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Really No Point To Drop In Cw Until 2 Hours Before Ceasefire


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#21 mad kat

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Posted 22 December 2014 - 04:18 AM

Is this the reason why when i play at about 8-9pm GMT i'm actually playing against people around 12-1pm noon in the states i'm getting such crap games repeatedly?

*edit* im not inferring that players in the states are crap im inferring that im getting an off peak playerbase. I would have to play at 4am otherwise to get the peak!

Edited by mad kat, 22 December 2014 - 08:54 AM.


#22 Angel of Annihilation

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Posted 22 December 2014 - 04:52 AM

View PostDarthRevis, on 21 December 2014 - 11:39 PM, said:

I wonder if it would be possible to set it up in time blocks or give the wins a time limit until they are permanent?

Say a EU group got 4 wins on the planet and kept them the whole time they were one. But once they log off, go to sleep, etc. The NA guys or whoever can pounce and smack it back down to zero in no time. We have done this in a matter of 20 minutes with 4 unopposed ghost drops (before patch).

But what if once they get a win if they defend them for 3 hours successfully without a flip on the block they are cemented Until the full cycle ends? This way you could just put in the 3 or so hours anytime and solidify a win for you team, faction, unit, whatever. Put a timer in the win block that counts down, or just a planetary time and whatever wins are there at x hour increments stay. This would stop the "SUPER UNITS" from being able to STOMP to Terra in a week.

OR put the time both ways. make it stay for a few hours and then capable of being flipped. That way there is a time buffer for units to see and they can plan accordinly how to invade. "defend this now, in 2 more hours we can take wins back from X planet"

But if a group drops in has 2 hours to play and see's 4 wins, 3 have been there for 2 hours and that unit helps keep at least 3 for another 2 hours after the previous unit logged of everyone would feel important, have a part and be able to contribue easily and immediately within there time slot.

IS could also hold parts of a planet from us and make the capture that much tougher for the day.

Just some thoughts before i went to bed....Hope to see you all on the Battlefield!


This is a pretty good idea or at least something worth trying. I mean effort spent early in the day needs to count for something.

#23 Felix7007

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Posted 22 December 2014 - 05:30 AM

OK, lets put some contrast on this. The only difference between playing before the 2hr mark and during is the time. It's not like playing at the 2hr mark gets you a bonus.

Remember, if you attack a planet and no one is there to defend it in 10 minutes, you get a free territory. That's a huge reason to play before the 2hr mark. Because of that reason, attacks and defenses need to be done around the clock and not just at the 2hr mark.

#24 ztac

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Posted 22 December 2014 - 06:46 AM

Lets face it that with the current system only the last 6 matches really matter ... If you win 6 in a row you get control!

#25 Talono

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Posted 22 December 2014 - 06:54 AM

100% correct. This really is an Insult to all non US Players who sleep in bed and have absolutely no influence on the CW outcome.

It is very easy to make CW functional :

- no Defender -> one Point to planet flip (prevents tactical cease fire between IS houses or between clans)
- planet flips ownershp as soon as 10 tokens ar earned (can be enlarged to 30 tokens, to make it more exiting)

Would make the fights meaningful and bloody.

#26 Mogney

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Posted 22 December 2014 - 06:57 AM

Here is an idea for stopping the last minute planet snipe, and making play matter all hours of the day, all in one fell swoop.

All numbers are arbitrary and for illustrative purposes only.

A planet requires 6 zones to be flipped in order for the planet to be flipped.

Once a planet has 8 attacker wins, a single zone is flipped, and then the attacker wins is reset to 0.

Once the planet reaches 8 attacker wins again, a 2nd zone is flipped, and then the attacker wins is reset to 0.

So basically the planet would need to reach 8 attacker wins 6 times in a day in order for the planet to get flipped, and once one of those 6 zones if flipped, it stays flipped for the rest of the day. This way if the Euros flip three zones, they still count at the end.

