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Community Warfare Feature Suggestion Thread

Gameplay Balance

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#21 Tom Sawyer

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Posted 12 December 2014 - 06:14 AM

Open speak Lobbies. If you get a message Planet X needs defenders then when you enter that lobby you should be able to see who is there and talk to each other.

A percentage counter on the main map showing how many players are at a given planet. You know where to go.

MWO as a whole needs a built in team speak option.

Module addition: Ammo Drop request. Creates a paradrop or something similar that you have to reach, wait say 10 or 20 seconds to allow the minibot time to put the ammo in your mech. The drop can be targeted by the enemy so chose a smart place to drop.

#22 Felix7007

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Posted 12 December 2014 - 06:14 AM

Small but significant:

When selecting a faction, you must use the arrow keys. This is not apparent to most players. Should be able to drag the slider.

#23 Katotonic

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Posted 12 December 2014 - 06:16 AM

View PostMoriquendi86, on 12 December 2014 - 02:51 AM, said:

Currently wait times in CW can be too long for many of us and way to often I find myself attacking the planet without defenders. So here is simple (I hope) idea to possibly fix it.

What we need is "Play CW" button in addition to planet selection that would make player or group queue for all planets he is allowed to play based on their selected faction. The goal of this is to eliminate two mayor show stoppers in queue: finding the team and finding the opponent. To make it simple I'll call it the bucket.

Example:
Me and my friend in a 2 man group click "Play CW" and join the bucket as Marik. Soon after Marik 10-man starts an attack on Davion planets. They still 2 more to fill the ranks but in queue for that planet are no solo players or 2 man groups. Therefore MM search the Marik bucket and finds that there are few 2 man groups and solo players it will choose players based on how long they wait for game. Lets assume that my 2-man waits the longest and is added to attack with 10-man. All this should take few seconds, all 12 slots are filled so Davions are called to defend.

Normally Davions would have 5 minutes to fill 12 defenders slot, that feels a bit too long so changing it to 1 (or any X that you feel comfortable with) minute and then fill remaining slots with players in the bucket. For example at this time planet have no defenders so after a minute MM search bucket and finds 20 Davion player in total looking for the game. MM builds 12 man team from the bucket prioritizing players who waits the longest.
If it's impossible to build team with players in the bucket MM will wait remaining 4 minutes and continues to try fill 12 defenders slots with players that will queue for planet defense or join the buckets. If it fails after that 4 minutes defenders will loose as it is right now.

At the moment I think it will be best if players in bucket will not initiate attacks on planet so even if there will be valid 12 man group they will not start an attack on planet. They can join an attack initiated by player queuing for specific planet but if noone does that they should be kept as defenders. (but it's up for discussion)

Considering that there are also lone wolfs and mercenary players in the bucket and that all IS player can fight against Clans I believe it will speed up queue times significantly.


#24 Katotonic

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Posted 12 December 2014 - 06:21 AM

View PostMatthew Ace, on 12 December 2014 - 01:14 AM, said:

SUGGESTION: CONSIDER RAISING BASE WIN/LOSS REWARD FOR CW GAMES


Games takes longer to happen and finish, and as a form of incentive (beyond immersion and enjoyment) over playing the normal games, it may be appropriate for the base reward to be raised.


View PostAntharPrime, on 11 December 2014 - 08:05 PM, said:

DROP ZONES NEED TO MOVE AND ADAPT.


The drop ships need to change where they drop their mechs as the battle progresses. They need to also change the drop point when an enemy team tries to camp the drop zone. If the zone can't be moved on a smaller map then artillery and air strikes should clear the drop zone before the drop ship comes in.

View PostLily from animove, on 12 December 2014 - 01:32 AM, said:

attackers spawns: they should have obbstacles as well to hide after spawning, attackers are always in the open when dropping.

gate defender spawns: should not be so close to the gate, they get dropped right in the battle, for lights this can instantly be the end before they even start moving, yet the dropships interfere the mainbattle at the gates with their weapons.

on sulfur, simply move the gates a good bunch further to the attackers direction. there are 3 long tubes to attack, yet most of this is dead land where nothing is happening. stretchign the gates further away form the ain objective and makign a batlle at one gate occupy the gates dropzone would help to balance a bit.

simply because: 12 vs 12 battle at a gate.

