Game Mode Voting - Poll V2.0
#321
Posted 07 October 2014 - 11:47 PM
On that note, I really don't have an opinion one way or the other on the matter at hand. I'll patch up and play for a couple days and make my vote count if I feel strongly about it once I've played with it. =]
#322
Posted 07 October 2014 - 11:47 PM
#323
Posted 07 October 2014 - 11:48 PM
As of right now, you make more losing on assault than winning on conquest, while winning on skirmish brings in the most money. CQ is really good for grindind mech XP - but only on wins.
#324
Posted 07 October 2014 - 11:50 PM
#325
Posted 07 October 2014 - 11:52 PM
- on one hand, i don't mind playing any of the game mode but i want to know BEFORE selecting my mech and actually Conquest is not as rewarding as Assault/Skirmish (I gain on average 15k less cbills on a conquest match).
- on the other hand, the MM is not getting better with this : yesterday, in both solo/group queue, i still got several stomp where i outdamaged (and with little doubt outscored) 4 or more of my teammates.
Edited by SgtKinCaiD, 07 October 2014 - 11:53 PM.
#326
Posted 07 October 2014 - 11:56 PM
Edited by Tarzilman, 08 October 2014 - 12:14 AM.
#327
Posted 07 October 2014 - 11:56 PM
Vassago Rain, on 07 October 2014 - 11:48 PM, said:
As of right now, you make more losing on assault than winning on conquest, while winning on skirmish brings in the most money. CQ is really good for grindind mech XP - but only on wins.
Some of us don't oppose this because of winnings. Some of us just want a certain playstyle and couldn't care less about winnings because they will come regardless as long as we are having fun.
Edited by Savage Wolf, 07 October 2014 - 11:58 PM.
#328
Posted 07 October 2014 - 11:57 PM
#329
Posted 07 October 2014 - 11:58 PM
Make conquest more interesting (faster decapping than capping, faster capping in general, capping speed weighted by mech class, etc) and more rewarding (straight up more c-bills, I'd actually like to see a c-bill reward per second spent capping to equalise with the people fighting) and more "I like to stomp" players will play it.
Make skirmish more interesting (maybe have a couple repair bays around the map that can restore a % of outer armour, exhausted once used) and more "objectives-oriented" players will play it.
Fix assault's turrets (caustic valley's turrets still lock on and shoot from ~1km away, especially from the base by the foundry) and more rewarding to cap (to around the same c-bills-per-minute in game as just pretending it's skirmish and fighting to the death) and more skirmish-only players will play it.
A key element is to equalise the rewards for playing each gametype, and particularly for attempting to secure victory through either or any of the gametype's victory conditions, and to add extra elements to increase tactical options. The last part is quite a challenge, one which might be worth opening up to the community officially. I expect it's already been thoroughly discussed informally. The former, though - that should be easy in contrast. Mercenaries will be mercenaries, after all. If capping doesn't pay the bills, people won't cap.
EDIT: Alternatively, make opting out of game modes a premium time option. People can pay to get what they want, or they can tolerate what they get. =)
Edited by Wildflame, 07 October 2014 - 11:59 PM.
#330
Posted 07 October 2014 - 11:58 PM
I would rather play matches in game modes I want that may have elo disparities then be forced to play in game modes that I despise. Game modes forced down my throat is a bigger problem then difficulties with elo.
#331
Posted 08 October 2014 - 12:00 AM
Mechwarrior Buddah, on 07 October 2014 - 11:34 PM, said:
If you vote no youre voting against tighter matchmaking and elo lol
But it really is so in case of limited playerbase. With not enough players you can't have all the cookies and force matchmaker to consider all the criteria if you want a match to be put together in any sane time.
#332
Posted 08 October 2014 - 12:01 AM
#333
Posted 08 October 2014 - 12:02 AM
So a player votes 'only skirmish':
Game 1: 1 vote for skirmish; it's assault.
Game 2: 2 votes for skirmish; it's conquest.
Game 3: 3 votes for skirmish; it's assault...
Game N: N votes for skirmish; it's skirmish.
Game N+1: 1 vote for skirmish again.
