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The Cw We Will Get Will Be Pointless

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#21 Zanathan

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Posted 03 August 2014 - 07:59 PM

View PostRhent, on 03 August 2014 - 11:02 AM, said:

There is no way Piranha will have enough players per house to have ANY kind of meaningful planet conquest. In fact, how Piranha stated they'd handle CW would be that combat was absolutely TOTALLy pointless. You would fight historical battles with pre-drawn out conclusions. Who the hell wants to play a game where no matter how well you fight, you LOSE always?


Re the number of players, they could easily have alliances between certain houses / clans (yes it may break lore but would you prefer lore or a working game) to ensure there are enough players for that particular side. If there are still a shortfall of players after alliances they could add incentives for players to join a particular house/clan (e.g. CBill / XP bonuses).

As for the historical battles, I don't believe they stated it's has a fixed conclusion. One of the post stated we could technically rewrite history by pushing the clans out before they even had a foothold in the outer worlds (can't find the post atm).

#22 Khobai

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Posted 03 August 2014 - 08:30 PM

Quote

In fact, how Piranha stated they'd handle CW would be that combat was absolutely TOTALLy pointless. You would fight historical battles with pre-drawn out conclusions. Who the hell wants to play a game where no matter how well you fight, you LOSE always?


Which is not at all what PGI stated about CW.

"When Community Warfare is ready, the Clans will only occupy a small number of planets. This is where players will have the ability to follow a recreation of the Clan Invasion by forcing their way down into FRR territory and harassing House Steiner and House Kurita along the way. However, if the Inner Sphere players are organized, they can even change the course of BattleTech history and try to stop the Clans in their tracks." Source

Now dont misunderstand me. CW will definitely be a pointless endeavor and I think its quite frankly a travesty that the community goaded PGI into working on community warfare rather than more important facets of the game like role warfare and new gamemodes.

But if were going to discuss CW lets at least not spread misinformation about it.

Edited by Khobai, 03 August 2014 - 08:34 PM.


#23 Rizzelbizzeg

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Posted 03 August 2014 - 08:45 PM

Meh. To me, CW will be worthless in any form. I just like shooting robits with my gundam. Slashing down zaku left and right with my beam sickle AHHH YEA

#24 TLBFestus

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Posted 03 August 2014 - 08:51 PM

View PostKhobai, on 03 August 2014 - 08:30 PM, said:


Now dont misunderstand me. CW will definitely be a pointless endeavor and I think its quite frankly a travesty that the community goaded PGI into working on community warfare rather than more important facets of the game like role warfare and new gamemodes.

But if were going to discuss CW lets at least not spread misinformation about it.


That's hilarious!!! You actually think that PGI was GOADED into working on CW!!!

I bought my original Founders pack partially on the "promise" (suggestion? hint? indication?) that CW was "90 days away". Not just once though, it was held out like a carrot for going on 2 YEARS now. I can only surmise that your vision of "goading" is something along the lines of poking a brontosaurus with a toothpick and expecting it to notice.

The only misinformation I see is your assumption that the community has had any effect on the timeline of CW at all.

#25 Appogee

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Posted 03 August 2014 - 08:51 PM

View PostRizzelbizzeg, on 03 August 2014 - 08:45 PM, said:

Meh. To me, CW will be worthless in any form. I just like shooting robits with my gundam. Slashing down zaku left and right with my beam sickle AHHH YEA

Oh look... It's PGI's target customer!

😀

#26 Khobai

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Posted 03 August 2014 - 09:05 PM

Quote

That's hilarious!!! You actually think that PGI was GOADED into working on CW!!!


They were goaded into it.

The community was asked by Russ if they would rather have CW or a more polished game. And the community stupidly voted CW.

#27 Alex Warden

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Posted 03 August 2014 - 09:16 PM

View PostAppogee, on 03 August 2014 - 11:33 AM, said:

Having observed PGI closely for 2 years now, I do think CW will fall well short of the community's expectations, for two reasons:

1. Expectations are very high.
2. PGI consistently take the easiest easiest/laziest option in any design decision.




we have a winner

#28 Graugger

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Posted 03 August 2014 - 09:18 PM

View PostKhobai, on 03 August 2014 - 09:05 PM, said:

They were goaded into it.

The community was asked by Russ if they would rather have CW or a more polished game. And the community stupidly voted CW.


And they won't get that either.... They'll get a cardboard cut out version.

#29 EgoSlayer

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Posted 03 August 2014 - 09:19 PM

View PostKhobai, on 03 August 2014 - 09:05 PM, said:

They were goaded into it.

