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Nerf Disco's


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#1 Funky Bacon

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Posted 22 March 2014 - 07:39 AM

If the last enemy is a disco, why do our team lose? There where no active enemies left, game done, the end, home in time for tea and biscuits.

So why did we not get our rewards for winning the game? We did earn it after all. I want my reward and my win score that is rightfully mine. Give it here, please?

#2 LoneMaverick

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Posted 22 March 2014 - 07:56 AM

It's a bug that got re-introduced a couple patches ago I believe. Disconnects used to count as dead players, but now for some reason some games still classify them as 'live'.

Sucks you lost a game due to the DC bro.

#3 Nick Makiaveli

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Posted 22 March 2014 - 10:18 AM

I am assuming it was Conquest and they outcapped you? Then they deserve to win, after all they beat you.

#4 Funky Bacon

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Posted 22 March 2014 - 10:30 AM

View PostNick Makiaveli, on 22 March 2014 - 10:18 AM, said:

I am assuming it was Conquest and they outcapped you? Then they deserve to win, after all they beat you.


Yes, it was Conquest. And no, they should have lost cause they had no active players left on the field.

That's like saying your team should lose cause the enemy team had more points when the last enemy guy is dead.

Edited by Funky Bacon, 22 March 2014 - 10:35 AM.


#5 dario03

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Posted 22 March 2014 - 10:38 AM

Doesn't it only count the disco as a active mech when the mech loads into the game? So that disco would of been on the field and you could have killed it. And if that was the only disco then your team would have had a advantage so letting a disco count seems fine to me.

#6 Aresye

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Posted 22 March 2014 - 11:42 AM

Sometimes people just crash, and that's completely understandable when it happens just after the game starts, but I really hope they fix the issue where people get kicked back to the mechlab or crash as the map loads. I'm so sick of being down 1-2 players because the game refuses to put players into the open slots created when a person doesn't load into the game.

#7 Nick Makiaveli

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Posted 22 March 2014 - 11:48 AM

View PostFunky Bacon, on 22 March 2014 - 10:30 AM, said:


Yes, it was Conquest. And no, they should have lost cause they had no active players left on the field.

That's like saying your team should lose cause the enemy team had more points when the last enemy guy is dead.


That's exactly what I am saying. Reading comprehension FTW!!!

2 victory conditions remember? So if the 11 active players can out cap you...then they don't deserve to win even though you had them out numbered?

You got beat. In one game. Grow up.

#8 Bishop Steiner

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Posted 22 March 2014 - 11:57 AM

View PostNick Makiaveli, on 22 March 2014 - 11:48 AM, said:


That's exactly what I am saying. Reading comprehension FTW!!!

2 victory conditions remember? So if the 11 active players can out cap you...then they don't deserve to win even though you had them out numbered?

You got beat. In one game. Grow up.

the point (I think, but may be waaaaay off, so using an example I ran into, though I just shrugged, laughed and moved on) being made, is the 11 active players did not outcap them, but that a disco was apparently responsible for one of the cap points not changing, or the such? (I have seen someone disco on a cap, and cause the enemy team to win) If it was because the enemy had simply flipped more caps, and his team was not able to get to the disco in time to achieve the "kill all enemy" condition, then yeah, you lose, GG, move on.

#9 Funky Bacon

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Posted 22 March 2014 - 12:19 PM

View PostNick Makiaveli, on 22 March 2014 - 11:48 AM, said:


That's exactly what I am saying. Reading comprehension FTW!!!

2 victory conditions remember? So if the 11 active players can out cap you...then they don't deserve to win even though you had them out numbered?

You got beat. In one game. Grow up.


Get some reading comprehension yourself. What I meant was if your team kill ALL players before max cap points have been reached, then they should still lose cause the enemy had a few more cap points?
And it doesn't matter if the teams are unbalanced or not, when no more active hostile mechs are on the field the game should end.
If the pilot was able to re-connect before the game finished however, then yes, he should get the win cause now there is an active hostile mech remaining.

And this isn't just about "one game", this is about every future and past games where this occurs.

#10 topgun505

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Posted 22 March 2014 - 12:24 PM

Yeah that's frustrating. I just had a game on Tourmaline where I was the last left in a CDA-3M. Still had 5 mechs on opposite team left.

Dragon
Atlas
Stalker
Orion
and unknown who was DC

In an EPIC comeback I took out the first 4 and time ran out before I could find the DC and all the hard work ended in a tie.

Sucks. But what ya gonna do? Would be nice if they fixed that though.

Edited by topgun505, 22 March 2014 - 12:26 PM.


