posted 21 January 2014 - 02:19 PM

Arty/Airstrike spam:

Solution: Improve your tactical skills

People using long ranged builds

Solution: Improve your tactical skills

ELO:

Solution: A new pairing up system is needed. i.e:

Noobs against noobs (no pre-mades)
Normal against Normal (minimal pre-mades)
Veterans against Veterans (premades allowed)
Premades vs Premades (only premades, the MM should 'prefer' this to Vet vs Vet)

Other than that the solutions are fairly straight forward and easy to fix, or complicated and harder to fix.

As for player based issues, ELO should help with that. And if it doesn't, just team kill the bad ones (JOKING). In all seriousness, sometimes you have to deal with {Surat}. Just get it over with.

TL;DR: Improve your adaption/tactical skills, and/or wait for the fix.

Edited by DavidHurricane, 21 January 2014 - 02:21 PM.


#99 Necromantion

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Posted 21 January 2014 - 02:25 PM

View PostAbivard, on 21 January 2014 - 02:10 PM, said:



1 arty, you claim no one knows how to use it correctly, they are just spamming it to pad damage and you don't like that. Totally speculative and biased opinion based only on your preferences and claimed anecdotal evidence.
Your solution :screw the users of arty/air, make many restrictions and penalties to using them,

2 Elo not ELO btw. When you pug you lose because your team mates are always lead chip eating people? Your right! You are not biased and laying blame at all.
Logically, Elo does not work and can not work in this MWO environment, however, nothing will change the fact of your always losing because of your teammates.

3 You ignore energy weapons completely, instead focusing on your use of SRM's and AC 20 not being all you want them to be.

The rest is all in the same vein.



Im not say that people dont know how to use it correctly, im saying that they are not using it for PGI's intended purpose if 4-5 are being used in the first 7 minutes of the match in the majority of games. 1-2 times out of that 4 or more is it used when someone is hiding behind an area where they cant be reached or in large groups. Also a context that arises often is people who are near dead dropping them right before they die, what does it achieve?

The pug description was a blanket statment but since you must make me rehash it yes in pugs a good portion of the players I encounter are extremely lost little lemmings. How is noticing that a good portion of players in pugs seem aimlessly lost and incompetent. You see them walk off then get shot from the right and they torso twist to look left, then keyboard turn in that direction till they face the direction they keep getting shot from and by then have taken most of their health in damage. Putting forward an observation is not bias. Also yeah when competent players are getting 2-4 kills and doing more damage than most of the other lances on their own that would probably indicate that if that team loses the players who lets say became the lost duckling away from the team and got chewed up by the enemy team are probably more to blame than the player who contributed said stats?

3) Sorry if i need to elaborate that short range weapons need a buff part under the metagame heading covers pulse lasers then i dont know what to tell you. And yes missle and ballistic hit detection is utterly screwed up when you just for another example can get hit on the back right torso and yet the only damage that registers is front left.

The AC20 was used in light of Arty/airstrikes just to show the math of potential damage/weight/critical slots/rounds/etc. I think AC20 is fine other than its hit detection at times just like all other ballistics, SRMS hit detection is screwed up but yeah they are one weapon along with pulse lasers that need some looking at in regards to damage too perhaps to help counter the current metagame.

#100 Necromantion

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Posted 21 January 2014 - 02:36 PM

View PostDavidHurricane, on 21 January 2014 - 02:19 PM, said:

Arty/Airstrike spam:

Solution: Improve your tactical skills

People using long ranged builds

Solution: Improve your tactical skills

ELO:

Solution: A new pairing up system is needed. i.e:

Noobs against noobs (no pre-mades)
Normal against Normal (minimal pre-mades)
Veterans against Veterans (premades allowed)
Premades vs Premades (only premades, the MM should 'prefer' this to Vet vs Vet)

Other than that the solutions are fairly straight forward and easy to fix, or complicated and harder to fix.

As for player based issues, ELO should help with that. And if it doesn't, just team kill the bad ones (JOKING). In all seriousness, sometimes you have to deal with {Surat}. Just get it over with.

TL;DR: Improve your adaption/tactical skills, and/or wait for the fix.



Read the thread in full and apply basic reading comprehension or dont post.

I already countered all these points especially the typical arty/airstrike comment of "Hur hur move out of it then {Dezgra} durrrr" Thanks I never would have guessed but when youre in an assault moving back and forth at maybe 30% throttle it still takes a few seconds to get going and depending on the context of terrain, other mechs and your leg orientation to the drop you cannot always get out in time in slower builds.

Im getting really tired of explaining this to the typical omniscient forum warriors on here.



As much as i would like the Elo system you mentioned the player base, while much larger than people believe it to be, is still not large enough to facilitate that kind of pairing all the time. Also drop sides and off peak hours would make it even harder and we would wait forever for queues, hence why i talked about an Elo matchmaker with various contexts it can apply.

Anyways take a second to read the whole topic or dont post.





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