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Game Mode Rewards - Bet You Didn't Notice.


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#61 Mikros04

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Posted 10 October 2014 - 03:01 PM

View PostRebas Kradd, on 10 October 2014 - 09:51 AM, said:

Why did you wait to tell us until NOW?


so that he could be smug and condescending on the forums?

#62 Xarian

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Posted 10 October 2014 - 03:02 PM

View PostRuss Bullock, on 10 October 2014 - 11:45 AM, said:

I am also looking to change the cap time in conquest for a near future patch.

Originally it was around 13 seconds for someone to flip a base - a long time ago it was moved to 50 seconds.

Based on some feedback during the game mode voting discussion - I am considering going to a 30 second flip time.

Those are all times for a single mech without cap accelerator - a split in the middle of old and new and try that out.

Mix that with the extra rewards - it might breathe more life into conquest.

How about 20 seconds, minus 3 seconds for each additional mech, to a minimum of 5 seconds?

#63 oldradagast

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Posted 10 October 2014 - 03:05 PM

Cool - good to see higher rewards for a game mode that encourages more variety.

#64 -Natural Selection-

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Posted 10 October 2014 - 03:13 PM

Old cap times could win a match with 3 alive vs 8. Not so much after change. happy happy happy if they get dropped down some :)

#65 jackal404

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Posted 10 October 2014 - 03:15 PM

View PostRuss Bullock, on 10 October 2014 - 09:47 AM, said:

I am guessing that during the game mode voting situation most people didn't notice that game rewards are much higher now in conquest.

In fact since Tuesday Conquest is giving out the highest per game average of C-Bills.

~15K higher per match average than Assault and Skirmish.

Just saying.

I wouldn't know, I never play conquest.

Maybe if you had put this in the patch notes, you could have gotten more players to play conquest.

Also, I have learned that announcing something in a patch after the fact almost never garners positive feelings from the players - just saying.

#66 Alistair Winter

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Posted 10 October 2014 - 03:39 PM

View PostRuss Bullock, on 10 October 2014 - 11:45 AM, said:

I am also looking to change the cap time in conquest for a near future patch.
Originally it was around 13 seconds for someone to flip a base - a long time ago it was moved to 50 seconds.
Based on some feedback during the game mode voting discussion - I am considering going to a 30 second flip time.
Those are all times for a single mech without cap accelerator - a split in the middle of old and new and try that out.
Mix that with the extra rewards - it might breathe more life into conquest.

Fantastic that you're looking at reducing the cap time. Conquest used to be my favourite game mode, now it's my least favourite.

I guess you're talking about the time it takes for a single player to make a neutral base blue. But it's a big problem that it takes something like 90 seconds to make a fully capped base neutral too. So I hope you're looking at reducing both times: the time to make a base neutral and the time to capture it for the team.

I would also really urge you to consider repositioning the bases and lances more on some maps, to encourage lance vs lance engagements and discourage "deathball tactics". It's a huge problem right now that many matches end up as a huge battle with 9-10 mechs on both sides, and then the survivors have 1 or 2 light mechs running around and the winners have to spend the last five minutes either capping with no resistance or trying to hunt down the ECM Spider.

In my opinion, Conquest should have more lance vs lance engagements than any other game mode. The teams are very quick to form deathballs in Assaults and Skirmish, and there's rarely any incentive to do otherwise, except for a few positions on certain maps. Every match starts with someone saying "regroup" or "everyone group up in D3".

#67 Peenutts

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Posted 10 October 2014 - 04:10 PM

I noticed, as I was getting over 200k per match with no preimum time turned on. My wallet's fat and I thank you!

#68 JohnnyWayne

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Posted 10 October 2014 - 04:28 PM

I have 170 mil C-bills. I don't really care... :3 ^^

#69 KingDavid

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Posted 10 October 2014 - 04:36 PM

View PostRuss Bullock, on 10 October 2014 - 11:45 AM, said:

I am also looking to change the cap time in conquest for a near future patch.

Originally it was around 13 seconds for someone to flip a base - a long time ago it was moved to 50 seconds.

Based on some feedback during the game mode voting discussion - I am considering going to a 30 second flip time.

Those are all times for a single mech without cap accelerator - a split in the middle of old and new and try that out.

Mix that with the extra rewards - it might breathe more life into conquest.


I like this idea Russ.

#70 Xeven

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Posted 10 October 2014 - 04:43 PM

I'll pass till you can give us objectives that are not Arcadish. Not much in MWO that gives you that nostalgic felling of being in a Battle Tech universe and your current Conquest mode is as far from making you feel like your not in Tanks online or what ever.

#71 Levi Porphyrogenitus

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Posted 10 October 2014 - 05:02 PM

I love the new Conquest reward scaling.

I've said it before, but I figure the nature of the thread demands repeating it: Conquest really needs the following to get it truly up and running as a proper objective-based game mode.

1 - Rescale capture times. To begin, 30s for a single mech to move the slider all the way from the Yellow border to full Blue, or from full Red to the Yellow border, and 10s to cross the Yellow from Red to Blue. That gives a total flip time for a full point at 40s, or 70s to go from full Red to full Blue. It should scale aggressively with extra mechs in the box, such that a full lance can completely flip a point very fast.

