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Community Warfare Update - Oct 22 - Feedback


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#161 Fantastic Ergo

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Posted 23 October 2014 - 06:28 PM

View PostDocBach, on 23 October 2014 - 06:04 PM, said:



Wait, how am I the one hijacking this? In several posts you've called out "roleplayers" for being an influencing factor on the development of this game, in ways you say is detrimental to the competitive scene.



doc,
I would like you to point out where have I called out RPers? I have no issues with RPers, I was once an RPer and respect whatever makes anyone enjoy this game. Neither have I mentioned anything about influence or development.

My big issue is the use of the "rewards" when its clearly not a reward when it can be taken away. And again, the use of another currency "LP" to get items that can then be taken away is something that myself, and in my mind, a lot of other players will not be interested in engaging when the things you buy with them can be taken away. whether they are cosmetic or functional or whatever they may be.
So if they want it to be perks then make it an automatic thing that gets rewarded to the pilot as they perform actions for their faction and there is no need to make it another currency type market.




#162 Logan Hawke

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Posted 23 October 2014 - 06:35 PM

View PostDocBach, on 23 October 2014 - 06:18 PM, said:

-snip-


Nevermind, forget it. You're not going to be able to disconnect enough to see it from the other side.

And before you claim I'm doing the same, I can see it from your side. I understand that it's offputting immersion wise to have that davion camo on a kuritan. RPing is fun, it adds a layer on top of gameplay. But it shouldn't detract from a game. I understand that you think losing all your loyalty points and timed contracts will not be anywhere near enough for people to jump ship, and I understand why you think that. But the thing is, for the average playerbase that's not going to be the case, they're going to want the freedom to do and use what they want and have earned with as few restrictions as possible (as it stands clan/IS mech division is about as much as I think the majority of people will find acceptable. I definitely plan on using both types since I bought them. But even those you can just switch and use, you don't lose them when you switch).
But the most important thing in games, especially f2p games, is that you never, ever take away something from a player and make them grind it back out. You just don't do that. It's playerbase murder. If WoT wiped all your tanks from your garage when you started playing germans for instance, even if it retained the experience and just made you buy them back, it would never have gotten off the ground. Variety is the spice that keeps f2p games going for the majority of the player base.

So, as I said, that was my closing arguments. I'm out, hopefully PGI figures things out for themselves soon into CW once the non forumites start realizing what's going on.

Edited by Logan Hawke, 25 October 2014 - 06:37 PM.


#163 Kageru Ikazuchi

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Posted 23 October 2014 - 06:48 PM

View PostLogan Hawke, on 23 October 2014 - 06:11 PM, said:

Yes, the stuff you bought with it. Like the stuff you bought with loyalty points.

Interesting ... I'm reading the OP differently ... I don't see the LP as currency, so much as a score measuring your reputation with the faction.

I don't think that all of the rewards are things that are necessarily purchased, but are unlocked by having a certain level of demonstrated loyalty for a particular faction (if you leave the faction, you lose some of that loyalty).

Maybe I'm reading it wrong ...

Edited by Kageru Ikazuchi, 23 October 2014 - 06:57 PM.


#164 Zolaz

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Posted 23 October 2014 - 06:49 PM

So Paul,

What kind of Loyalty Points am I going to need to get my Wolf's Dragoons decal?

#165 Logan Hawke

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Posted 23 October 2014 - 07:03 PM

View PostKageru Ikazuchi, on 23 October 2014 - 06:48 PM, said:

Interesting ... I'm reading the OP differently ... I don't see the LP as currency, so much as a score measuring your reputation with the faction.

I don't think that all of the rewards are things that are necessarily purchased, but are unlocked by having a certain level of demonstrated loyalty for a particular faction (if you leave the faction, you lose some of that loyalty).

Maybe I'm reading it wrong ...


Or maybe I'm reading it wrong. But if I am, that brings a whole 'nother slew of questions like 'why am I playing CW?' and 'do I get any rewards signifying that I worked hard in CW that last?' :/

#166 Kageru Ikazuchi

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Posted 23 October 2014 - 07:23 PM

View PostLogan Hawke, on 23 October 2014 - 07:03 PM, said:

... a whole 'nother slew of questions like 'why am I playing CW?' and 'do I get any rewards signifying that I worked hard in CW that last?' :/

Yep ... concur almost completely.

I think the stuff in the update is more about what trinkets and fluff you get to show how much you are participating in CW in support of your faction in the present, rather than what you did in the past.

#167 Corralis

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Posted 23 October 2014 - 09:19 PM

The only thing I really don't like about CW is that I'm not going to be able to bring my favourite Battlemech's (Clan Mech's) into combat. I love piloting Clan Mech's, I just do but I am part of a very large company of players that are aligned as a Merc Corp and it has been decided (by the commanders of the unit and way beyond my pay grade) that we will align ourselves to the IS. With this system I will not be allowed to pilot Clan Mech's and I have spent $360 on Clan Mech's (same as a lot of other people). So am I supposed to join another Corp? Stop playing with some very good friends that I have known for well over a year just so I can use the Mech's that I have spent a lot of real money on?