The community was asked by Russ if they would rather have CW or a more polished game. And the community stupidly voted CW.


Just because you'd rather have trees that break and fall over instead of CW doesn't mean it was 'stupidly voted CW'. Depth and core mechanics for the game system are far more important to many, myself included, over the list of "polish" that was offered up.

News flash: There will *always* be things to polish. So it seems the community would rather have something other than a team death match game that looks polished, and instead want a game with some depth and growth/advancement knowing that the polish can come later. That doesn't make it any more stupid than your suggestion that polish is more important than core mechanics.

#30 Rhent

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Posted 04 August 2014 - 07:53 AM

View PostAim64C, on 03 August 2014 - 12:20 PM, said:

I actually have to stop you for a minute and deliver a blunt message.

While your conclusions are correct, your assumptions about the game couldn't be more misguided.

Mechwarrior is set in the Battletech universe - the 'knights' of the battlefield were Battlemechs. The pawns and the rooks/bishops were infantry and various tracked/wheeled vehicles with aircraft sprinkled in.

Battles between MechWarriors were sights to behold - they were the climax of an evolving war-front. Before the Helm Memory Core - many of the battlemechs were so cherished that they were almost never used for planetary invasions.

This sets the proper context for community warfare and the overall game.

It is not Team Solaris. Team Solaris is a theatrical slug-fest of giant robots.

A real war has objectives beyond "king of the hill" - it involves delivering supplies across potentially hostile terrain. It involves securing landing zones in preparation for an invasion. It involves patrolling for hostiles and intercepting scouts.

In other words - it is a persistent environment with no defined numbers of enemies and a varied set of enemies - from infantry with shoulder-fired rockets or man-portable PPCs to a small convoy of artillery missile launchers that can bust an assault lance/star wide open... but can't do a damned thing about the locust that happened across them.

Now you can actually have 'historic' battles that last for weeks or months on hosted servers. Players join a game in progress, complete missions (some of which may be player driven - offer up a contract for something to be done and players contribute to the reward pool based on how valid they see the objective), manage their repair and rearm costs (which can be justly implemented because not all player-on-player combat comes with a high likelihood that you will completely lose your mech - falling back from a bad situation is a valid strategy when you can repair behind friendly lines for far less cost.... using a time-depreciation on repairs could introduce a natural 'cool down' - say, every five minutes the price to repair/rearm decreases by 8% from the principle amount (so after an hour, repair/rearm costs 4% with a total discount of 96%). Anniversaries can be marked by a week long special server hosting of the historic 'map' - so you aren't completely reliant upon new content for continued interest. Having a few 'generic' 'resource rich' areas in vague areas could also be done without being offensive (so long as the 'epic historic battles' are done well).

Games like Command&Conquer: Renegade had (and I believe, still have) a very active online community for over a decade even though most of the maps in server cycles were the original multiplayer maps that shipped with the game. While server scripts extended the number of players to as many as 128 total (and they would fill) as well as added support for things like stat tracking and 'experience' - the core game was still very enjoyable years later.

Part of the reason for this was the asymmetric design of the game's factions, as well as the simple 'ploys' used to drive players into the field. Scripted, repetitive events that benefited the team (a harvester going to and returning from the resource rewarded a bonus of credits for the whole team) gave early reason to throw one's self into combat even ahead of kill/death ratio. Consequences for a building being destroyed meant there was a reason for players to shift between roles (the 1337 sniper you have can't repair buildings - and you're right near one that is getting hammered). Rewarding players with credits for repairing/healing others (at a somewhat lower rate than the gain of dealing damage) gave a nice reason for players joining in progress to support the players who were already driving the expensive vehicles.

It is a great example of a persistent game that made very effective use of role warfare to create a player-driven environment. While it was not without its flaws - it was a well crafted multiplayer experience.

MWO should have followed that model and expanded upon it. Larger battlefields suitable for the types of weapons and gameplay, a few scripted events to coax people out into the battlefield and trigger the conflicts, and then some bases that convey bonuses/consequences to the players for having or not having them operational.

Even without a 'guild' or 'chat room' system - you could have a very powerful community game where players could feel like they have the time to work out strategies via group chat (it worked in C&C Renegade - and that was just as, if not more fast paced than this game currently is - it was just that the context of the conflict was completely different and individual death was not nearly as consequential to the overall success/failure).

Factions can be more than simple banners, but not a permanent status one chooses.

The idea that you can make community warfare in Team Solaris is just insane. It doesn't work. Which is largely why the game is in the abysmal balancing mess it is in.



