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Game Mode Rewards - Bet You Didn't Notice.


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#141 WM Wraith

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Posted 14 October 2014 - 03:11 PM

View PostPopsmosher, on 14 October 2014 - 12:13 PM, said:


So instead of the devs reverting the whole voting system and letting it go...they are going to troll with the game mode challenges and the "oh we pay more in conquest hahahahaha" trolllollol.

Yeah you sure show'd them russ.



+1 - seems like this was trolling the community as a knee jerk (and jerkish) reaction to community input and feedback you could not agree with or did not really want. Thought the challenge this weekend was the end of that trolling...guess not.

Find it more and more difficult to like this game, which is sad because I absolutely love everything battletech/mechwarrior.

And to think, you were doing so well with better communications and cool stuff.

If it was not intended, it sure came across as snippy and snide. Seemed like yet another "you are on an island" moment.

Guess my money stays in my pocket (and I was about to change that).

Just saying.

Edited by WM Wraith, 14 October 2014 - 03:13 PM.


#142 ImperialKnight

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Posted 14 October 2014 - 03:18 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.


wow, I knew the flip time was long, but 50 seconds? Whoever came up with that? Even 30 seconds is too long imo

#143 MechWraith

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Posted 14 October 2014 - 03:22 PM

Still not enough to get me to play conquest.

#144 WM Wraith

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Posted 14 October 2014 - 03:33 PM

View PostMechWraith, on 14 October 2014 - 03:22 PM, said:

Still not enough to get me to play conquest.


Quadruple it....nope.....still not enough. :ph34r:

#145 Foxfire

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Posted 14 October 2014 - 03:48 PM

How about this as an alternative..

Capture points are now destructible to make them neutral. Shorten the neutral time but leave the time to flip from neutral to fully capped the same.

Move one of the currently 'safe' cap to an area that is targetable from longer range. Provide a decent bonus for flipping a point, taking a point to fully flipped, and destroying a point. This way you make points vulnerable to more than just flipping but you make it more rewarding to flip and provide more strategic avenues for winning the map.

Edited by Foxfire, 14 October 2014 - 03:53 PM.


#146 jaxjace

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Posted 14 October 2014 - 05:43 PM

You do realize this changes ******* everything right?

#147 drizz786

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Posted 14 October 2014 - 07:00 PM

View PostBilbo, on 10 October 2014 - 09:58 AM, said:

It was changed at the same time it was changed for assault. I understand the change for assault, but can't understand why it was changed for conquest.

This.
I always thought it was a mistake that conquest was as slow as assault (cap wise) I still find myself running out and back into a point in conquest, even with cap acc on , to check it is actually working.

#148 Frozen Spirit Jac

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Posted 14 October 2014 - 11:53 PM

As long as you stop making changes to mechs and weapons and focus on new stuff instead. I am really getting sick of wasting money and time rebuilding them to be somewhat descent. Really getting the s... considering have invested in this game

#149 Kjudoon

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Posted 15 October 2014 - 12:46 AM

Caps should not give points unless a mech is standing on it for either team. THAT would change the game completely and no more deathballs because you would and could scatter and fight for individual points to hold as 2-4 man groups.

I'd like to see that tried on a test server.

#150 SixstringSamurai

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Posted 15 October 2014 - 01:32 AM

So what you're saying is I can make over 300,000 vs 225,000-275,000 per match? I am intrigued, yet still not a fan of the overall game mode as the capping is too often secondary to combat....making the mode obsolete as a result. Maybe if you drastically shorten the captime it will improve but right now there's not much point in trying to capture points when you can just deathball the entire enemy team.

Edited by SixStringSamurai, 15 October 2014 - 01:32 AM.


#151 Nick Makiaveli

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Posted 15 October 2014 - 04:22 AM

View PostZacharyJ, on 10 October 2014 - 09:57 AM, said:

As someone with 30+million cbills with nothing to use it on, I can definitively say that I still have no reason to play a poor game mode like Conquest.

What I DID notice was these game modes have been stale for well over a year now.


