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#21 Amarus Cameron

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Posted 21 November 2011 - 10:56 AM

View PostJack Gallows, on 21 November 2011 - 10:29 AM, said:



You know what would be really funny, even if it will never happen?

The bulk of players joins the FRR and the manage to repulse the Clan Invasion, lol

Except for the Clan saboteurs there already (CSJ has decided to go FRR to fight the DCMS until we arrive en mass)

#22 Gaius Cavadus

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Posted 21 November 2011 - 11:01 AM

We don't really need a separate server since MWO will just be a lobby game; Piranha could just as easily accomodate players who wish to fight at a particular tech level by simply adding those options into the matchmaker. After that's it's as simple as checking the queued mech's loadout to make sure it's kosher with the selected matchmaker options.

#23 Kyll Long

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Posted 21 November 2011 - 11:10 AM

View PostCavadus, on 21 November 2011 - 11:01 AM, said:

We don't really need a separate server since MWO will just be a lobby game; Piranha could just as easily accomodate players who wish to fight at a particular tech level by simply adding those options into the matchmaker. After that's it's as simple as checking the queued mech's loadout to make sure it's kosher with the selected matchmaker options.

Did I miss a post or official statement that verified this is a lobby game? I really haven't seen one. If there is please point me to it cause it kinda ruins my whole purpose in being excited for this game.

#24 Kyll Long

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Posted 21 November 2011 - 11:23 AM

Thanks that has some good and bad in it. They aren't saying it's a lobby system. Just talking about the matchmaker capability for enabling the PvP aspects. That kind of system would have to exist no matter what to make PvP possible. To me a lobby system is just that, you create the matches etc, ALA old zone stuff. If that is what it means then I'm glad I found out now I can go back to what I was doing and not get my hopes up for another 10 years or so.

Edited by Kyll Long, 21 November 2011 - 11:23 AM.


#25 Gaius Cavadus

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Posted 21 November 2011 - 11:23 AM

I assume that game play will be in the form of some type of match system. If so, how long would you estimate a typical match would last?

[PAUL] Right now we’re thinking a normal match with objectives would take approximately 20 minutes. But please keep in mind, this number might change through gameplay testing.

Is this game going to have lots of servers like a WoW or are you hoping for a single persistent server world like EVE Online?

[MATT C] Each game spawns its own dedicated server, these are not persistent like WoW, as mentioned that would take us into MMO territory. There is persistent game world information, i.e. match results are communicated to affect the balance of power in the Inner Sphere, who owns what planet etc. but there is no true persistent world, more of a persistent meta-game.

[MATT N] Lots of Servers Lots and Lots of servers.
http://mwomercs.com/...developer-qa-1/

Edited by Cavadus, 21 November 2011 - 11:28 AM.


#26 Gaius Cavadus

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Posted 21 November 2011 - 11:26 AM

View PostKyll Long, on 21 November 2011 - 11:23 AM, said:

They aren't saying it's a lobby system.


That's exactly what this means:

[MATT C] Each game spawns its own dedicated server, these are not persistent like WoW, as mentioned that would take us into MMO territory. There is persistent game world information, i.e. match results are communicated to affect the balance of power in the Inner Sphere, who owns what planet etc. but there is no true persistent world, more of a persistent meta-game.

MWO is a match-based lobby game. Officially, it would be classified as a "Multiplayer Online Battle Arena" such as World of Tanks, League of Legends, or Global Agenda.

#27 Kyll Long

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Posted 21 November 2011 - 11:29 AM

View PostCavadus, on 21 November 2011 - 11:26 AM, said:


That's exactly what this means:

[MATT C] Each game spawns its own dedicated server, these are not persistent like WoW, as mentioned that would take us into MMO territory. There is persistent game world information, i.e. match results are communicated to affect the balance of power in the Inner Sphere, who owns what planet etc. but there is no true persistent world, more of a persistent meta-game.

MWO is a match-based lobby game. Officially, it would be classified as a "Multiplayer Online Battle Arena" such as World of Tanks, League of Legends, or Global Agenda.