There already was a Mechwarrior game that had Houses, Star Maps and the ability to direct your forces to conquer your enemy territory, it was called Multi-Player Battletech back in 1994 and it worked very well. All combat should have a reason. When you get an email asking everyone to log in at 2:30am to do a push into the enemies heartland, it was fun as hell doing it. And it kept people playing.

Pointless battles for grins does nothing. Its the same game but now with grindable CW points, Yippie! I can get a slightly better module that increases weapon damage etc. And yes, that is my prediction on what CW will give us, slightly better modules based on our CW House rank. Eff that.

#31 Rhent

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Posted 04 August 2014 - 07:59 AM

View PostAstroTiki, on 03 August 2014 - 06:16 PM, said:

I'm curious- were you excited when you heard about community warfare? Were you angry when they pushed it back? You need to make up your mind. Just because you assume that there aren't enough people doesn't mean that there magically aren't. And (I might be wrong here) The timeline is mainly in place for the sake of introducing technology. I would love to know where you got the idea that all the battles are decided already.

Also, the reason why they don't give the players the tools to make their own leagues is the same reason why there is no community modding- because it keeps the game securer and harder to hack.


First: You have a feeling!? Really? I have a feeling that they will introduce the Urbanmech for real, but does that mean they will? Second: Whats wrong with access to slightly better gear? Thats part of the whole faction bonus.



If Piranha had any common sense? So you are saying that your singular, biased opinion should override the discussion and play testing of QUALIFIED game designers? If you hate what piranha is doing so much, why are you still around? Probably because despite your issue with the fact that they are attempting to improve upon a game that you obviously still enjoy enough to keep playing, you refuse to be happy until they put their game under your direct supervision?

Also, how would as you put it, Kurita and Davion decide to have a battle and let the players have it out? Would the faction elect a leader every week? The whole point of CW is to be able to say Alright, I want to go fight Kuritans, but I like Marik so I won't fight them. Unless you want Piranha staff members to be the permanent leaders of each faction. But then the people that you clearly believe are incompetent would be in charge. (Hell, even I don't want one singular leader for each faction, no matter who it is.)

On a different note, I think your idea of wins opening up new jump points is excellent, and I wouldn't mind seeing that in game.

View PostAstroTiki, on 03 August 2014 - 06:16 PM, said:

I'm curious- were you excited when you heard about community warfare? Were you angry when they pushed it back? You need to make up your mind. Just because you assume that there aren't enough people doesn't mean that there magically aren't. And (I might be wrong here) The timeline is mainly in place for the sake of introducing technology. I would love to know where you got the idea that all the battles are decided already.

Also, the reason why they don't give the players the tools to make their own leagues is the same reason why there is no community modding- because it keeps the game securer and harder to hack.


First: You have a feeling!? Really? I have a feeling that they will introduce the Urbanmech for real, but does that mean they will? Second: Whats wrong with access to slightly better gear? Thats part of the whole faction bonus.



If Piranha had any common sense? So you are saying that your singular, biased opinion should override the discussion and play testing of QUALIFIED game designers? If you hate what piranha is doing so much, why are you still around? Probably because despite your issue with the fact that they are attempting to improve upon a game that you obviously still enjoy enough to keep playing, you refuse to be happy until they put their game under your direct supervision?

Also, how would as you put it, Kurita and Davion decide to have a battle and let the players have it out? Would the faction elect a leader every week? The whole point of CW is to be able to say Alright, I want to go fight Kuritans, but I like Marik so I won't fight them. Unless you want Piranha staff members to be the permanent leaders of each faction. But then the people that you clearly believe are incompetent would be in charge. (Hell, even I don't want one singular leader for each faction, no matter who it is.)

On a different note, I think your idea of wins opening up new jump points is excellent, and I wouldn't mind seeing that in game.


Piranha has stated that Community Warfare would be based on pre-existing battles with drawn out conclusions following the Battletech timeline. You are a founder you should have read the exact same articles I did coming from Piranha on CW two years ago.

#32 Rhent

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Posted 04 August 2014 - 08:07 AM

View PostCoolant, on 03 August 2014 - 05:44 PM, said:


So glad you are so much in the know, have visited their studios, got a tour by Russ himself, got a look at the code, met every developer and now have them on speed-dial, and have an open invitation to alpha test every build...


I'm stating what Piranha put out 2 years ago on Community Warfare following the existing time line with pre-drawn out battle conclusions. Piranha has put out little since on CW and this is all that the community has to go on.

#33 990Dreams

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Posted 04 August 2014 - 08:10 AM

View PostRhent, on 03 August 2014 - 11:02 AM, said:

Lets be frank, there are 5 Inner Sphere houses, Rasahague and 5 Clans, meaning there are 10 factions for planet conquest, To supposedly help with CW there are 2 non aligned factions Lone Wolf and Merc-Corps.