#11 Nick Makiaveli

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Posted 22 March 2014 - 02:31 PM

View PostBishop Steiner, on 22 March 2014 - 11:57 AM, said:

the point (I think, but may be waaaaay off, so using an example I ran into, though I just shrugged, laughed and moved on) being made, is the 11 active players did not outcap them, but that a disco was apparently responsible for one of the cap points not changing, or the such? (I have seen someone disco on a cap, and cause the enemy team to win) If it was because the enemy had simply flipped more caps, and his team was not able to get to the disco in time to achieve the "kill all enemy" condition, then yeah, you lose, GG, move on.


If that was the case, then again, the enemy won. This is supposed to be a mech sim, not just a game. There is a difference, so in this case the pilot experience a malfunction and lost control of his mech. Most mechs are hundreds of years old and patched together with salvaged parts.

View PostFunky Bacon, on 22 March 2014 - 12:19 PM, said:


Get some reading comprehension yourself. What I meant was if your team kill ALL players before max cap points have been reached, then they should still lose cause the enemy had a few more cap points?
And it doesn't matter if the teams are unbalanced or not, when no more active hostile mechs are on the field the game should end.
If the pilot was able to re-connect before the game finished however, then yes, he should get the win cause now there is an active hostile mech remaining.

And this isn't just about "one game", this is about every future and past games where this occurs.


So please tell me how this is different from the last player hiding? At least in this case the mech isn't shut down and won't move.

Also since they plan to let people reconnect, why should they lose the match because of a glitch in their Internet connection? It's part of MWO, so adapt to it.

It can happen, so ya know...plan for it. kind of like smart players know that they may run into a team that is heavy with ECM. or LRMs, etc.

I mean does it really happen so often, and mean so much that it justifies even talking about it?

#12 Mystere

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Posted 22 March 2014 - 02:38 PM

View PostNick Makiaveli, on 22 March 2014 - 02:31 PM, said:

I mean does it really happen so often, and mean so much that it justifies even talking about it?


Well, it happened to the OP. Therefore, it should count!




Crybabies! :)

#13 Funky Bacon

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Posted 22 March 2014 - 03:10 PM

View PostNick Makiaveli, on 22 March 2014 - 02:31 PM, said:

So please tell me how this is different from the last player hiding? At least in this case the mech isn't shut down and won't move.

Also since they plan to let people reconnect, why should they lose the match because of a glitch in their Internet connection? It's part of MWO, so adapt to it.

It can happen, so ya know...plan for it. kind of like smart players know that they may run into a team that is heavy with ECM. or LRMs, etc.

I mean does it really happen so often, and mean so much that it justifies even talking about it?


It is very different, a disco'ed mech is no longer operational, it's out of commission, no longer a contributor to the game. One could say that his mech suffered a major mechanical or electronic malfunction. It sucks, but that's how it is.

A live mech that is hiding is still performing a task and he's actually there doing it. It doesn't matter if he has no guns or ammo left to do anything, he's still running an active mech and keeps the game going.

But to be fair to DC'ed pilot (and to improve immersion). If (and when they finally implement it) that pilot manages to reconnect before the game is ended, he and his team can earn that victory, but if he can't "get his mech running" in time, he loses.

#14 Nick Makiaveli

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Posted 22 March 2014 - 05:07 PM

View PostFunky Bacon, on 22 March 2014 - 03:10 PM, said:


It is very different, a disco'ed mech is no longer operational, it's out of commission, no longer a contributor to the game. One could say that his mech suffered a major mechanical or electronic malfunction. It sucks, but that's how it is.

A live mech that is hiding is still performing a task and he's actually there doing it. It doesn't matter if he has no guns or ammo left to do anything, he's still running an active mech and keeps the game going.

But to be fair to DC'ed pilot (and to improve immersion). If (and when they finally implement it) that pilot manages to reconnect before the game is ended, he and his team can earn that victory, but if he can't "get his mech running" in time, he loses.



What about AFK pilots? Maybe the guy didn't disco. So what then? Same thing happens.

Either way, the mech is on the field, and YOUR team didn't take it out.

There are two victory conditions remember, and part of making this more than just any other shooter is that you can out fight your opponent and still lose (outside of Skirmish but that mode sucks in my opinion).

I see what you are saying, but I just don't think it merits dev effort to to "fix", especially as there is already an in-game method to deal with it. Hunt the guy down and blow him up.

#15 aniviron

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Posted 22 March 2014 - 05:10 PM

I don't even mind so much losing conquest to a disconnected player (has happened to me once) but when I'm in skirmish and we've killed 11 players and it takes 6 extra minutes to find that last disconnected ECM spider, well, my blood pressure goes up.





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