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Community Warfare - Phase 2 - Feedback


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#181 Hoax415

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Posted 10 September 2014 - 09:29 PM

The most pressing question so far is obviously this:

Are you seriously planning on doing ONLY IS vs Clan planets at launch of CW? Because that means that half (that's being generous, FRR isn't a real faction!) the IS factions are left out in the cold unless you something very odd and against the lore and common sense is happening to those invasion corridors...

Worried Marik (and Davion and Liao) pilots would like to know if PGI forgot about them not being anywhere near the invasion.

Edited by Hoax415, 10 September 2014 - 09:29 PM.


#182 Felio

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Posted 10 September 2014 - 09:30 PM

Quote

A PLAYER’S FACTION SELECTION


The faction a player has aligned to will be a hard rule as to which ‘Mechs they can use and which planets they can attack/defend.


Seeing as how much we will want to opt-in to CW... what are you going to do for people who spent money on 'mechs they will no longer be able to use?

#183 Duke Hector

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Posted 10 September 2014 - 09:31 PM

will merc units be able to use their custom logos on the mechs once decals are released? so that we will be able to tell them apart from house units?

would it be possible to preregister them like what we did with unit tags since that went fairly smoothly?

Edited by Dan the Ice Man, 10 September 2014 - 09:31 PM.


#184 Paul Inouye

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Posted 10 September 2014 - 09:31 PM

View PostVanillaG, on 10 September 2014 - 05:52 PM, said:

Is it one match and the winner take/keeps the planet or can there multiple invasion maps per planet?
Can you explain how the "respawn" mechanic will work?
What about solo faction players?


The plan is that combat for planets happen during specific time periods throughout a day. Over the period of 3-days, wins are tallied for each Faction (IS vs Clan). At the end of the 3-day period, the Faction with the most wins will take the planet.

That respawn thing wasn't really supposed to be there... yet.. :ph34r: . The reason is we are trying to figure out a way to do it that makes sense from both a gameplay and canon sense. One thing we've always been against is creating an infinite "respawn" mode turning MWO into a CoD type shooter.

Solo Faction players: see other responses.

#185 Kaeb Odellas

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Posted 10 September 2014 - 09:31 PM

View PostHoax415, on 10 September 2014 - 09:17 PM, said:

As to the idea that FRR is boned by the 2D being their ECM. I'm not sure the mighty DDC will be available in CW for any faction. Its not really a cannon 305X mech. You'll notice it was never on sale for any faction. All/most factions only have one ecm mech and its a light for obvious reasons for everyone but Marik (CDA-3M). So we're all boned I guess?


The D-DC is a 2776 mech according to Sarna, so it should be available right? Either way, most of the other IS factions (Steiner excluded) appear to have access to some combination of the ECM Raven, Cicada, and Spider variants, which are all far better than the lowly COM-2D. I think it's safe to assume that Steiner would have access to the D-DC, so I'm left wondering if us Rasalhagues will get the short end of the stick here.

Ideally, ECM shouldn't be as powerful as it is anyway, so this shouldn't matter if the ECM-LRM dynamic wasn't so totally hosed. But ECM is that powerful, so uneven access to it is a problem.

#186 Asmudius Heng

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Posted 10 September 2014 - 09:32 PM

Did i read correctly that there is not IS vs IS right now?

So what do Liao do? they are not on the clan border?

#187 Elizander

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Posted 10 September 2014 - 09:32 PM

I assume that the following parameters will be included in the system where players are asked to participate:

1) Those who are still not finished with their 25 cadet matches will not be invited unless there are no other mechwarriors available.
2) Trial mechs can be chosen by players who do not have the required chassis (someone who only has 3 Atlases accepts first but the system requires him to use other weight classes, etc)
3) Will have more than 1 instance during the day (hopefully at least 8-12 hours apart, but depending on peak population) to allow more people from different time zones to join.
4) Give something for players to do while waiting in the faction tab? Suggestions would be a data feed of real time battle information on who is fighting who, who wins, and which factions are leading (statistics and stuff) that players can watch almost real-time depending on how big a load it is on the server. I'd suggest mini-games or a warm-up training ground to play in while waiting for their invite.
5) Can you give the attacking unit the option to invite same-faction pug members too?