There is no way Piranha will have enough players per house to have ANY kind of meaningful planet conquest. In fact, how Piranha stated they'd handle CW would be that combat was absolutely TOTALLy pointless. You would fight historical battles with pre-drawn out conclusions. Who the hell wants to play a game where no matter how well you fight, you LOSE always?

If Piranha had common sense, they would create the tools that would allow the player base themselves to create their own leagues where battlefield results are automatically recorded and stored. There would be star maps created that would require a certain percentage of wins to open up the next jump point and so on. Let there be a Kurita vs Davion run where the teams decide when they play and what the objectives are and that is that.

I have a very strong feeling there will be no star map and no objective. Everyone will simply get an imaginary house rank and access to slightly better gear, yippie and pointless as all can be.


I made everything I didn't read bold.

You expect a meaningful use of time in a video game at all? Do you need a 'point' to play a video game?

Edited by DavidHurricane, 04 August 2014 - 08:10 AM.


#34 TexAce

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Posted 04 August 2014 - 08:11 AM

PGI already stated the outcome of the invasion will depend on the battles we fight, in this case they will drift away from the lore because of the same reasons you described. It was in one of the NGNG podcasts I believe.

We can change history!

Edited by TexAss, 04 August 2014 - 08:13 AM.


#35 EgoSlayer

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Posted 04 August 2014 - 08:14 AM

View PostRhent, on 04 August 2014 - 07:59 AM, said:


Piranha has stated that Community Warfare would be based on pre-existing battles with drawn out conclusions following the Battletech timeline. You are a founder you should have read the exact same articles I did coming from Piranha on CW two years ago.


No they didn't, and in fact they have said the exact opposite. They have previously indicated that there would be no pivotal canon battles represented that would constitute a possible change in canon history. The CW battles were going to be limited to periphery worlds that don't have established canon.

This may have been 'their position at the time' or due to licensing restrictions on what history they could alter in game, but it has recently been loosened. Russ in the latest NGNG podcast he was on said he is now more open to a "free for all" environment where player actions could change canon event outcomes instead of just periphery actions.

Edited by EgoSlayer, 04 August 2014 - 08:15 AM.


#36 Tarl Cabot

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Posted 04 August 2014 - 08:18 AM

View PostRhent, on 04 August 2014 - 07:53 AM, said:



There already was a Mechwarrior game that had Houses, Star Maps and the ability to direct your forces to conquer your enemy territory, it was called Multi-Player Battletech back in 1994 and it worked very well. All combat should have a reason. When you get an email asking everyone to log in at 2:30am to do a push into the enemies heartland, it was fun as hell doing it. And it kept people playing.

Pointless battles for grins does nothing. Its the same game but now with grindable CW points, Yippie! I can get a slightly better module that increases weapon damage etc. And yes, that is my prediction on what CW will give us, slightly better modules based on our CW House rank. Eff that.


For those who are wondering, that is EGA 3025 on the GEnie network. Solaris 3025, which would have become SVGA 3025 (from a flyer I still have) came in 1995, moved over to AOL in 1996 then a large segment moved to Gamestorm in 1997 til 2001. At that time it was EA MPBT 3025 for that short period of time.

As for EGA, to be fair it was PC vs NPC battles with the high ranking players selecting targets/moving units/etc. SVGA/Solaris was to be PC vs PC. With Solaris the Houses ended up with player runnned tourneys, and Solaris Succession Wars on the weekends. EA 3025 eventually put in a simplified working map. For both SVGA/EA the overall map/workings was contracted with a 3rd party which failed to produce in both games. At least that is what I remember atm without going into details/searches.

Whatever PGI does, it can not be worse than the last two out of three games where CW for one was vaporware and the other was a paste on. What stood out for all 3 of those games though was the community. We (house staffs) did not always see eye-to-eye on things but we did what we needed to do, and almost always it was towards what would benefit the community as a whole.

#37 Henree

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Posted 04 August 2014 - 08:35 AM

Why speculate? Here it is all clearly explained:



View PostTexAss, on 04 August 2014 - 08:11 AM, said:

PGI already stated the outcome of the invasion will depend on the battles we fight, in this case they will drift away from the lore because of the same reasons you described. It was in one of the NGNG podcasts I believe.


We can change history!

You do realize the thing about their Podcasts right?

http://www.reddit.co...ng_paid_by_pgi/

Edited by Henri Schoots, 04 August 2014 - 08:36 AM.