3 die on each side.
3 defenders are bakc ther ein like 30 seconds.
3 attackers need at leats 60 or 90 seconds to catch up.

this creates an unbalanced battle at the gates where defenders are already at a big advantage.

I ignore some specifc tactics like light-rush, since they are more a broken mechanic than a tactic at all. So the above counts for serious battles.

View PostSaobh, on 12 December 2014 - 02:31 AM, said:

Attackers indeed need more long distance cover as on some maps you can see them land from the defense position and thus know where they are going.

For the rest maps are too small to have a progressive spawn point system. It would work if say we had a long narrow map where there where 4-5 defense positions to be taken in succession before the end fight at some base. In such a case to keep the rhythm you'd need spawn points for each team to progress to each point to get a feel of an ongoing intense battle.


#25 Katotonic

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Posted 12 December 2014 - 06:25 AM

View Postnitra, on 12 December 2014 - 12:02 AM, said:

First thing first . we need a faction lobby so we can organize attack and defend que

dont even have to be fancy just hack in the planet lobby in to the inner spheer map make it faction only and blamo we have a tool to organize attack and defends.

Next you should be able assign your self to the Faction Reserve.

this is a mass que where you can stick your self .

what happens here is that in stead of you clicking around trying to find battles. the game pulls from the faction reserve list filling up the defender que where needed. (would need a player activity check to ensure its not dropping in afk players however)

kudos if this can be done while playing pug matches.

The maps are like fly paper so far every mech i have taken onto these 2 maps have become stuck on the terrain or building geometry in one form or another.
hopefully this gets fixed soon.


thats 3 things that i feel would improve the CW beta overall.


View PostMmerryweather, on 11 December 2014 - 09:36 PM, said:

Does anyone else think that it would be a good idea to show who is waiting in the drop lobby? I'm thinking of something similar to how lobbies are filled on console games; where you can see the lobby capacity and can gauge how long your wait might be. Perhaps, this is just an issue because there are still a lot of people that aren't online trying CW yet. Still, great experience so far!

View PostDocta Pain, on 11 December 2014 - 10:03 PM, said:

There needs to be a planetary que like the weigh class que "Planet X: 40%, Plant Y 20%" showing which planets are ACTUALLY AVAILABLE. intentionally shouting.


#26 Katotonic

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Posted 12 December 2014 - 06:35 AM

View PostSandpit, on 11 December 2014 - 09:38 PM, said:

It would be nice if we could access CW from the website. Such as taking contracts, faction affiliation, etc.

That way if the unit leader is away they can still easily access all of this without having to be in game if they are unable to do so.


My own addition to this suggestion: Let us see the Inner Sphere map, current status of planets, and a timer until the "day/attack period" is up from the website as well.

#27 Kiblams

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Posted 12 December 2014 - 06:39 AM

After we have all of the tweaks around the system working and some more maps, I would really like to see some more traditional and thematic game modes. Here is an example that would spice things up:

Evacuation
A mission that could take place on the day after a planet changes hands. Basically; the faction that lost the planet would be escorting transports from a base/city to the dropships. The transports would follow one of several paths to the evacuating dropships and would have tanks amongst them (basically slow moving turrets). The match would end with the attackers trying to kill the dropships as they launch.

I think now that they have set the groundwork; we could see so much more variation in play.

Edited by Kiblams, 12 December 2014 - 06:40 AM.


#28 generalazure

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Posted 12 December 2014 - 06:41 AM

Since I'm a greedy merc scumbag and all that, I want my employer to compensate me for all the time wasted on garrison duty (aka staring at the match maker) :P

#29 Blalok

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Posted 12 December 2014 - 06:43 AM

I recall Russ mentioning in a CW post in the past 2 months or so that we would start matches with the gates open; defenders would be able to choose when to close gates. This would be excellent to see - mechanism needs to be clearly identified before launch.

Maps should be available in training grounds. Justification: defenders should be well-acquainted with their own base; attackers will likely have detailed intelligence to generate a simulation.

'Mechs on drop deck should be configurable while waiting for launch. This is a common feature of most FPS games, and would help kill time while waiting for match roster to fill.

CW map should be available to review during wait as well, so we can plan / prioritize our next jump (review status of contested planets).

