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Community Warfare Update - Dec 2 - Feedback


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#61 KharnZor

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Posted 04 December 2014 - 09:33 AM

View PostTexas Merc, on 04 December 2014 - 08:59 AM, said:

Can we get this put up on the test server for a few hours ?

yes pls.

#62 sabujo

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Posted 04 December 2014 - 09:52 AM

View PostHarrison Kelly, on 04 December 2014 - 08:33 AM, said:

I'm of the opinion that 240 is too low. Either 240 is too low, or the 4 'Mech restriction needs to go away. As it stands, I'm incredibly underwhelmed with community warfare, because it's going to require that I play chassis or classes that I dislike, or else not play chassis that I do like.

Let's say I wanted to bring my 3 favorite IS chassis: a Highlander, a Catapult, and a Shadow Hawk. This isn't a Steiner scout lance, it's fairly well-balanced. Great, now I have just 30 tons left, and that basically forces me to play a light. Specifically, a Spider which I don't own. I hate playing lights. I never play lights. What this proposal is saying is that community warfare isn't for me.

I've seen proposals that would up the tonnage to the 250-265 range, and feel that would be overall better. Alternately, distribute the tonnage across the group rather than per player so dedicated light players aren't "handicapping" the team. As it stands, 240 tons is simply too low for me to ever play community warfare. The tonnage restricts player choice too much and doesn't suit my preferred roles. It's more important to me that I be able to play roles and chassis that I want (within reason) than to be forced into something I don't enjoy.

I don't have fun playing lights, therefore I will not opt into a mode that forces me to play them.


240 tons is the perfect number. And I really hope they in the future add some variety to that and what chassis you can bring. Community Warfare isn't centered on player's preferences or meta builds - you have solo and team queue for that. There is a need for variety in this game mode that cannot be enforced on the others.

I want to be forced to play a mech even if I don't like it. I want for my unit to be limited to some chassis type due to resource management. I want unbalanced/assymetrical battles in CW. At least that's what CW is for me and what I expect it to be.

#63 Kill Dozer

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Posted 04 December 2014 - 09:53 AM

View PostKirkland Langue, on 04 December 2014 - 09:03 AM, said:

The only part of this that concerns me is the Grouping rules - I expect that this will lead fewer people to participate in CW.

I can see this example perfectly: Unit is looking to drop into CW with 5-6 people on TS right then. They also happen to have a friend who isn't in the Unit, but often comes onto the TS. That friend would be happy to drop into CW with them, but because of the group mechanic - they aren't allowed - and because the Unit doesn't want to isolate the friend, they may just decide to drop into a public queue with the friend instead of dropping into CW.


If this scenario plays out often enough (which it easily could) - this could end up being a lot of missed opportunities for players to participate. The end result is that the queue for CW could be much slower than desired - further driving people away from CW.

I'm not saying that this mechanic should be changed - but it certainly should be monitored. Simply looking at the number of group drops in public queue which contain players not of the same unit. The greater number of such groups that exist, especially if all members of the group are already under contract with the same Faction, the greater number of groups who might have been willing to drop into CW instead.


Good points.

Pretty much the same concerns I have and I *am* saying it should be changed. We often make teams in the group queue that will have players from 2-4 different units.

Three lances of guys on the same voice comms server is typically going to perform better (all other things being about the same) than three lances of people on three separate voice servers (and thus can't communicate between lances rapidly).

On top of that, there are lance leaders and the group lead to consider, these command elements go out the window if they cant communicate with each other.

#64 Semper Fi

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Posted 04 December 2014 - 09:57 AM

@Paul,
Thank you for the much awaited update.
Overall I look forward to it.

@Community,

I agree we should give it a try on Test Servers, if anything to give us an idea of what will come. (Problem is some peeps get all bent up, scream/whine with non-constructive thoughts on the forums and things have to change to accommodate the squeaky wheel(s), as seen with just about everything put in Test servers), however I do think it would be a good idea, for those that take that time and make preparations with their units from what was learned on the test servers.

Next, 140 - 240 is ok, I do think it should be 260, but subject to change depending on world is going to be cool. I also think dedicated players to certain chassis makes people stale and inflexible in a group setting. So lone wolf assault pilots have to play lighter mechs than they are used too. Start practicing your drop deck mechs then, two weeks is plenty of time to accept a lower K/D ratio, or make it better. :) This forcing function is good to keep diversity on the field. At least till meta drop deck(s) emerge.

As far as groups go, 1 lone wolf can drop with an 11 man and any combination there of. Very good. I like the group restriction to units, as this will help with calculating owning the planet. This will not stop sync drops for banners. (these will happen). I do like someone's idea (Kill Dozer I think) that groups of mercs can drop under one banner.

Lastly you don't have to play CW if it hurts any sensibilities you have, its strictly voluntary, and a deeper experience of MWO. I know it will not meet everyone's expectations. (maybe not meet anyones expectations, but that is pessimistic, and I still love the game even with its seemingly geological pace of growth at times)

So some should maybe stay unhindered by drop deck restrictions, loyalty issues, and groups by having a shallow experience. Otherwise be accepting, find bugs, throw out constructive thoughts/ideas/suggestions, and lets see what they do and how it goes. :)

Those are my thoughts and 2 cents.
Thank you again Paul.