#38 TexAce

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Posted 04 August 2014 - 09:07 AM

View PostHenri Schoots, on 04 August 2014 - 08:35 AM, said:


You do realize the thing about their Podcasts right?

http://www.reddit.co...ng_paid_by_pgi/


Yes I know that, I think it was even Russ himself who said it in the NGNG podcast...so??

#39 Aim64C

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Posted 04 August 2014 - 05:12 PM

View PostRhent, on 04 August 2014 - 07:53 AM, said:



There already was a Mechwarrior game that had Houses, Star Maps and the ability to direct your forces to conquer your enemy territory, it was called Multi-Player Battletech back in 1994 and it worked very well. All combat should have a reason. When you get an email asking everyone to log in at 2:30am to do a push into the enemies heartland, it was fun as hell doing it. And it kept people playing.


That system was a product of the handicaps of that hardware generation.

You are still talking about a system based around mech-on-mech combat in Team Solaris. You simply had a 'meta' that gave more rhyme and reason to the matches.

But it was still a very limited system and would be considered a band-aid for a true 'online' gaming experience in what is already considered an insult to the term 'online gaming' within today's standards.

Quote

Pointless battles for grins does nothing. Its the same game but now with grindable CW points, Yippie! I can get a slightly better module that increases weapon damage etc. And yes, that is my prediction on what CW will give us, slightly better modules based on our CW House rank. Eff that.


Think Command&Conquer: Renegade meets ARMA 3 in the BattleTech universe.

That is what MWO coulda-shoulda-woulda been, and you could have had a game where any player of any skill level who could figure out how to function with the game's controls could contribute to the team without the team feeling 'let down' or 'frustrated' with the 'noob.'

The 'deathmatch' environment places far too much emphasis on the competitive 'ruin other people' drive. While there is a place for that - there is literally no role for a 'casual' player within the grand scheme of the game. Even in 'directed deathmatch' games - there's really little/no point for scouts. You know how many enemies there are, and the only real reason to use a scout is because one chooses to fight quickly and nimbly.

Which means the idea that 'scout' mechs are 'scout' mechs simply can't be applied. Mechs like the locust are a 'for teh lulz' mech that can never have any realized purpose in 'serious' gameplay. A casual player could never interact with competitive players in a game that focuses on matched team battles. Not without pissing everyone off because the only way to 'succeed' is to destroy the enemy.

Only rarely are there gratifying gameplay moments in this model. You are basically playing to -not- lose. You are not playing to accomplish any kind of objective (even within the 'directed deathmatch') you are simply playing because you don't want to lose. There are a few times where there are some pretty epic battles between the last few players that are worth watching and have both teams holding their breath (so people can leave the game feeling like the trip into the match was worth it) - but even if you were to append a 'territory' system to the game, you would still be 'dropping' to 'not lose' as part of a 'territory grind.'

It would be a little more engaging if there were guild/corps systems in place that allowed a little more interesting interaction (a simple 'spreadsheet' browser based game called AstroEmpires, years ago, proved that you could have very complicated political environments arise all on their own with simple guild systems and little more) - but games like this are difficult to set up to support such 'open ended' guild interactions (since there isn't a 'strategic' component to the player's game with serial-deathmatch).

The best way to go about things is to have a persistent set of maps/servers where players join wars in progress that give an actual sense of both strategic and tactical success/failure. You allow players to organize their own lances/stars, and you have 'trial mechs' for the different factions equate to 'free' mechs that players get to ride around in. Perhaps you could mix things up a bit by allowing people to operate vehicles and even command infantry squads (that would require some AI programming that might not be all that great of an idea... and it also might require some artistic liberty with how infantry would work to give a sense of relevance for the individual player).

Working from a base like ARMA 3 - it's entirely plausible to have a game cover that scope. The main limitation would be the server-side ability to host concurrent player connections. I would argue that with the scale of terrain we are talking (hundreds of square kilometers, easily) and the variation of styles - a server network supporting over 500 connections per instanced map would be advisable.

It could be done, RealVirtuality4 can theoretically support over 255 concurrent connections ... though you are looking at some pretty insane virtual machine setups to be able to run that....... but, again, if you only plan to have 10-20 instances of maps running at any given time - then it is doable on a modest budget and servers can be rented for special events or to tithe the game over until more hardware can be purchased (if the game expands).

#40 Ted Wayz

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Posted 04 August 2014 - 08:46 PM

If the players are given the choice the players will do what all players in PvP MMO games do, pile on to whatever side appears to be winning resulting in foregone conclusions of wars.

So which predictable outcome would you like?





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