That way players are still statistically guaranteed to get the match they want at least once in a while, if only because people who prefer the less common modes (cough, conquest) will gradually build up overwhelming vote power.
#334
Posted 08 October 2014 - 12:04 AM
Clearly UI 2.0 was the BEST THING EVER DONE FOR MW:O.
At this point anyone who says 'the game was better in closed beta' needs to be voting for no gamemode selection - since that was all the same thing back then.
The idea that game mode selection negatively impacts matchmaking is so obvious it shouldn't need me to math it up.
500 or 600 people even is more than enough; it's well under a 5% margin of error for a binary topic (two options). The real issue is that the sample is purely self-selected. The again that means it's more likely, not less, to get people who actually care about the answer.
CW will have a variety of winning approaches and situations that you don't get to select - especially if defending.
If you absolutely can't handle not having total control of your game mode, please for the love of god never play in CW. You're going to be dead weight in an environment where winning counts.
#335
Posted 08 October 2014 - 12:05 AM
Wildflame, on 08 October 2014 - 12:02 AM, said:
So a player votes 'only skirmish':
Game 1: 1 vote for skirmish; it's assault.
Game 2: 2 votes for skirmish; it's conquest.
Game 3: 3 votes for skirmish; it's assault...
Game N: N votes for skirmish; it's skirmish.
Game N+1: 1 vote for skirmish again.
That way players are still statistically guaranteed to get the match they want at least once in a while, if only because people who prefer the less common modes (cough, conquest) will gradually build up overwhelming vote power.
I like the thinking behind that one. Hope they see it.
#337
Posted 08 October 2014 - 12:07 AM
Wildflame, on 07 October 2014 - 11:58 PM, said:
Make conquest more interesting (faster decapping than capping, faster capping in general, capping speed weighted by mech class, etc) and more rewarding (straight up more c-bills, I'd actually like to see a c-bill reward per second spent capping to equalise with the people fighting) and more "I like to stomp" players will play it.
Make skirmish more interesting (maybe have a couple repair bays around the map that can restore a % of outer armour, exhausted once used) and more "objectives-oriented" players will play it.
Fix assault's turrets (caustic valley's turrets still lock on and shoot from ~1km away, especially from the base by the foundry) and more rewarding to cap (to around the same c-bills-per-minute in game as just pretending it's skirmish and fighting to the death) and more skirmish-only players will play it.
A key element is to equalise the rewards for playing each gametype, and particularly for attempting to secure victory through either or any of the gametype's victory conditions, and to add extra elements to increase tactical options. The last part is quite a challenge, one which might be worth opening up to the community officially. I expect it's already been thoroughly discussed informally. The former, though - that should be easy in contrast. Mercenaries will be mercenaries, after all. If capping doesn't pay the bills, people won't cap.
Soooooo much this. I would buy all the packages if only I could get less deathmatch and more objectives and rewards for actually doing the objectives!
#338
Posted 08 October 2014 - 12:08 AM
#339
Posted 08 October 2014 - 12:09 AM
I'd like to start by saying in spite of early mistakes and dissonance with the community, I'm glad to see PGI getting things into gear in a lot of ways. recent example: dismantling that obnoxious poptart sniper meta that drove me off for a few months.
I really can't believe people are blaming ELO for stomps. Stomps generally happen because of the circumstances created by lack of teamwork on one side. 12 low ELO players can defeat 12 high elo players if the high ELO players are simply less coordinated. This game is all about getting odds in your favor or against you via teamwork on one side or the other. Logistics > tactics as they say. I honestly don't think ELO is an accurate reflection of skill anyway.
So please guys, don't pretend a closer ELO is going to save you. It might help, but let defeats be a catalyst to learn something -- especially how to coordinate with internet strangers for a positive outcome. The ultimate goal of this... to reduce wipes caused by pug mentality, by taking more control away from players, is just backwards. enough said?
#340
Posted 08 October 2014 - 12:11 AM
I run conquest mode exclusively, and I actually agree with the voting system. How is it those who run other modes exclusively have a problem with it? You basically approach each match *the exact same way*. You're supposed to play conquest mode as a Skirmish anyways. Capping is just another variable that allows some alternatives to deathballing.
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