Correct me if I am wrong but as far as I know there is nothing in the lore from stopping a Mercenary from piloting a Clan Mech as long as the Merc unit commander is alright with it.

I really do think that this is a bad idea and it's going to alienate a lot of loyal fans of this game.

Just for clarification I do own IS Mech's, I just prefer the look and feel of the Clan Mech's and have a lot more fun when I am piloting them.

#168 Sudden

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Posted 23 October 2014 - 09:58 PM

why are you guys baseing cw on world of tanks and other free to play games.why are you not following mpbt 3025. I have played most varations of MechWarrior includeing, planet capture games. for me personally the whole damn way this is going to work sucks.at least from the info we got so far. and I am not the only one feeling like this. heres a quote from somebody that spelled it out perfectly........CW should be your future focus, with all rewards and incentives drawing people to that. Not your rinse and repeat TDM that we've been playing for the last 2 years because we HAVE to, not because we WANT to.

#169 JayKay17

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Posted 23 October 2014 - 10:10 PM

Thanks for the update sounds all pretty good, especially the dropship mode with 4 Mechs and a tonnage of 140 to 240 tons.

But please consider not to implement a rearm feature. There are only a very few Mechs, as the Catapult A1 or the Oxide that are solely dependend on ammo weapons, so it is up to the player to bring mechs to the combat that can fight on when ammo is depleted, which doesn't occur that often. If it happens you still can eject and drop with the next mech.
I definitively don't want to see LRM boats sitting right next to the rearm point spamming the world with LRM indirect fire.

#170 Eboli

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Posted 23 October 2014 - 10:50 PM

View PostBishop Steiner, on 23 October 2014 - 06:59 AM, said:

I'm not disagreeing with that. I'm more speaking of the "to avoid Comp Players raging BS". Getting a little tired of a handful of compies being the sounding board for all future MWO plans. That's not really good for long term casual player retention, either.


I am in complete agreement with Bishop here. The more I read the more I see Unit Leaders and Comp. players wanting to push the game towards aspects which suit them and not the majority of the less serious players. Stating what times CW should be played, match making control, whom chooses what planets to attack, ownership of planets, what beginning/new players should see (ex. Modules) etc. There is a taint of elitism starting to show which I do not feel comfortable seeing.

BUT, I do see some good comments coming from such groups as they have good background experience from other similar games so I am not being completely dismissive of their requests.

This game needs to be for everyone PGI and no doubt you are aware that there are more casual players out there than the comp players.

Question from me.

Have you considered adding earned badges/rewards for players within the CW section? This may be based on number of drops within a campaign, number of kills etc. If there are going to be seasons it would be nice that if a player had done a minimum number of drops they will be rewarded with a medal to show their participation for that season.

As time goes by it is feasible that such long term players build up a number of medals to show their continued playing within CW. Just a nice recognition and it does not need to add any benefits to the player.

To flesh this out further has PGI considered creating some sort of service record for players, tied in a little bit of the above paragraph. For CW a player can see where they have dropped (planets), how many battles, kills, which faction they fought for, and against, maybe also service times with Merc units as well. This could be added to the statistics sections and maybe could even be broken down for each season as well. A timeline of a players action would be interesting.

Any how keep up the great work and communications. Most players do appreciate this change. I have added my acknowledgement by purchasing the recently IS mech pack as a gesture of thanks and faith.

Cheers,
Eboli.

#171 Johnny Z

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Posted 24 October 2014 - 12:01 AM

Great topic, 100 great replies, makes for a good read.

Everything looks good in the update.

I especially like the sim angle that is being used to design this new part of Mechwarrior Online.

I also like where its going with the supplies if my guess is right.

#172 TheCaptainJZ

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Posted 24 October 2014 - 12:22 AM

View PostSam Slade, on 23 October 2014 - 04:06 PM, said:

And here I(customer) was thinking that I'd be the one to decide which of the 'core pillars' of the game(product) I'd engage with(spend money on) and how I would go about doing that... silly me for thinking they wanted to go ahead and take my money...

Seriously... it's got to be the easiest change in he world... add a switch tab... refresh the map with Clan or IS. It's well worth the doubled use of memory for the doubled volume of sales right? (Oddly this is bugging me because its going to generate revenue , has little to do with gameplay, is EASY to do and because I need justification to buy more packs).

SIDE NOTE: So... no Outreach/Stranta pools for unaligned mechwarriors to plug gaps as famous merc units/reinforcements? Seems like another misssed oppertunity...

Sounds like a suggestion for the suggestion box on a feature for phase 3 (i doubt they can add any more to phase 2 at this point).

#173 Appogee

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Posted 24 October 2014 - 12:49 AM

View PostDocBach, on 23 October 2014 - 03:12 PM, said:

Paul mentioned ejection was for when you are match-sticked with no guns or ammo and wanted a quick trip to the respawn.

Thanks DocBach for passing that on, appreciated.

#174 Wyzak

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Posted 24 October 2014 - 01:18 AM

This concern has probably been addressed, but the wording of your initial post suggests factioned players would be locked out of using battlemechs from opposing factions. I presume that this does not affect our ability to bring whatever mech we want to the non-community warfare queues?