Well if thats the official word I'm out :lol: I think this game'll do well, just not my cup o tea. Good seeing all the old friends though

#28 Canned Heat

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Posted 21 November 2011 - 11:33 AM

The idea of throwing clans into the game at a later point seems to have most thinking they will be able to join one...due to the clans rules of battle and their supperior tech i would prefer if they were run by players who were either picked by developers or just hired in house.

#29 Jack Gallows

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Posted 21 November 2011 - 11:50 AM

View PostKyll Long, on 21 November 2011 - 11:29 AM, said:

Well if thats the official word I'm out :lol: I think this game'll do well, just not my cup o tea. Good seeing all the old friends though


Not trying to be offensive, but I was wondering what you were expecting out of this game? I ask because it's still good for the developers to hear ideas and wishes of the community.

Because it's free to play, it's important to note how the game can evolve due to the community. What MWO starts off as may be different from what it is 1 year or 3 years down the road. While we may have certain "lobbies" or places to communicate and set up combat, I'm sure it'll have a strong interface with much more to do then just tab over to a new chat channel.

As an example, there may be no "persistent" worlds, but it doesn't mean they can't eventually move into that kind of territory slightly. Take Outreach or Soloaris VII for example. They could always add a consistent instance for these planets, even if they aren't vast MMO style worlds that still allow us to interact between actual mechwarriors, or even act as certain "vendor" sites/etc.

There's a lot that can come of the game, don't write it off immediately! Feedback is important, but so is waiting to hear exactly how they'll handle the game we still know so very little about.

Edited by Jack Gallows, 21 November 2011 - 11:53 AM.


#30 Gaius Cavadus

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Posted 21 November 2011 - 11:52 AM

View PostKyll Long, on 21 November 2011 - 11:29 AM, said:

Well if thats the official word I'm out :lol: I think this game'll do well, just not my cup o tea. Good seeing all the old friends though


I wouldn't fret too much; we also know that there will be a persistent map of the Inner Sphere and that the successor states we pledge allegiance to can fight over border worlds.

I just hope that MWO doesn't fall into the same trap WoT did with it's own "ultimate conquest" persistent map (only guilds can participate in it).

Edited by Cavadus, 21 November 2011 - 11:53 AM.


#31 Threat Doc

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Posted 21 November 2011 - 12:13 PM

Wow, this sort of exploded. I am not advocating for static servers, or for keeping the Clans out of anything, but I am advocating for, perchance, a separate server for those of us who are really not all that keen on dealing with the Clans and prefer the Succession Wars era.

As for the microtransactions video that says DON'T split the community, they're saying that Pay-to-Win will separate the community into those who don't have the money to play and those who become elitist because they do. For the record, we've already been told by our hosts that everything you can get in the store you can earn from the game, as well. Anyway, the video was NOT advocating for separate servers for individual group types.

Come to think of it, it's likely not a real good idea to even ask for this, because once one group gets what they want, other groups advocating other things will demand theirs, as well.

#32 KingCobra

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Posted 21 November 2011 - 12:14 PM

First off i think some of you need a reality check lets count Battletechplayers=8000,PCgameplayers=10000,fans=22000=come on were a small group here and the new MWO will count on new players to make the game profitable.We are just a small group as it is and there main focus would be on the 10-18 year old market to play and sell the game to.So no spliting the (little) community we have is ridiculous.

#33 Threat Doc

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Posted 21 November 2011 - 01:08 PM

Yep, I no longer have any positive thing to add, so I'm leaving this one, too.

#34 metro

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Posted 22 November 2011 - 04:57 AM

View PostMaddMaxx, on 21 November 2011 - 08:44 AM, said:

Just Balance the new Clan Tech. Community splits are never helpful. (imho)


Yeah, I agree Maxx.

For well over 10 years there has been a split. Enough already :)

My thoughts are, MWO was to be the "bread" to bring all Battletechers and Mechwarriors from all venues together.