If there is a system that automatically invites faction members to participate, you can make a public queue for it where even the attackers are invited to have a 100% pug team (all of the same faction). This will allow non-sociable people (I don't know if there are a lot) to be a part of the new feature (or just have a faction vs faction only queue that can form groups of 4v4 up to 12v12 depending on the population to ensure that it's running 24/7.

The only flaw I see so far (correct me if I am wrong) is that the offense team will always be 100% coordinated in a group while there is a big chance that defending teams are fragmented more like a pug.

INITIATING AN ATTACK
Initial plan is to have initiation of an attack can only be done by a 12-man unit group. The group leader will select a planet and click the attack button.


DEFENDING TEAM QUEUE
The contract defenders have [2] minutes to respond by creating a 12-man unit team and clicking the defend button.
If the [2] minute limit expires, the remaining slots available on the team are made publically available.


So in this scenario, the defenders have a greater potential to be at a disadvantage compared to attacking teams. Now attacking teams might never get formed if they do not have 12, but those that do get formed will all know each other since they are a premade while defenders won't always be that way. :ph34r:

Just my feedback on what I read so far.

Edit:

View PostPaul Inouye, on 10 September 2014 - 09:31 PM, said:

That respawn thing wasn't really supposed to be there... yet.. :ph34r: . The reason is we are trying to figure out a way to do it that makes sense from both a gameplay and canon sense. One thing we've always been against is creating an infinite "respawn" mode turning MWO into a CoD type shooter.


One way I can see it being differentiated would be that if the initial spawn point is used for the first drop, the second 'wave' should be further away (consider the first drop point compromised and there are 20 naval PPCs aimed at it). This way each respawn is in a further/more disadvantageous position to show that the attackers are losing ground as the planet defenses are mobilized. This can be represented by a defending base set up in the old attacker's spawn camp in the form of turrets (and tanks) and some temporary command buildings/communication stations. Maybe even mobile field bases.

Edited by Elizander, 10 September 2014 - 09:37 PM.


#188 Paul Inouye

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Posted 10 September 2014 - 09:32 PM

View PostWintersdark, on 10 September 2014 - 05:52 PM, said:

I'm very curious how this impacts Lone Wolf and Unaligned Merc Units.

Do Lone Wolf units count as IS? Clan? Does my Merc Unit *have* to be Clan or IS? Thus, if I join a Merc Unit, we all must decide together which faction we're going to be (even though we're not fighting for any particular faction, but rather ourselves)?

So, if I understand this correctly, any given unit, even Lone Wolf Merc Units, may only play in CW with half their mechs?

And thus, along this thinking: In choosing a merc unit to join, a player must consider what mechs he has - and know that no matter what, he'll only be able to use mechs of that faction while participating in CW?


In the old CW presentation at the Launch Party, you said there would be: General pug (lonewolf?) play, Faction Play, and Merc Unit Play. Is this no longer the case? Are all Merc Units now Faction Units?


Please see previous responses. (Yes I'm coping out cause it's late and I'm tired hehehe)

#189 Carrie Harder

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Posted 10 September 2014 - 09:32 PM

View PostPaul Inouye, on 10 September 2014 - 09:31 PM, said:


The plan is that combat for planets happen during specific time periods throughout a day. Over the period of 3-days, wins are tallied for each Faction (IS vs Clan). At the end of the 3-day period, the Faction with the most wins will take the planet.

That respawn thing wasn't really supposed to be there... yet.. :ph34r: . The reason is we are trying to figure out a way to do it that makes sense from both a gameplay and canon sense. One thing we've always been against is creating an infinite "respawn" mode turning MWO into a CoD type shooter.

Solo Faction players: see other responses.

One cool way to do "respawns" would be to have a newly "spawned" mech get dropped from a dropship (ala MWO teaser trailer) or walk out of a mech hangar (i.e. MW4 intro cutscene).

#190 Paul Inouye

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Posted 10 September 2014 - 09:33 PM

View Postslide, on 10 September 2014 - 05:53 PM, said:

By kicking off planetary conquest instance throughout peak player counts, I assume you mean primetime in the different zones around the world including Oceana, and Europe?