*edit* Almost forgot - we're earning real rewards in these matches; the stats should be reflected as well (change "matches" to "drops" and we're all good).

Edited by Blalok, 12 December 2014 - 06:46 AM.


#30 skoot

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Posted 12 December 2014 - 06:49 AM

I didn't read (as it is late here), but the ability to see which attacks have players in them would be good as then people looking for a CW game could all congregate in a game.

#31 Katotonic

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Posted 12 December 2014 - 07:21 AM

View PostButane9000, on 12 December 2014 - 07:10 AM, said:

Here's some features you should work to implement:

Communication

Planetary population (current defenders / attackers ratio) - such as 61% attacking faction Marik 39% defending faction Davion. Right now it's hard to tell which planet to attack with the information we have. This would help players who don't bother to read any chat logs, but more on that next.

Faction Chat windows in the CW map - currently there is no real way for the factions to coordinate. While the above suggestion is good for public non group players having a faction chat where the various units can coordinate attacks would go a long ways.

Gameplay

Turrets - right now turrets are very threatening mainly because they use significant weaponry (Large Lasers) and they never miss (darn you AI). Can we either see some turret variety (such as the 2ML LRM10 turrets from assault) or can we adjust the turrets so they don't necessarily have a 100% hit chance?

Gates - Right now the only way to deal with gates is jumping over it and or shooting the generator. The problem with shooting the generator when you don't have a Jump Jet mech is you have to expose yourself on the hill and there's not enough room to bring significant fire power to do so. Can we tone down the gate generator HP to die quicker to give the attackers a small boost?

Drop ships - I've noticed that enemy drop ships even fire at players as they are coming in and leaving. However those players (especially attacking players) can't contend with a drop ship flying by. A allied player in a match last night was shot at nearly 500 meters away from the drop ship while fighting a defending player. It's hard enough for attackers to deal with defenders and turrets but random large drop ship firepower seems unfair.

No defenders - We've dropped against planets with no real defenders forcing us to play through a match fighting the AI turrets which is not a significant challenge. Can it be made so if no defenders show up 2 minutes after the start of the match the attackers automatically win, thus saving everyone a lot of wasted time?


#32 Butane9000

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Posted 12 December 2014 - 07:34 AM

I apologize Katotonic I looked for a thread like this but didn't see one. Thanks for the cop/paste.

#33 NextGame

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Posted 12 December 2014 - 07:42 AM

Suggestion #1 Reduce wait times.

Suggestion #2 Reduce wait times.

you get the idea.

#34 Malleus011

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Posted 12 December 2014 - 07:44 AM

Please let us do something while waiting in the endless que. Customize other 'mechs not in our drop deck, bet on the Solaris games, anything - the wait times are extremely long right now (and probably will be for a while) and it gets dull, even on TS with your group.

It also wouldn't hurt if we earned something for sitting in queues; that way you're not just 'losing time' when you're watching the timer.

Smashing unmanned turrets in an un-opposed match is OK the first few times to learn the maps, but after that we're just wasting more time - it took 5+ minutes to get into this (empty) match and now we're going to have to run across the map, kill turrets, and blow the generator (for measly rewards) before we can reload. (Bonus points if you can spawn bot 'mechs or tanks to make an 'undefended' match worth minimal play time).

Spawn camping is going to plague this mode as built; Dropship fire will get complaints, as will getting spawn camped. Being able to divert to another DZ would be nice, or automatic airstrikes to clear a full DZ, or something. I've been on both sides of an occupied DZ and that's not really what I consider fun.

Overall, it's a giant leap forward with a lot of tweaks and fixes to do not that we've got it.

#35 MoonUnitBeta

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Posted 12 December 2014 - 07:47 AM

  • Global Chat Channels for House/Faction, similar to General or Trade channels in other MMOs

And
  • After 5 minutes of the original attack/defend, if there are still not yet enough players to launch the match, the MM starts sending out batched notifications to groups of random solo players who are in a queue(or not). Say 25 per batch, every 10 seconds (example).
  • The notifications will appear like this:Posted Image
  • The numbers required will adjust in real time as mechwarriors fill the spots.
  • As more notifications reach a broader audience, the greater the chances of the spots filling.
  • A notification disappears automatically when it reaches 0 mechwarriors required.
  • You will be able to customize the notifications and choose which factions ask for your help, and you'll get to choose if they ask you for offense, defense, both, or none.
  • Missing in the picture: a close button for each notification


#36 Katotonic

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Posted 12 December 2014 - 08:06 AM

View PostYoseful Mallad, on 12 December 2014 - 07:35 AM, said:

These are just a few suggestions of mine (and will update) as I think of more.