Semper Fi

Edited by Semper Fi, 04 December 2014 - 10:36 AM.


#65 Kael Posavatz

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Posted 04 December 2014 - 10:09 AM

Asking yet again as there has yet to be an aye or nay...

Will loyalty point boosters (loyalty medallions a la Phoenix Package) become available for Clan-aligned players who bought the Phoenix Package and have not selected them yet?

Will loyalty point boosters become generally available (through in-game store or other)?

Are you considering not making loyalty point boosters available to Clans as a form of in-game balance or as an incentive for players to align inner sphere?

#66 Joe Mallad

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Posted 04 December 2014 - 10:28 AM

View Postsabujo, on 04 December 2014 - 09:52 AM, said:


240 tons is the perfect number. And I really hope they in the future add some variety to that and what chassis you can bring. Community Warfare isn't centered on player's preferences or meta builds - you have solo and team queue for that. There is a need for variety in this game mode that cannot be enforced on the others.

I want to be forced to play a mech even if I don't like it. I want for my unit to be limited to some chassis type due to resource management. I want unbalanced/assymetrical battles in CW. At least that's what CW is for me and what I expect it to be.
it was said that the min-max on planets would change. so it wont always be 140 to 240, but could be 140 to 160 or 140 to 185 or anything like that.

View PostKael 17, on 04 December 2014 - 10:09 AM, said:

Asking yet again as there has yet to be an aye or nay...

Will loyalty point boosters (loyalty medallions a la Phoenix Package) become available for Clan-aligned players who bought the Phoenix Package and have not selected them yet?

Will loyalty point boosters become generally available (through in-game store or other)?

Are you considering not making loyalty point boosters available to Clans as a form of in-game balance or as an incentive for players to align inner sphere?
shouldnt the clan packs (prime) mechs do the same thing and also get 4 clan medallions that act as the phoenix mech and medallions?

#67 Harrison Kelly

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Posted 04 December 2014 - 10:52 AM

View Postsabujo, on 04 December 2014 - 09:52 AM, said:


240 tons is the perfect number. And I really hope they in the future add some variety to that and what chassis you can bring. Community Warfare isn't centered on player's preferences or meta builds - you have solo and team queue for that. There is a need for variety in this game mode that cannot be enforced on the others.

I want to be forced to play a mech even if I don't like it. I want for my unit to be limited to some chassis type due to resource management. I want unbalanced/assymetrical battles in CW. At least that's what CW is for me and what I expect it to be.


I understand that standpoint, and I certainly can understand that there shouldn't be unrestricted tonnage, or else we end up with 12 man Dire Wolf/Atlas/King Crab lances or some other craziness. I understand there are players who are jack-of-all-trades, or at least who don't mind playing a varied roster. I'm just not one of them, and my differing opinion doesn't invalidate yours, or vice versa.

I guess CW will end up being like ranked play in League of Legends, where the realistic barrier of entry is at least being willing/able to play all roles. (We can talk elsewhere about how universally true that is, but allow me this generalization). In which case, I think it'll end up being only a small percentage of the playerbase. Which is fine, I still have fun shooting giant stompy robots in the existing queues, but there's no way I'm piloting lights ever again.

Edited by Harrison Kelly, 04 December 2014 - 10:53 AM.


#68 Jman5

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Posted 04 December 2014 - 10:58 AM

I don't understand the point of not allowing players from the same faction but different units (guilds) to group up as a premade for Community Warfare.

First of all, it wont prevent players from essentially doing just that. They will simply sync drop as a work around.

Secondly, it harms smaller groups who may want to form temporary teams with other faction-allies.

What do you gain by restricting premades from being various units? Nothing as far as I can tell.

#69 Furry Murray

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Posted 04 December 2014 - 11:00 AM

Is there any chance you guys might up the wieght restriction to 250? I was really hoping to be able to drop with 2 KC's and 2 commandos and, with the current limit, I'm 10 tons shy of that. I imagine a lot of people would be happy with a piddly 10-ton upgrade and think it would improve the quality of drops over-all.

#70 Rufus Ingram

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Posted 04 December 2014 - 11:42 AM

View PostFurry Murray, on 04 December 2014 - 11:00 AM, said:

Is there any chance you guys might up the wieght restriction to 250? I was really hoping to be able to drop with 2 KC's and 2 commandos and, with the current limit, I'm 10 tons shy of that. I imagine a lot of people would be happy with a piddly 10-ton upgrade and think it would improve the quality of drops over-all.


As a Ghost Bear you won't be able to drop with any of those mechs :)

There is hope/plans to have different planets have different drop weights in future so I can see 250+ happening as well as less than 240 tons once they have a baseline to work from. As I understand, we also will know which planets have which weight restrictions before we commit to a battle so we can choose mechs accordingly.

In short, I believe it is coming.

As a side note, I hope for some planets to have unlimited range of weight just to see what happens. I think it would be fun.