Additionally in the last two hours there is probably only time to flip one or two of those six zones.

THe other key component is that an uncontested win should take alot longer than 3 minutes to pull off, it should take about as long as an average contested match.

#27 Farix

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Posted 22 December 2014 - 07:03 AM

View PostViktor Drake, on 21 December 2014 - 07:06 AM, said:

Honestly I kind of feel the same way though 2 hours is probably cutting it too close. 4 hours I think is the magic number.

Seriously though, all the work you do on a Planet before those last 4 hours is a total waste because it is way too easy for a defender to roll back 5-6 wins in short order.

Of course, this is why I think that once an attacker hits 11 wins, the planet should flip automatically and that's that.

View PostFullMetalJackass, on 21 December 2014 - 07:21 AM, said:

I like this idea, it gives units a reason to go to 100% instead of just 50%.

View PostSadist Cain, on 21 December 2014 - 07:55 AM, said:

Same.

You could even make a planet go to "Red Alert" once it's over 60% or something similar to encourage people to move to defend/attack that planet.


The problem with this idea is that it will make it easy to "ghost walk" a series of planets in short order during the off hours. There needs to be some sort of cool down or allow the opposing side plenty of opportunity to counterattack. That said, the map should be updated at least every 12 hours instead of once every 24 hours.

#28 Felix7007

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Posted 22 December 2014 - 07:16 AM

Farix,

The off hours need to be just as exciting and waking up early to help stop attackers from "Ghost Walking" planets is exciting. Keeps players engaged.

#29 Angel of Annihilation

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Posted 22 December 2014 - 08:52 AM

View PostFarix, on 22 December 2014 - 07:03 AM, said:


The problem with this idea is that it will make it easy to "ghost walk" a series of planets in short order during the off hours. There needs to be some sort of cool down or allow the opposing side plenty of opportunity to counterattack. That said, the map should be updated at least every 12 hours instead of once every 24 hours.


So what is different from this and a game like EVE Online. I mean the Corps there have to maintain a 24 hour presence in game to maintain their territory so why is that an issue in MWO. Basically instead of the German Wolves, the Russian Wolves the Aussie Wolves, you have all of them in one unit, running offense and defense 24 hours a day.

#30 Felix7007

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Posted 22 December 2014 - 08:58 AM

Thank you Viktor Drake. Your point is the epitome of the discussion and should end the arguing. PGI please implement.

#31 Kjudoon

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Posted 22 December 2014 - 09:36 AM

View PostRoadbeer, on 21 December 2014 - 10:06 PM, said:

OP has a point, I really don't drop except in the last few hours before the Cease Fire.


You can flip 6 victories in 1 hour with 3 units being successful. If you can get 3 extra 12mans against a world than you have defenders, you can flip the world in 20 minutes.

This is only a difference of 36 people and when I see matches on the board report capped at 60+, versus 30... I can see this is CONSISTANTLY happening. Is that + equal to 5 extra players? 25? 150?

The closest balance at this moment I see is 33 v 47. That's 2 teams versus potentially 4. That can be 2-3 victories by the time the 2 defenders get out of match. This is not fair when that's half way to flipping a world from scratch.

To me that makes every planet taken by Ghost Drop illegitimate from every faction and requiring PGI to revert the board to base again.



This must be fixed ASAP for it is a mortal wound to CW.

Edited by Kjudoon, 22 December 2014 - 09:38 AM.


#32 Kjudoon

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Posted 22 December 2014 - 09:46 AM

View PostDavers, on 21 December 2014 - 09:22 PM, said:

Maybe it's just to stop some large unit blitzkreiging though someone's territory? Imagine a "super unit" planning to rush on Christmas morning for example?

A Washington crossing the Delaware moment? Nooooooo I don't see that happening...

#33 Talono

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Posted 22 December 2014 - 10:15 AM

So whats wrong with this "Blitzkrieg" tactics ? If the defenders miss to stop it, they DERSERVE beeing "blitzkriegt" !