FINALLY.

Opinions differ, yes. Styles, tactics and the list is endless.

However, since we dont know the mechanics behind the game, since it is a massive project for PGI, all speculation should be sat aside until this thing gets going.

I prefer we all just talk about how great it is we all will finally have a place to gather together again. :lol:

I also...Had my time on and in the MS-Zone Lobby gaming, along with other leagues after 3025 was taken offline.

It was good to have a place to play with friends, but I prefer to not go back to that.

I prefer something more along the lines of EGA and 3025, which PROVED, there was more than enough to do for everyone no matter what their strengths were. I am not prepared to walk away simply because the last 10 years have been h e l l on earth, and I am prepared to give PGI the support to get this thing right.

I think PGI, Bryan,Russ & their staff are on top of it.

I dont think alot of you are giving this MWO game the chance to breathe it deserves. Not too mention, just how many times it has been said MWO will be evolution in process until they get it all right. I dont think we will get stuck with something 50% of you dont want to play.

I think the DEVS will listen and bring it! It wont bode well to start off with 100K players, and in 3 months everyone is bored out of their minds, and the DEVS find themselves with 5k players.

This Community is fickle...lol So heres a carrot! :P

Edited by Metro, 22 November 2011 - 05:15 AM.


#35 Kyll Long

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Posted 22 November 2011 - 07:39 AM

>>Posted ImageJack Gallows, on 21 November 2011 - 02:50 PM, said:


Not trying to be offensive, but I was wondering what you were expecting out of this game? I ask because it's still good for the developers to hear ideas and wishes of the community.

Because it's free to play, it's important to note how the game can evolve due to the community. What MWO starts off as may be different from what it is 1 year or 3 years down the road. While we may have certain "lobbies" or places to communicate and set up combat, I'm sure it'll have a strong interface with much more to do then just tab over to a new chat channel.

As an example, there may be no "persistent" worlds, but it doesn't mean they can't eventually move into that kind of territory slightly. Take Outreach or Soloaris VII for example. They could always add a consistent instance for these planets, even if they aren't vast MMO style worlds that still allow us to interact between actual mechwarriors, or even act as certain "vendor" sites/etc.

There's a lot that can come of the game, don't write it off immediately! Feedback is important, but so is waiting to hear exactly how they'll handle the game we still know so very little about.
<<
No offense taken. However for all you ADD people don't read further cause to answer this question is a long post.

What I personally want to see in a BT/MW game is THE game. Tons of threads on combat and balancing and all of the stuff that has been done before and as I've said none of those conversations are new. Theyve been around for 10 +years. So without further ado:

House/ Military Organization: Organized rank structures. A way to progress uip those structures As an example xx number of drops in a light qualifies you for a medium xx in medium for a heavy etc. At the same time those drops count towards your moving up in rank. after you've mastered xx you're eligible to become a Lance Leader. After you've mastered xx you're eligible to be a company commander etc. This progression goes on rank wise up to whatever level below House Leader the PTB determine is acceptable.

Notice I said eligible. In order to BE anything over an LL (LL would be highest ranker in the Lance) you have to be promoted by the next level higher. Ex: To be a Company Commander a BN CO has to promote you. This means if you don't ever want to be more than a grunt you dont have to be. Yes you may think this is limiting but it promotes coop and team play more than just filing into a drop room and just pushing a ready button with whoever is there. Oh my you actually have to socialize a bit.