#71 Isabelle

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Posted 04 December 2014 - 11:49 AM

The reason 240 is the perfect tonnage is because it is the highest tonnage that still prevents 3 Timber Wolves.
3*75 = 225 leaves 15 tons, and the lightest mechs are 20 tons (eventually there will be a 20 ton clan light).

#72 Summon3r

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Posted 04 December 2014 - 12:08 PM

if i missed the answer to this before i apologize. will each mech in your drop ship require its modules to be pre installed, for example if i am running radar dep on all my mechs will i need to purchase and own 4 of those modules and have them on my mechs in the drop ship ready to go?

#73 Rufus Ingram

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Posted 04 December 2014 - 12:10 PM

View PostSummon3r, on 04 December 2014 - 12:08 PM, said:

if i missed the answer to this before i apologize. will each mech in your drop ship require its modules to be pre installed, for example if i am running radar dep on all my mechs will i need to purchase and own 4 of those modules and have them on my mechs in the drop ship ready to go?


Yes.

#74 Docta Pain

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Posted 04 December 2014 - 12:12 PM

What do loyalty points get me?
Will you be adding a LP tab to my profile page so I can see how much LP I have for each faction or will it be black boxed like ELO by weight class?
Will LP degenerate over time?
I am in a Merc unit that is Marik aligned, but if I equip a Davion faction medallion in a prime Phoenix variant then when I complete a planetary assault for Marik then I get 100+10% for Marik and +2.5% LP for Davion, right? Right?
Will LP be an accumulated amount that as you cross tiers earns (special thingies) or do I have to spend LP, like we spend GXP currently, to access (special thingies)?
I've been waiting, sometimes patiently, sometimes not so patiently admittedly, for quite some time. Good to see it happening. Now about this U.I. "2.0"...

#75 Deathlike

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Posted 04 December 2014 - 12:31 PM

View PostJman5, on 04 December 2014 - 10:58 AM, said:

I don't understand the point of not allowing players from the same faction but different units (guilds) to group up as a premade for Community Warfare.

First of all, it wont prevent players from essentially doing just that. They will simply sync drop as a work around.

Secondly, it harms smaller groups who may want to form temporary teams with other faction-allies.

What do you gain by restricting premades from being various units? Nothing as far as I can tell.


I believe that it was said that the cost of your dropship fees depends on the size of your entire unit. "Splitting" a unit into 2 or more groups would minimize said behavior.

That would be the only thing I can I think of.

Note that I'm not saying this is good or bad, but that's the only thing I could come up with. It is beneficial if two or more aligned units get together on the same coms to make a drop, then just to be multiple units on multiple coms.

Edited by Deathlike, 04 December 2014 - 12:34 PM.


#76 CyclonerM

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Posted 04 December 2014 - 01:05 PM

I am actually concerned that grinding LPs to get the rewards might be too easy and fast with all these bonuses.. I am serious.. I am going to stay with this faction for a long time and i want these rewards to actually feel rewards, more like mastering a 'Mech rather than unlocking its basics..

#77 Tim East

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Posted 04 December 2014 - 01:19 PM

View PostRufus Ingram, on 04 December 2014 - 11:42 AM, said:

As a Ghost Bear you won't be able to drop with any of those mechs :)

This frustrates me to no end, since I do not have 4 clan mechs at my disposal. I really wish I could use my "antiquated" mechs in lieu of top-end clan mechs, especially since from an RP perspective I'm freeborn. Unfortunately, it looks like I'll be stuck using mostly trials for CW.

#78 Darkblood

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Posted 04 December 2014 - 01:23 PM

View PostPaul Inouye, on 03 December 2014 - 11:53 PM, said:

Grouping In CW

[color=#00FFFF]To re-emphasis what has been mentioned before. Community Warfare is primarily directed to role-playing and unit gameplay. It is because of this that groups in CW (Unit Groups) will consist of only players within the same unit. A team can have players from multiple units but groups themselves will only consist of players who are in the same group/faction.[/color]


"groups in CW (Unit Groups) will consist of only players within the same unit" - ok (Might screw the smaller units though)

"A team can have players from multiple units..." - Having a reading comprehension problem here. What is a TEAM as compared to a GROUP?

Because if by TEAM you mean the 12 guys dropping into match, then I would read the sentence above to mean that I could create a 7 men GROUP (all of the same UNIT), which then could dropped with another 5 men GROUP (of maybe a different UNIT) in a match, as long as they are in the same FACTION (say, Kurita). Is that so?

"...but groups themselves will only consist of players who are in the same group/faction"

Assuming you meant only FACTION in the last word, otherwise you get "groups only consist of players in the same group" which is a bit tautological.

#79 Kraven Kor

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Posted 04 December 2014 - 02:29 PM

Thanks for the update! Looking shiny!

#80 HARDKOR

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Posted 04 December 2014 - 02:31 PM

I find it comical that people who are not in units complain about not fitting into community warfare. Personally, I don't think they should be involved at all, as they are clearly not participating in the community aspect of the game.
I mean srsly, how would that even work? Go wait at the bus stop for a dropship to pick you up and go raid a planet with some strangers? Cmon...





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