1. When in Mechlab and or getting set up with your unit and the Attack/Defend notifications pop up, we need more info.

Suggestion... In the lower right corner, it says (Planet X needs Attackers/Defenders). But how many?
When those notifications go out, how about a number of players needed also be attached?

Fix... (Planet X needs 2 Attackers). If 10 guy unit has decided to attack a planet, and its notification of attackers needed is sent out to everyone else in that faction/factions, than it should say (2 attackers needed) so everyone else knows there are attackers there, how many are already there and how many are STILL NEEDED. Defense notifications should work the same way.


Suggestion for LP (faction loyalty ladder rankings.

I think there needs to be a far larger LP ladder.

Example...

1. X amount of LPs = X amount of C-bills
2. X amount of LPs = X amount of C-bills + GXP
3. X amount of LPs = X amount of GXP + (1) free (random) consumable
4. X amount of LPs = X amount of MC
5. X amount of LPs = (first rank promotion) + X amount of C-bills +(1) free (random) cockpit item

6. X amount of LPs = X amount of C-bills
7. X amount of LPs = X amount of C-bills + (3) free (random) consumables
8. X amount of LPs = X amount of C-bills + GXP
9. X amount of LPs = X amount of MC
10. X amount of LPs = (second rank promotion) + (1) free reserves pack

*reserves pack* = 5 tons of (random) ammo, 3 (random) weapons and 1 (random) instrument (NARC/BAP/TAG/ECM/COMMAND COUNSEL etc...

And the ranking unlocks should go up like this.

And besides mech bays, we should be able to unlock free consumables, item/ammo/armor packs, paints, camo patterns, mechs and famous mechs (that can only be gained in CW), and even special unlocks that are extremely rare. You can't see what you'll unlock until you get to that level. But make it well worth it.

Other bonuses we can can get is something like (mech 2 packs) 1 for you and 1 to gift to a friend or new player to help them get into CW with better mechs faster.

I mean we all want CW to take off right? If I unlocked a few mech packs that would allow me to gift a mech as well, I could help do my part to help PGI entice others to play, by having these mechs to gift.

View PostYoseful Mallad, on 12 December 2014 - 08:02 AM, said:

The maps are not as exciting as they could be.

Defense is boring and having to wait for the attackers to break through is just not a good game mechanic.

We should be able to be up on the walls or have a way to help our base defenses (defend) lol.

Every base in the history of history had a weakness, a flaw. So how about to represent this, if we are going to have 3 doors that need to be attacked... Make it random that 1 of those 3 doors will drop much faster than the other 2. This gives the attackers a reason to prob the gates for weakness. There also needs to be a reason for the defenders to leave the base more.

Sure we are defending the base but there is all that area behind the attackers once they are at our gates that hardly ever gets played on because it's now a death ball at our gates.

This game mode is OK at best but there needs to be a work up to this part in the game.

IMO, the attack/defend game mode needs to be on at least 2 maps.
First map is the enemy landing some distance from the base. The defending faction sends in their advanced defending line to meet the attackers head on. This can be in any number if different map types. This first battle would act as the center battle and be more of a skirmish battle.

If attackers win, the defenders are THAN pushed back to the base, where they than have to protect it in a second battle (as we have now in attack/defend). But in that first skirmish battle, if the defenders win, they push the attacked back to their landing zone and the attackers now become the defenders as they have to defend their drop ship landing zone. And it can go back and forth until 1 side wins 2 consecutive matches .

Attackers need to win center map engagement and then take he base in the second match. Defenders need to defend the center map and push the attackers back to their drop zone map and then defeat the attackers there to push them off planet.


#37 Katotonic

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Posted 12 December 2014 - 08:10 AM

View Postrageagainstthedyingofthelight, on 12 December 2014 - 07:28 AM, said:

Would love a map I could check when I'm out and about to see who's invading who. Then I could text guild mates and plot some revenge!