Do you have multiples of any of the modules? If not then might want to consider it. CW requires 4 mechs and you may not get your first choice to start with or even when respawning...

#152 mogs01gt

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Posted 15 October 2014 - 07:24 AM

I guess I should start playing conquest again :P.

#153 Toothless

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Posted 15 October 2014 - 07:30 AM

View PostNick Makiaveli, on 15 October 2014 - 04:22 AM, said:

Do you have multiples of any of the modules? If not then might want to consider it. CW requires 4 mechs and you may not get your first choice to start with or even when respawning...



Yes. All three Stormcrows and dire wolves have radar dep/seismic/laser buffs, gauss buffs, random weapon buffs for builds I tried, etc. Not to mention my massive inventory. Ive been playing solid for over two years, Ive got no need for funds.

#154 Almond Brown

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Posted 15 October 2014 - 08:58 AM

So just faster caps on just Conquest mode right? They might want to adjust down the rate at which points are gained then otherwise there could be some very short 750 point games played with short cap times.

Ex: Team 1 has 4 Lights, Team 2 2 Lights. They ALL cap and the murder-ballers do their thing. If team 2 loses a capper early, game over. The murder-ballers cannot break off to help compensate until one of the balls dies. Pugging will only exacerbate the problem if cap times get to quick and point accumulation remains the same.

Edited by Almond Brown, 15 October 2014 - 08:59 AM.


#155 Neutant

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Posted 15 October 2014 - 10:26 AM

The Premium time reward automaticly activates? Thats Rude... Finnished all three challenges, rewards all gone

#156 MechWraith

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Posted 15 October 2014 - 10:59 AM

How about an Arena mode? 2 players fight at a time. Other players wager c-bills. Everyone gets a chance to fight, winners do not keep fighting. New stats to reflect arena champions. Special prizes for master levels such as unique mech.

How about an option for 4 vs 4, 8 vs 8, or good old 12 vs 12?

Edited by MechWraith, 15 October 2014 - 10:59 AM.


#157 ToeFuNinja

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Posted 15 October 2014 - 01:15 PM

Russ,

I'm proud you guys are there doing the work you do. Mechwarrior/Battletech has always been in my life, I want to continue this legacy, for good or bad, lol! Also, I'm glad you guys are noticing that Conquest mode is not accomplishing its goal. I do agree that it takes too long to cap a zone. And there does need to be feedback for progress during neutral capping. I would also like to preface this with the fact that I would LOVE a good conquest mode, but as it exists now, I don't ever play it, unless someone makes me.

First off. We all know that the 3 game modes are just unfortunately played with variations of the deathball strategy. And any interest in changing that up should be directly and exclusively as such. Otherwise, it will be ineffective.

As for instance, I would assume to try to identify 3 different play strategies. Off the top of my head lets go with: Deathball, Solo Rambos/Ninjas, Lance Warefare. Then, specifically and exclusively design a game mode for each.

Lets take the obvious example first; as the control case: Deathball. Which game mode would be best? Probably not conquest, so either Skirmish or Assault. Lets say, Skirmish. Which is what we already know. Now, in Skirmish, I presently can make more money/XP kicking butt than winning. Which feels correct to me. Its more about kicking butt. The more I kick butt the more I have added to my teams ability to win. We might lose, whatever. And, of course, I make even more when we do win.

(you might see where im going with this now)