2 - Redo Conquest Capture Assists. Have them stack, with one credit for every time you are in a box when the color changes. Have each credit give you 1k c-bills and 50 XP.

3 - Increase capture rate on smaller maps, and lower it on larger ones, which should allow for larger maps to retain wide point distribution, making better use of available terrain, while also giving a desparate last-minute capture victory a chance on smaller maps.

4 [optional now that general rewards are normalized] - Increase point limit to 1k, and the value of each point set to 75. It makes capturing resource points very valuable, and thus far more incentivized relative to basic skirmish-style gameplay.

#72 Xtrekker

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Posted 10 October 2014 - 05:20 PM

View PostRedshift2k5, on 10 October 2014 - 01:43 PM, said:


Why isn't this included in the patch notes? Better conquest rewards are great, but I had no idea this change had occurred.

Posted Image

#73 Thorqemada

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Posted 10 October 2014 - 05:24 PM

My reward is fun - i do not look at the Money as long i average at ~100k...

But thx :)

#74 Combat Loss Grouping

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Posted 10 October 2014 - 06:10 PM

View PostRuss Bullock, on 10 October 2014 - 11:45 AM, said:

I am also looking to change the cap time in conquest for a near future patch.

Originally it was around 13 seconds for someone to flip a base - a long time ago it was moved to 50 seconds.

Based on some feedback during the game mode voting discussion - I am considering going to a 30 second flip time.

Those are all times for a single mech without cap accelerator - a split in the middle of old and new and try that out.

Mix that with the extra rewards - it might breathe more life into conquest.


Russ, would you perhaps consider a slightly radical change to how Conquest plays out?

Forget the capture timer and flipping points. You simply get points while you have at least one mech on the point, and as soon as your mech(s) leave the point you stop getting points. If both teams have mechs on the point the team with the most mechs inside gets points.

(e: or you can just have the point be 'contested' and nobody gets points while both teams are on it)

The game mode then becomes about holding the points, and fights will gravitate to them. You can't just death-ball up and all stand on one point, because then the other team will split up on the other 4 points and out-cap you. You have to actively keep them out of the point areas while trying to stay in them yourself.

Edited by Combat Loss Grouping, 10 October 2014 - 06:15 PM.


#75 Alex Morgaine

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Posted 10 October 2014 - 06:20 PM

Hopefully 30 seconds will be fine. Hopefully....

#76 WM Jeri

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Posted 10 October 2014 - 06:30 PM

View PostJohnnyWayne, on 10 October 2014 - 04:28 PM, said:

I have 170 mil C-bills. I don't really care... :3 ^^


374 million Still not playing it.... just saying.

#77 Kaputz

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Posted 10 October 2014 - 06:45 PM

Didn't notice the increased reward, I did however notice that for awhile before one of the hotfix's I was getting 'Locked Damage Assists', (often accompanied by a spotting assist.) but after one of the hotfixes that 'assist' disappeared.

#78 TKSax

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Posted 10 October 2014 - 06:55 PM

View PostRuss Bullock, on 10 October 2014 - 09:47 AM, said:

I am guessing that during the game mode voting situation most people didn't notice that game rewards are much higher now in conquest.


Nope because there is now way to look at past drops in MWO right now.

#79 Melphina

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Posted 11 October 2014 - 08:50 AM

Quote

I am also doing some research into maybe changing how fast you can flip the resource points - some feedback on how when they were slowed down it changed their desire to play the mode. ]


I know this was posted on page one so it's a little late in the thread, but I want to agree that my interest in conquest died when the capture point turnover rate was extended to the current time. It takes almost three minutes for a mech to fully turn a point alone. That's simply too long. One of the core game mechanics in conquest is flipping the capture points to your teams favor, but as it stands it takes half an eternity to do that even with a few mechs standing on the point; far too long to weigh strategic options of both combat and capture. Because of this most conquest matches have ended up with one team dying to the other.

Yesterday was the conquest challenge mode. I urge you to review the victory statistics on the matches. From the games I played literally 95% of them ended in one team defeated the other. Out of roughly 50 matches I could count on ONE HAND the matches that ended with one team gathering maximum resources, whereas the rest ended with one team defeating all 12 enemy mechs before the resources reached 750 on either side. That's not how conquest is supposed to work. Right now the best strategy is to form a giant death ball and crush the stragglers on the opposing team, which is no different from skirmish or assault. If you want people to take interest in conquest you have to actually make capturing points equally viable as defeating the 12 enemy mechs, otherwise it's a dummed down game mode...even if the rewards are higher overall.

Edited by Melphina, 11 October 2014 - 08:51 AM.


#80 CDLord HHGD

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Posted 11 October 2014 - 08:56 AM

View PostRuss Bullock, on 10 October 2014 - 09:55 AM, said:

I am also doing some research into maybe changing how fast you can flip the resource points - some feedback on how when they were slowed down it changed their desire to play the mode.

I think the relative map size plus location of the capture points, plus the average speed of a mech in Conquest is all a factor. Especially with Alpine, those capture points are way too close together.

Spread the capture points back out to their original positions (I think Alpine is the only one or the one affected the most drastically) and make the capture time dependent on map size and average distance between capture points. Forest colony/River City would be the quickest. Alpine/Tournaline/HPG would be the slowest.





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