#38 Katotonic

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Posted 12 December 2014 - 08:21 AM

View Postl3rokenWing, on 12 December 2014 - 01:13 AM, said:

Hey, I've spent the night playing around in Community Warfare and have been left with generally positive impressions. There are issues of course, but nothing I haven't seen listed in the forums already (dropship spawn vulnerability, disconnects, difficulty finding matches, frame rate drops, ect) but aside from that I only saw one non-bug I wanted to comment on:

In testing earnings I noticed that founder/hero mechs included in your drop decks are contributing a quarter of their c-bill bonus to your earnings (7.5%) instead of a full 30%. I can understand why as your score is an aggregate of your performance with all of your mechs. Out of curiosity I created a drop deck with four mechs with 30% c-bill earnings bonuses, centurion-ah, atlas-s, firestarter ember, jenner-d(founders). Sure enough I got the full 30% earning bonus at the end of the match.

I just wanted to voice that this is an issue for the community warfare arena. While CW may not be 100% 12 man try-hards, it certainly seems feels like a more competitive scene. The stakes are higher, the time investment is higher, the wait between matches is longer, and most importantly the strategy and team coordination on the field needs to be at it's best to succeed- especially on the attack. I certainly take a CW match more seriously than the average public game, and my consideration of what goes into my drop deck reflects that. I'm not going to bring the mechs I'm grinding through basic skills. I want to bring the best I have to offer to the match and go in hoping my teammates have as well.

Sadly the new emergence of community warfare doesn't change the fact that for most players, MWO is a big grind fest, and C-bill earnings have been a hot topic for a long time. I think the reduction of a mech's c-bill boost presents a problem simply because it encourages bringing as many hero/founder mechs as possible in order to retain that 30% boost. If people choose to do this, it would be incredibly limiting to the builds they could bring onto the battlefield and it would mechanically reward them for it.

I initially guessed that including one hero/founder would be enough to retain the 30% bonus to the end of the match, and considered this fine as I could easily shape the rest of what I dropped around which ever one I chose without compromising my effectiveness on the field or my contribution to my team. I love the variety in this game, I specifically set out to elite a chassis in every weight class and have since mastered at least two different chassis and their sub-variants. Having a game mode that encourages you to bring different kinds and weights of mechs into the same match is my dream come true. Don't allow a mechanic to exist that would promote players to hinder their effectiveness or hamper the variety of what they can bring into battle just because they want to see a larger gain in earnings at the end.

I propose that the earning's bonus from the mechs not stack by having more than one present in your drop queue. Preferably you would allow us to retain the full 30% from including one founder/hero into our drop decks, but frankly I wouldn't mind if it stayed at 7.5% no matter what happened or didn't exist at all. C-bill earnings have never come at a good enough rate for the quantity of c-bill sinks that exist in mwo's economy. Hell, the cost of weapon modules and engines already punish you for diversifying your playstyle. Don't give players a reason to stick to the same 4 mechs in Community Warfare as well.


#39 Katotonic

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Posted 12 December 2014 - 09:43 AM

View PostcSand, on 12 December 2014 - 09:06 AM, said:

Hey,

you guys should bring back the news feed, even if it just lists in real time the activities in CW. Even just basic stuff to start out, for instance:


Dec 12, 2014, 15:45
- FRR planet xxxxxxxx attacked by [faction]

Dec 12, 2014, 16:10
- Wolf Planet xxxxxxxx conquered by [faction]



It would be cool to be able to read a history of the war as it unfolds. Maybe include info on the attacking and defending units


#40 Big Tin Man

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Posted 12 December 2014 - 09:43 AM

I missed this thread last night and started my own. Let's let that one die and I'll drop ideas here:

So here's some suggestions from the peanut gallery, some serious, some not:

1. Add a poker game to the waiting lobby. 1,000 C-bill buy in.
2. Let us move around the windows and explore the IS map while waiting
3. Start daily Inner Sphere news bulletins on what worlds changed hands
4. Beer fridge must be hidden on each map. If defender doesn't show, 1st mech to the beer fridge gets a 100,000 cbill bonus
5. Add a live map to the website.

Edited by Big Tin Man, 12 December 2014 - 09:45 AM.






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