Like the plan so far.


That is exactly correct.

#191 Scratx

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Posted 10 September 2014 - 09:33 PM

In order to address the issue that many players own both IS and Clan mechs and may want to use them both in CW, would the possibility of each player having a dual identity be considered?

That is, you'd pick a primary faction, then a secondary faction on the opposite camp (so if you were Kurita, you could pick say Jade Falcons to go double down on Steiners :P ). When you go to the Faction tab, you choose which "side" you're on at the moment. This of course does have one implication... if you're in a unit associated with the IS, for example, you can't also be on a Clan unit. As long as the design lets "solo" players get in on the CW action, though, that shouldn't be a problem.

I think if something like this were implemented, all the problems with players having mechs of both sides wanting to use them all in CW would vanish into the ether.

#192 Dark Jackal

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Posted 10 September 2014 - 09:35 PM

View PostPaul Inouye, on 10 September 2014 - 09:31 PM, said:

The plan is that combat for planets happen during specific time periods throughout a day. Over the period of 3-days, wins are tallied for each Faction (IS vs Clan). At the end of the 3-day period, the Faction with the most wins will take the planet.


That's an interesting set-up. If a planet is particularly popular, will you have auto-load to compensate by having more matches done concurrently to match the load rather than have folks queue up for long periods of time?

Also, will all systems be equal to a 3-day limit once we do an initial pass? I would hope that more important systems would vary to be a little longer especially if there is a particular bonus to holding it.

#193 Ozeo

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Posted 10 September 2014 - 09:35 PM

When?

When is this happening
When can we do this
When can we do what we were promised 2 years ago.

Give us a time line and live or die on it, but enough is enough, stop yanking us around.

We want to know why all of us should continue to believe what you guys are putting on here.
Everyone is turning against you.

GIVE US A REASON TO BELIEVE.

#194 Deathlike

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Posted 10 September 2014 - 09:35 PM

View PostPaul Inouye, on 10 September 2014 - 09:26 PM, said:

This is something we've always pondered and discussed. One issue is that we do not have a server browser because players are not connected to a server until they drop into a match. This is something we do want to tackle but it will not be done until after CW Phase 2.


TBH, this is more important for the thing to work. If you check your telemetry, 12-mans are probably still in the really really 1% minority. The fact that this isn't at the top of your list doesn't sound you understand the problem. Doing this will accomplish three things:

1) Increase player retention - yes, that's right. If you want new players to stick around longer, you need to institute it.

2) Increase player activity - it's like part 1, but more influential. Consider the Lance challenge you just ran. A feature like that would have improved the entire situation as it were. It's self evident.

3) 12-mans are too hard to construct as is - Hard to properly practice 12-mans when you don't field 12-regularly.

I'm just saying for the obvious point that it should be at the top of the list.

#195 Paul Inouye

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Posted 10 September 2014 - 09:36 PM

View PostHeer, on 10 September 2014 - 05:54 PM, said:

Guys, I think you are thinking a bit small.

THIS IS A HIGH LEVEL DIRECTION DOCUMENT

BTW: Thank you for sharing it.

READ IT LIKE THIS:

Ok guys, I have some thoughts and ideas. This is what I think we should be doing and how it should work. Some of this we have and most of this we have to build. What do you think?
Developers: Could you tell me if this is possible and what issues we might face.
Artists: When you are doing art-work think about this in your overall design.
COMMUNITY: Does this meet your requirements for COMMUNITY WARFARE. What issues can you see.

A GOOD EXAMPLE OF THIS:

PLANETARY CONQUEST GAME-MODE: This new game mode and map is planned to be part of the map/game mode cycle of matches for Community Warfare.

What is being said here is: WE HAVE TO BUILD A NEW GAME MODE - WE HAVE TO BUILD NEW MAPS


Great post. :)

But I'll spill the beans a bit.. WE HAVE ENGINEERED THE GAME MODE AND THE MAP IS BEING TUNED. :)

#196 Elizander

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Posted 10 September 2014 - 09:39 PM

Thanks for staying up so late, Paul! :)

And...