Next up, Solo Rambos/Ninjas. This game play style would directly be unpopular to some who are wildly in love with the deathball. But, that is the reason to mix it up. Not everyone always wants to play deathball. There needs to be a mode that says deathball is bad. With this in mind, there is Conquest. There should be a way to "kick butt" the conquest way (which in this example would be the solo rambo/ninja way) but still lose. As a single player, I should be able to do great things towards a win and be rewarded heavily (because I was so awesome) even tho my team lost and I didn't get the additional win bonus. This mode, which is to service the solo rambo/ninja gameplay in this example, needs to only reward for such activities. This is the exclusive part of each game mode I am refering to. There should be little to no reward for applying deathball tactics in this mode. People complained that using the old cap timers on Conquest allowed a 3 man team to beat an 8 man team. But alas, this isnt Skirmish... therefore, this should be entirely possible if the 8 man team is using the wrong tactic. If you need that kind of guarentee, go play Skirmish. But the changes I would propose here might include, that in Conquest, you can't win by killing the other team. Sorry, if you gotta wait for a bit at the end to cap some zones. You already gotta wait for the raven hunt. Thats just the nature of a truely different game mode. Therefore, it could be possible such that, the other team is completely dead, and still win. Its a race to 750 resources, so don't miss the deadline. Also, reward little to nothing for killing people. Skirmish doesn't reward you at all for capping, it can't. In other words, attempt to make the game modes mutually exclusive instead of variations on a theme. Because otherwise, the dominate strategy/tactic for a theme will always be what is used, regardless of any variations on the theme. Be solid and up front about what the game mode is and its meta, then more people will be accepting its place. For it will now have its own unique niche. If you need lore to describe it, dont. As Kell Commander said above, "A multi-capture point game mode just DOES NOT FIT this game." Or rather, Conquest mode isn't even remotely a MW/BT thing. I can get over it, I prefer a more dynamic gameplay experience. But drastic changes will be needed to accomplish anything real. And they will probably have to be quite new and unique compared to how we play other conquer-type modes from other games. So to this end, I would suggest using the weekend events to test out ideas and see what works better and/or maybe just be a place you can change up the game for the fun of it. But, reinventing Conquest mode would be nice. Like some mentioned above. Shlkt said, "dont force players to stand in sqaure." (Because, really, Im not playing this game to go make tea, like Jabilo.) Combat Loss Grouping and Kjudoon said, in summary, the opposite. You have to stand there to get *any* points. (My sense of achievement is higher, and combat focuses towards resources a bit more.) How about a mixture? Have the resource point spawn a crate of resources every 30 seconds. And let them accumulate. Whenever you want resources, go pick up whats there. Instead of controlling the resources points; at the top of the screen would be the amount of unclaimed resources per zone and/or the color of the team that last collected. Maybe scale how many resources a player can collect per minute according to his mech size and/or modules. (This idea might make more sense for lore, as you could say the workers arnt working for anyone at the moment, they are just putting it out there for whomever, until the battle is over). Another idea: Sprouticus said to have little to zero neutral area. Which is a neato idea. My vision of it: divide the entire map into 5-9 resource zones, such that you are almost always in one of them (like an area code). You constantly give control points to the zone your in (thus almost eliminating the speed-of-mech/Conquest mode issue). Your team controls any zones they accumulated the most points in... within a certain delta... or something. Whatever. Play around with it, use the weekend events as your play ground.

Lance Warefare. In this TLDR example, this would then lend itself to Assault mode. Which could work nice if the bases were larger to defend/attack. But as it stands the bases are the perfect size for a singular deathball, offensively or defensively. Maybe the bases should encompass a larger part of the map, or most of it. Clearly, there would need to be a few more functional changes here to create a demand for such tactics. But, the idea would be the same. Rewards and victory conditions come *only* from working in small teams. Maybe only get rewards/victory (assists and such) that come from your predefined lance. Or, in some way, encourage multi-pronged activities (attacks/defense/captures). Heck, make it blantent. It's not like Conquest mode makes any sense, as Kell put it, "the workers would scatter to the wind and not give 2 shi..", well, you get the idea. And it doesn't have to make sense. So just do it on purpose. Have a game mode that gives you points according to how far part your predefined lances are. Or rather, the opposite. You get points by killing. And take points away when you get close to different friendly lances. Such that if you deathball to kill a lance, you end up in the negative slightly. The better you guys can work as an organized but separated group of lances, the higher points and victory. Because you might just kill the whole enemy team but have very little, or even negative points, and lose.

I guess you could switch it up and have: Deathball be serviced by Assault mode, Solo Rambo/Ninja be serviced by Skirmish, and Lance warefare be serviced by Conquest (that zone idea would be nice here).

