Mwo - Potential E-Sport
#101
Posted 18 November 2014 - 03:32 AM
If the OP means the current "competitive" players (you know, those tools that refer to every one other than themselves as the underhive) with their alpha-strike-all-day-ery-day and exploitive builds crap competing for money then "hell no".
I would love to watch skilled teams of mature players playing the game like it isn't one.
#102
Posted 18 November 2014 - 03:34 AM
#103
Posted 18 November 2014 - 04:49 AM
Rezn876, on 17 November 2014 - 07:24 PM, said:
Personally, I think this would be cool. It would be nice for MWO to have a strong competitive aspect. I feel it would be beneficial for the growth of the game in terms of player and for the development of the game itself. In other words it would bring in both new players and bring back old ones because there would be more "stuff to do" in the game. In the end it would also push the developer to keep improving the game faster.
However, it seems to me that MWO would need to go through some significant evolution to have a strong competitive aspect, not because there is no skill involved in playing the game as it now, but rather because there is insufficient mechanical complexity involved in playing the game at a competitive level.
Explanation & ideas:
The game is hard on new players because there are a lot of factors you have to learn and you have to learn them all at once (mech control, weapon control, location damage, heat management and the mechlab). But once you get past this, yes you can perfect your skills, but despite this game experience kinda levels out. Instead it should then open up to even more mechanics and things to do, to keep players on their toes for as long as possible.
Some good ways to do this would be:
- add more movement mechanics. Some extra moves with JJs, side stepping (NOT strafing) but one big, lurching step to the side when you double tap A or D, very mech-like, crouching, collisions
- add more tactical tools - passive sensors, flares to overload heat/night vision, smoke launchers, mines etc.
- make the game mechanically easier for beginners and harder for veterans. The most potent loadouts should have at least 3 weapon types in order to be harder to aim and manage (AC, lasers and PPC for example), while new players could use simple boating builds which have less potential but are easier to use as a crutch while learning. This seems to me the hardest to do in terms of design and balance, but requires the least amount of coding/modelling work. It might even be done with aggressive weapon specific quirking or something like that.
As far as people saying this would reflect negatively on the game, I don't think that would be the case, this isn't a run-and-gun appealing to loudmouths like CoD is and there are so many ways MWO's competitive aspect could be realized, that it is somewhat closed-minded to think it could only bring negative change. Anything from planetary conquest or special mission-type battles with a strong objective focus to Solaris-like arena matches could be MWO's competitive aspect. The potential of MWO is amazing.
Edited by Marmon Rzohr, 18 November 2014 - 04:50 AM.
#104
Posted 18 November 2014 - 04:52 AM
#105
Posted 18 November 2014 - 04:54 AM
Rezn876, on 17 November 2014 - 07:24 PM, said:
I do not want to see this kind of "Combat" turned into a E-Sport. This is a Futuristic War Game, War should not be classified as a Sport.
It sends the wrong message .
#106
Posted 18 November 2014 - 04:54 AM
#107
Posted 18 November 2014 - 05:02 AM
Jakob Knight, on 17 November 2014 - 07:46 PM, said:
MWO isn't a sport. It's a simulation of armored -warfare-. As such, we need -less- sports aspects such as short time limits on battles, scoring outside of anything but achieving battlefield objectives, small maps, and the general attitude that everything from weapons to maps should be continually changed until everything in it is basically 'equal' between two sides and between mech types (I'm sorry, but a Light mech -should- die almost instantly every time it engages an Assault mech...that's the way the two are built).
That's fine in an arena fight, but only because that is all such combat will ever be. MWO has to be more than that, or we might as well go play console games.
So, let's stop this 'MWO should be a sports game' and instead start with 'MWO should be a war game'. Anything else is just unworthy of the name MechWarrior, and should be ejected from any consideration by any reasonable player of the game.
Post worth some spamming.
Btw, i am fine with "arena competitive combat" if that is relegated to and based on a Solaris VII feature. It could be another tab in the UI. As public play queques are for "regular" play, CW is hardcore faction replay, Solaris would be the competitive area of the game: points, leaderboards, money prizes for big tournaments. I may got here from time to time to try different kinds of combat: 1vs1, lance vs lance (not Star because it is ultimately IS-based), etc. But it should not be the focus of the game, at all.
Combat SIMULATION, not combat sport.
#108
Posted 18 November 2014 - 05:03 AM
Rezn876, on 18 November 2014 - 12:51 AM, said:
What would you say is one of the more obvious error in execution in terms of becoming a larger community?
Errors in execution:
As evidenced by a simple google search, the public relations and community management have been handled poorly up until this summer. You might even call it a PR disaster judging by some of the articles from 2013. This, coupled with a premature hype campaign and a series of missed deadlines have left parts of the community sour, as well as a public track record imprinted all over the interwebs, both unfortunately discouraging to new players.