#175 Lily from animove

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Posted 24 October 2014 - 01:19 AM

after you answered Wolfs question, ther eis one thing important for me to note to you:

Quote

This is something I’m still very concerned about; this change is a DEFINITE step in the right direction, and I appreciate the engineering and programming work that is going into this. I also know this is preliminary and, in all likelihood, will change if it’s proven to be onerous against players of this game. Hence, the following question... you’ve made a minimum and maximum for each pilot, with no sharing of leftover tonnage, and that’s fine; however, I would request that the maximum of 4 ’Mechs remain, while the minimum number is removed. My reasoning is this... a player bringing too many ’Mechs can really upheave a match, because they can come from multiple directions, at great speeds, and build extraordinary disruptions over the course of a drop period. However, someone bringing fewer than four is simply putting themselves at a disadvantage, as higher numbers on the other side could be used to still overwhelm the fewer numbers of available ’Mechs for the field, but not to such a great degree that better pilots will discontinue being able to drop more ’Mechs with their fewer. As well, if both sides took fewer ’Mechs to the field, the battle will be completed more rapidly, anyway.



The minimum mec number HAS to stay. while I currently plan to drop a TBR, Loki, Nova, Nova. I would without miminum request drop 3x TBR (which is with the current rules impossible). And that is good. Because 3x TBR is way more devasting as the setup meant before when the pilot knows how to use emchs correctly.

Further, these rules would allow 2x 100t mech + a 40t mech. semi op as well. because a DWF pilot with skill eats serveral mediums.

the current 4 mechs 140-240t selection seesm to be very good, it forces people to handle and share the tonnage ressource to spread them amongst all mechs and making most mechs kinda vital, or at leats sacrifice one pintless mech..

So currently a "bad" scenario would be
4x MDD
2xTBR 1 Loki 1 lynx.
probably 4x SCR is also very strong.

But in nearly all other setups, a pilot has to do some serious tardeoffs. While allowing only 2 or 3 mechs can create some number disadvantage, but using extremely better mechs will equal this more than out.
Don't change that rules, they seem to be good where they are.

#176 Molossian Dog

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Posted 24 October 2014 - 02:03 AM

Quote

Some planned LP rewards include titles, Faction specific skins, Rank specific skins and other novelites. The full list of rewards will be listed once we have them ironed out with both the design and art teams.


I don´t want to get too negative again, but ...

A hell of a convulted Loyality system that results in nothing else than skins, titles and maybe cockpit items? Who the flip cares?

As long as there are no "hard" consequences affecting actual gameplay such an allegiance system is cosmetic at best and wholefully ignored at worst.

You were talking about allegiance and planet control affecting component/mech prices for a faction. Is that off the table?
What about faction specific trial mechs designed and voted for by long time (high LP) faction members?
There are tons of good proposals about what belonging to a faction should give or take.

I guess you are planning to introduce tangible effects for faction membership. Otherwise what you are planning there is negligible. Yes, even from a lore/roleplay perspective.

#177 KuroNyra

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Posted 24 October 2014 - 02:26 AM

For me, the CW should be a sort of constant warfare between the factions. A bit like in Planetside 2.

Not time delay, no "restriction".
Unit could be attack and defend, and get the occasionl help of the solo guy.

I am a solo player, but want to fight for a Clan. (But wich one is it? Hum.... Question of my life.)
But I can't get into a unit and won't be able to be here 24/24.


Special time for special event could be nice. But let's be realistic here.



Recreating the complete war of the clan starting from the Kerensky Trilogy to the Twilight of the clan would be completly utopic.


No, the easier solution would be one with element of the Lore. Clan using clan mech, IS using Inner Sphere mech. Fight between the faction, the goal of the clan is to reach Terra. The goal of the IS is to protect terra from the Clans while trying to get the suprematie over the Inner Sphere other faction.

etc etc..

#178 Thorn Hallis

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Posted 24 October 2014 - 03:17 AM

I like the idea of time limited allegiance to a certain faction. While it will result in some "winning-team-joining", I think its better to keep these players in CW instead of not having them to play altogether.

#179 Moridan

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Posted 24 October 2014 - 03:48 AM

Looking through all of the original post and following Q & A, I didnt see any specific details on how Clan will be balanced Vs IS. It's becoming more and more obvious that in a match, the team with more Clan mechs typically wins. There is just no comparison. I can sit in my IS Heavy and pound on a Clan Medium, trading blows, and 100% of the time I will lose. Can you please address this?

#180 AntleredCormorant

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Posted 24 October 2014 - 05:18 AM

Question re: LP:

(apologies if this has been covered, didn't see it EDIT: I see the question has been asked, but I don't see an answer, so I will leave this)

Quote

A bigger means of gaining LP is by completing contracts for a Faction. For example, the Kurita player is on a [2] month contract with Kurita, Kurita will reward a large amount of LP at the end of the contract period. The longer the contract, the more LP rewarded.


In this case, what would be the advantage of choosing the "permanent faction" option?

Edited by AntleredCormorant, 24 October 2014 - 09:35 AM.






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