#34 Kjudoon

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Posted 22 December 2014 - 10:19 AM

I dunno... somethign about having a life, responsibilities and things to do outside of moisten our desk chairs with our fragrent dew? A lot of us do have that.l

If the only way you can win is when there's nobody to stop you, are you really winning?

Edited by Kjudoon, 22 December 2014 - 10:19 AM.


#35 Armando

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Posted 22 December 2014 - 10:40 AM

View Postztac, on 22 December 2014 - 06:46 AM, said:

Lets face it that with the current system only the last 6 matches really matter ... If you win 6 in a row you get control!


While this can be true, it is not ALWAYS true. More than one match can happen on any planet at any given time.

So even if you have a 12 man team, and they win the last 6 straight matches, the planet can STILL be won by the other faction provided that faction has more than one 12 man (or even groups of pugs) dropping on that planet during that time.

#36 Sadist Cain

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Posted 22 December 2014 - 11:13 AM

View PostViktor Drake, on 22 December 2014 - 08:52 AM, said:


So what is different from this and a game like EVE Online. I mean the Corps there have to maintain a 24 hour presence in game to maintain their territory so why is that an issue in MWO. Basically instead of the German Wolves, the Russian Wolves the Aussie Wolves, you have all of them in one unit, running offense and defense 24 hours a day.


Bang on.

There's no better way to help encourage a round-the-world playerbase than the fact units of "ghost walkers" living across the globe are able to make such a massive difference to territory control.

Of course something like this needs to be actively nurtured by PGI through means of faction chat (on its way afaik) Cross language communication tools (see: Comm Rose) Mayhaps even some marketing.

Just some nice little touches can go a long way to help foster a more international community.

#37 AlmightyAeng

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Posted 22 December 2014 - 11:39 AM

Hmm...if we truly wanted to make every time zone count...

Divvy up each planet into 12 zones.

Give each zone 11 wins to fight over (just like a whole planet does now), and devote only 2 hours to that zone. At the end of 2 hours, it flips. Or give it 5, if the 2 hour restriction is a bit much.

At the end of a 24-hour period, the attacker must hold 7 of 12 zones. A tie of 6 and 6 zones goes to the defender.

Why can't we do something like this? Seems simple enough...

Edited by Ghost Badger, 22 December 2014 - 11:40 AM.


#38 Felix7007

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Posted 22 December 2014 - 11:43 AM

What's more simple is flipping the planet when it reaches 100% attackers.

#39 AlmightyAeng

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Posted 22 December 2014 - 11:44 AM

View PostFelix7007, on 22 December 2014 - 11:43 AM, said:

What's more simple is flipping the planet when it reaches 100% attackers.


Simple, yes, but I was going for simple and making everyone playing actually relevant, with a minimum of ghost-wins mattering.

#40 TheCaptainJZ

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Posted 22 December 2014 - 11:49 AM

View PostMogney, on 22 December 2014 - 06:57 AM, said:

Here is an idea for stopping the last minute planet snipe, and making play matter all hours of the day, all in one fell swoop.

All numbers are arbitrary and for illustrative purposes only.

A planet requires 6 zones to be flipped in order for the planet to be flipped.

Once a planet has 8 attacker wins, a single zone is flipped, and then the attacker wins is reset to 0.

Once the planet reaches 8 attacker wins again, a 2nd zone is flipped, and then the attacker wins is reset to 0.

So basically the planet would need to reach 8 attacker wins 6 times in a day in order for the planet to get flipped, and once one of those 6 zones if flipped, it stays flipped for the rest of the day. This way if the Euros flip three zones, they still count at the end.

Additionally in the last two hours there is probably only time to flip one or two of those six zones.

THe other key component is that an uncontested win should take alot longer than 3 minutes to pull off, it should take about as long as an average contested match.

You could make it the side with the most wins in a 2 hr period gets a zone. Then 11 zones corresponds with 22 hrs and there is a rotating ceasefire period.





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