You also have the issue of pricing, for me not a moral one at all, but rather an observation that high prices makes big spenders feel entitled to complain a lot more than if they had spent a reasonable sum, so that kind of pricing strategy tends to lock you down in a kind of PR prison with the things you said interpreted as held or broken promises, not a wise thing to do in the beginning of developing a new game because you need to maintain flexibility.
There are also some majors issues with the client itself, the UI is simply atrociously ineffective all over, and the new player experience is compromised by the lack of proper learning tools and by being thrown immediately into the fray with the best players.
Underneath those issues are (IMO) a very nice mech combat simulator with considerable potential and remarkably good balance. I find the constand complaining about overstated balance issues both tiring and petty, and interpret the less constructive whining as a symptom of the previously mentioned sourness in the community rather than people actually thinking straight.
Fortunately none of this is irredeemable, and the current development looks promising in my eyes.
Edited by Sjorpha, 18 November 2014 - 05:07 AM.
#109
Posted 18 November 2014 - 05:05 AM
CyclonerM, on 18 November 2014 - 05:02 AM, said:
Btw, i am fine with "arena competitive combat" if that is relegated to and based on a Solaris VII feature. It could be another tab in the UI. As public play queques are for "regular" play, CW is hardcore faction replay, Solaris would be the competitive area of the game: points, leaderboards, money prizes for big tournaments. I may got here from time to time to try different kinds of combat: 1vs1, lance vs lance (not Star because it is ultimately IS-based), etc. But it should not be the focus of the game, at all.
Combat SIMULATION, not combat sport.
entertainment for the Mob!
#110
Posted 18 November 2014 - 05:17 AM
Rezn876, on 17 November 2014 - 07:24 PM, said:
I've said it before and I will say it again:
**** eSports!
(With the sole exception of a 24+ no-holds-barred, winner-takes-all, last-man-standing Solaris mode, of course. )
#111
Posted 18 November 2014 - 05:46 AM
Rezn876, on 17 November 2014 - 10:05 PM, said:
If it goes E-Sports the community will die Paul's alt.
CyclonerM, on 18 November 2014 - 05:02 AM, said:
Fubk these ideas
#112
Posted 18 November 2014 - 06:05 AM
I will add what I always say about MWO becoming an esport. You don't design an esport, you design a game. If the game is interesting the game will have a core regular player base. If the game is of sound design and function it become popular. Out of that popularity comes the esport. The NFL was formed based on the success of a game (and its predecessors), football wasn't born from the NFL. Perhaps we should focus on a successful game and see where it leads rather than trying force MWO into a place it might not belong.
My habit of reading through threads before posting really bit me on this one...
#113
Posted 18 November 2014 - 06:07 AM
The only e-sport available here are the forums.
#114
Posted 18 November 2014 - 06:12 AM
#115
Posted 18 November 2014 - 06:30 AM
Adiuvo, on 17 November 2014 - 11:21 PM, said:
MW4 back in the day was a fully completed game where you had 100% access to everything for the price on release day from Newegg being $39.99 after your $5 mail in rebate and free shipping.
I don't remember who did it, I think it was Broceratops, took the MC value of every mech we currently had available, which at the time he did it the Blackjack had just come out, and in order to have access to just all the mechs (at the time) a player would to spend in excess of $900.
MW4 also had singleplayer viability so new players could play it and learn it without getting thrashed in multiplayer sink or swim.
Those two reasons are why MW4 had FAR more proliferation that MWO will ever see, even though MWO in it's own right is actually the far better game mechanically.
The killer for MWO, even with its free cost of entry, is its nonexistent new player experience (I mean come on, the 25th match on my most recent alt had two SJRs and a Lord, tiny playerbase much?) and cost of viability that kills it. Really, $30 for ONE good mech in this game where MW4 was $40 for everything? And people wonder why smart devs are starting to avoid F2P games and smart customers are too (the established F2P games are here to stay; PS2, WoT, and LoL are solid. MWO does not fall into that camp).
#116
Posted 18 November 2014 - 06:31 AM
TygerLily, on 17 November 2014 - 11:45 PM, said:
This is what PGI should do.
Leave the regular game (Pug/group queues and CW) alone, and introduce Solaris for people who are looking for more of a E-Sport atmosphere. Really, if they put there best minds on the job, they should be able to pull it off flawlessly.
#117
Posted 18 November 2014 - 07:34 AM
Fut, on 18 November 2014 - 06:31 AM, said:
This is what PGI should do.
Leave the regular game (Pug/group queues and CW) alone, and introduce Solaris for people who are looking for more of a E-Sport atmosphere. Really, if they put there best minds on the job, they should be able to pull it off flawlessly.
Both those ladies are busy with CW.
LOL J/K J/K! (Not about the ladies being the BEST minds though.)
#119
Posted 18 November 2014 - 08:05 AM
#120
Posted 18 November 2014 - 08:15 AM
Those type of things draw a crowd and build hype for the game even if it doesn't grow as a sport much.
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