View PostOzeo, on 10 September 2014 - 09:35 PM, said:

When?

When is this happening
When can we do this
When can we do what we were promised 2 years ago.

Give us a time line and live or die on it, but enough is enough, stop yanking us around.

We want to know why all of us should continue to believe what you guys are putting on here.
Everyone is turning against you.

GIVE US A REASON TO BELIEVE.


MWO is the new religion. :ph34r:

Edited by Elizander, 10 September 2014 - 09:39 PM.


#197 Paul Inouye

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Posted 10 September 2014 - 09:41 PM

View PostFeetwet, on 10 September 2014 - 05:55 PM, said:

Thanks for the info...sounds fun as hell. My biggest concern is when will this be released. The reason I ask:

1. Dropship style respawns...not currently possible
2. New combat mode...not currently available
3. Chokepoint/gate mechanism...doesn't currently exists
4. New maps large enough to house number 3 and matter...wow nelly
5. New matchmaker mechanisms for team composition...not currently available

Lots of new stuff here...LOTS. I don't see how you complete this in the next couple of months. So what timeframe are we looking at here?

S


1) Engineers almost choked me out over this
2) Engineering of the new game mode has been done.
3) Chokepoint/gate Mechanism completed
4) Map layout for 3 is done with tuning of game space being looked at.
5) New matchmaker mechanisms are part of Phase 2 development.

View PostSirDubDub, on 10 September 2014 - 05:56 PM, said:

Would you guys consider a maximum total tonnage system for selecting a player's respawn mechs? (For example, a 265t total limit allows for 100+75+55+35t) I understand the need to prevent assault spam, but what about players that specialize in the medium-light weight classes who potentially do not own or are not as comfortable with the heavier chassis?


As I mentioned in another post above... respawn is something we are investigating still.. no guarantee it will be part of the game mode. My bad for messing up the copy/paste but it is still something being actively discussed in the office.

#198 Triordinant

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Posted 10 September 2014 - 09:41 PM

View PostElizander, on 10 September 2014 - 09:39 PM, said:

Thanks for staying up so late, Paul! :)

I'll say -it's 10:40 pm in Vancouver but already 2:40 am here in the Maritimes.

#199 Felio

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Posted 10 September 2014 - 09:44 PM

Quote

INITIATING AN ATTACK

... an attack can only be done by a 12-man unit group.

DEFENDING TEAM QUEUE

...The contract defenders have [2] minutes to respond by creating a 12-man unit team and clicking the defend button.

If the [2] minute limit expires, the remaining slots available on the team are made publically (sic) available.



So CW is only for the career players (I mean them no disrespect), and everyone else can STFU & GTFO.

#200 Paul Inouye

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Posted 10 September 2014 - 09:45 PM

View Post1453 R, on 10 September 2014 - 05:56 PM, said:

You'll never see a group able to scramble a 12-man defensive team in two minutes, unless that team is standing by at all times being very, very bored. Even the largest of units wouldn't be able to organize a coordinated 12-man drop in two minutes by sheer dint of being large.

Anyways.

Thanks much for the information, Paul. The new attack/defend mode actually sounds really killer, even if the notion of respawns makes me want to cry a little. Here's my question:

Is there any chance of the attack/defend mode, or a similar mode, making it over into the regular Puglandia queue, or are the solo players and casuals going to be completely cut off right away?

The document shown very firmly reinforces that Commodity Warfare is for very large, extremely rigidly organized units only. Is there any possibility for looser restrictions or relaxation of time limits such that a team doesn't have to have a hot-scramble 12-man sitting on their thumbs 24/7 on the off chance that somebody comes by to set them up the bomb?


The 12-man thing is discussed in previous responses (sorry to do this to you but this is what happens when I answer post by post instead of one big thing) (on a side note.. I'm doing this cause I saw Russ being swamped on twitter.. hehehe )

As for Invasion moving into the public gamespace.... there's nothing really preventing us from doing it, just that we really wanted a new gameplay experience in Community Warfare. We won't stamp our feet and say absolutely not. Only time will tell if we shift it over.





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