Each Command level would have a differing set of options. (It'll be clearer after I go into Planetary Capture i.e. :Meta game). A company CO may be able to move his units mechs (in the case of a House unit their assigned TOE) to a planet. A BN CO can move the whole BN etc (this requires coordination and some thought on the part of commanders to make sure units do things in an organized manner (but doesnt stop a Co CO from moving to a hot spot if needed.) (Each level up also has the ability to function as the level lower needless to say). This DOESN'T prevent dropping wherever the action is. Remember the part about moving a units mechs? Anyone can drop on any planet that an affiliated unit is dropping on by utilizing that units mechs. Or by utilizing your own personal mech. This is the BT universe Houses do most of the fighting VERY seldom do you EVER see a Merc capturing a planet for themselves and then its usually on the Periphery cause theyre running for cover. Merc Units have their own military organization with CO, XO etc (oh thats horrible I know but hey this IS a military based game).
They negotiate with the Houses for contracts and are told where to run em (see above). Being a CO IS a lot of work. Don't make the claim or opt for it if you don't like that stuff. Just be a Grunt or a Lance Leader. (Notice as well I'm not talking micro managing details up here I'm talking target designation and policy stuff alliances etc. The micro stuff can easily be automated repairs DO happen regardless of if your merc or house. The benefit for Houses you get a stock mech selection that you dont have to purchase arm or repair. If youre a Merc you can use a Houses inventory on planet or that nice shiny mech you spent all yer C-bills on and maybe only lose a little cash on repair and rearm.

Planetary Capture: Alluded to above. Houses (and Clans when they arrive) are fighting for territory and resources and or to reunite the Star League. Their Commanders designate the targets and area of operations. When a planet is your to begin with the balance of ofrces (be they militia or actual garrisons is totally yours. When an enemy unit lands that balance shifts in proporton to the size of the unit actually on planet. That balance further increases as you run successful mission against the defenders (or goes the other way if they kick yer butts). Planets have clear cut supply lines that run from one to another. (think jump routes etc).

These are the qualities that IMO (and note I AM speaking for myself since the question was asked of me ^_^ ) could make this game THE game to play. EA got bogged down in the Combat engine (didn't help that Kesmai pieced it out to an Israeli company that couldn't figure out how to drop more than 2 players at a time in game without locking up). I'll say it again: The combat engine has/ FPS portion has been done over and over and over again maybe not PERFECT but playably well. The strat parts only been done once and it wasn't on mass scale or even scalable but was unique and innovative considering it was before 93.

Concerns that have been heard about this: Oh well I don't want it to be a personality contest to be a House Officer (my initial response is sorry welcome to life in general). But for those who like to forget about real life my other answer is Theres enough spots if you use a published TOE of any House (not even thinking of the clans) to easily allow for Command slots for anyone who wants them. Having those positions filled is of a major benefit to a House gives you more options and availability than not. I've very seldom seen a problem that was related to this structure and theres always other Houses if yours isn't structured the way you like.


Whew that was longer than I like for a post don't say I didn't warn you and congrats if you finished the whole thing (you suck if ya skipped to the end :( ) I think this sums up things for the most part. I did leave some things out due to being old and senile but I covered the important part and I think answered your question. The bottom line is if I want to play a Lance League I can organize that myself around an older engine. I DON'T I want to play THE best game. ::shrug::

Edited by Kyll Long, 22 November 2011 - 07:40 AM.


#36 metro

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Posted 22 November 2011 - 08:09 AM

<-------Hey PGI STAFF???

Look up!

Now there is some good INFO for you to digest with that next bottle of whiskey!

I am sure you will all be alcoholics by the launch of this game, as BT/MW'ers are demanding!! :( You knew that going in, yet you are still here.

Only question is......PGI!!! Are ya done yet??


@ Kyll.....nice explanation. That scenario could work for anyone and everyone with a few PGI style tweaks here and there, it is after all their game now ^_^ and I Thank God for that.

#37 Dlardrageth

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Posted 22 November 2011 - 08:25 AM

Holy wall o' text, Kyll! B) Let's see if I can keep mine shorter. :(

I still think the majority of the issues raised in this thread can be adressed by offering different game modes (over time likely, won't all come right at start). Want to have at least an inkling of ClanTech and culture in the game, sure, go play the "Mode C" matches. Want just arcade-y "Shoot' em up" kind of fun without much preparation? Sure, go play a "Mode B" match. Want to go for a somewhat hardcore "historical" campaign setting involving logistics issues, drop-point scheduling and what not? Sure, pick a "Mode A" match.