To wrap this up, I read many good ideas above about different ways to distribute the points in Conqest mode or offer other incentives for capping. I think they are all valid (in some way) and should be given a shot on a weekend event. I feel many of these little debates could help be solved with weekend events. Some say decrease the cap time to <20s some say thats too fast. Well... do a weekend event where each day you do a different cap time and see what works best. Could also test things like what someone else mentioned that the 3/3/3/3 should be removed from Conquest, not a bad idea really. I could see more lights/meds being dropped. Which leads to the idea that when you mutualy exclude each game mode; you can break the "rules" because your just now redefining them anyhow. The main point here being that if any is worth doing... its worth doing right. And if you actually want people to play with completely different tactics, then you have to give them completely different goals. Otherwise, your just fine tuning a one-way tactic environment. Make a stand, you can't do both.

Thanks for your work and I love you all!

Toe

TLDR:
1) If the goal is to ensure that respectively different gameplay tactics are predominately used for different game modes; then the game modes would have to be mutually exclusive in their victory conditions, at the least. Otherwise, the best tactic for the shared "theme" will dominate.
2) Weekend events could be used to test different settings to help settle minor disputes (Like cap times: Which cap time is better? <20s? 90s? 180s? sounds like Friday, Saturday, Sunday to me... oh wait, that last one is everyday). Or test major ideas. (Like reinventing Conquest mode)

Edited by ToeFuNinja, 15 October 2014 - 02:00 PM.


#158 Bigbacon

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Posted 15 October 2014 - 03:34 PM

View PostToeFuNinja, on 15 October 2014 - 01:15 PM, said:


2) Weekend events could be used to test different settings to help settle minor disputes (Like cap times: Which cap time is better? <20s? 90s? 180s? sounds like Friday, Saturday, Sunday to me... oh wait, that last one is everyday). Or test major ideas. (Like reinventing Conquest mode)



Good idea but I think weekend would be a bad time to do it. I think a lot of players would want to play without silliness on the weekends. Maybe like a wednesday into friday or saturday morning??

I am all for testing things in the live environment because honestly, the test server doesn't get a big enough range or players to determine a whole lot IMO.

#159 BitXer0

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Posted 17 October 2014 - 12:17 AM

I think there is still a fundamental problem with the way conquest is laid out and for that matter how xp and cbills for light (and even medium) classes in general are calculated. For the most part lights are expected to cap in conquest, mainly because they can be extremely mobile. While this may be a very pragmatic reason, this is often a problem for light pilots. This makes earning cbills and xp through kills, assists and even spotting less likely, particularly for new players who are still learning to pilot well. With this in mind most games eventually devolve into a skirmish with very few becoming cap battles unless the forces have been whittled down sufficiently to make it necessary to win.

Contrastingly, I have been involved with the battlefield franchise since BF2 and while I can't say that everyone always plays the objective, in conquest mode it seems to be more common that any class, with maybe the exception of snipers, tends to cap and cap often. This, I believe, has to do with the way xp is dolled out during the capping procedure. XP is given to a player for the time spent capping and then both for neutralizing the objective and finally for capturing the objective. This gives quite a bit of variation on the total amount of XP a player can earn and even gives the support/slower classes a chance to still gain some xp even if they just arrive for the final capture. If something similar to this were implemented in MWO it may incentivize different mech classes to cap rather than automatically moving to skirmish.

The bigger issue however is about xp and cbill incentives for playing the light roles. While good light pilots can rack up quite a few kills/assists in a match, I would not say that this is very common, particularly if you are trying to provide ecm/spotting support for your team. What makes more sense is to raise (or create new) xp/cbill rewards for light roles. Such that, if a light pilot played the scout role extremely well, they should be able to earn just as much (or more) xp and cbills as the Direwolf with the quad gauss rifle build. Overall it's about balancing the classes so that assaults and heavies aren't the most coveted mech to bring on the field and kills/assists aren't the defining characteristics of a "good" mech pilot.

#160 ztac

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Posted 18 October 2014 - 01:04 PM

Isn't this just a way of trying to get more people to play a mode that is probably the most disliked?





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