So basically it is not impossible to accomodate most playstyles/preferences under the same roof. And avoid splitting the community. It just will require some patience, as you cannot reasonably expect the devs to come up with a bunch of different game modes right at start. If you would, you'd be asking for the game release to happen somewhere around 2015... ^_^

Let's face it, you will want both extreme positions to be a part of MWO. You will want the very casual gamer who is just looking for a quick PUB match or 5 he can hop into without having to worry much about "BT canon" or any remote RP aspect. And yes, some of those will have a concept of MWO being basically "CounterStrike with Mecha". But those will bring some numbers and thus consequently money into PGI's coffers. You also want the hardcore, deep immersion BattleTech buffs who can tell you Hanse Davion's shoe size from memory. Because they will add a lot of unique flavour to MWO, thus making it distinguishable from the competition out on the online games market.

So you need to have a common denominator, which will be the actual battlefield interaction, the basic game mechanics. And from there you branch out to accomodate and cater to more specific segments of your customer base. But we won't have everything at launch. It is unreasonably to expect that.

And as much as we do set our hopes into PGI's dev team to try their best to offer an interesting and persistent attraction to as many different shades of BattleTech/Mecha/whatever fans, we will have to do our part as a community as well. Assuming the interaction/feedback between the community and the devs will go well, we will be under some obligation to suggest and state improvements that should come up next. Surely easier to lean back and just watch what you get served on your dish. But if there is a chance at getting a synergistic process between devs and more dedicated parts of the community started/going, that will be the recipe for a successful and lasting game. IMHO.

Edited by Dlardrageth, 22 November 2011 - 08:26 AM.


#38 metro

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Posted 22 November 2011 - 08:33 AM

Yes Diardrageth,

YES!

The Devs have already said we will not get everything we want at launch, BUT THAT THE GAME WILL EVOLVE.

Which is why I keep repeating, speculation needs to stop. We need to give the DEVS room to breath. Let them do their jobs, we play at launch, and they tweak as we go, as they the DEVS have promised they would will do.

They took on a BEAST,<----I repeated. They know it. Evolution on this game will take months.

WE ALL JUST NEED TO BELIEVE.

heh, we havent a thing to lose, PGI however will LOSE everything if this game fails THEY KNOW THAT.

....h el l everyone can go back to STAR WARS and EVE if they fail. BUT I DONT FORESEE that.

just imho ^_^

Edited by Metro, 22 November 2011 - 08:35 AM.


#39 Jack Gallows

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Posted 22 November 2011 - 05:00 PM

View PostKyll Long, on 22 November 2011 - 07:39 AM, said:


Whew that was longer than I like for a post don't say I didn't warn you and congrats if you finished the whole thing (you suck if ya skipped to the end ^_^ ) I think this sums up things for the most part. I did leave some things out due to being old and senile but I covered the important part and I think answered your question. The bottom line is if I want to play a Lance League I can organize that myself around an older engine. I DON'T I want to play THE best game. ::shrug::


And this, ladies and gentlemen, is why I began this thread. Like server splits or not, engaging the community and asking them what they want is the best way to provoke this kind of response, something I'm quite certain the developers will read.

Doesn't matter what they use or don't, it lets them see ideas they could possibly use or understand what the community would like from the game. As I others have said, some above me, the game will evolve with time. What it begins as may be different then it's ending, and the F2P model may really help PGI craft a wonderfully amazing game as they have time and feedback.

Bravo.

Edited by Jack Gallows, 22 November 2011 - 05:06 PM.


#40 lpmagic

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Posted 22 November 2011 - 05:47 PM

Splits never work, ostracizing one similar group of people form a like minded group, makes no sense, let us all play together. It will be some time before we can or will see this community become as large as it was on the zone. Once we reach a critical mass effect, trust the devs to do what is right and consider it at that time, certainly not to start, we have a whole generation or two to bring up to speed, and then...who knows, but for now, we need one server.





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