Ghost Drops On Liao: Regularly Updated
#241
Posted 07 January 2015 - 07:48 PM
START ANEW TOPIC IF WANT TO TALK ABOUT RUSS!
POST IT IN THE CW FORUM NOT THE LIAO FORUM!
#242
Posted 07 January 2015 - 07:55 PM
#243
Posted 07 January 2015 - 08:01 PM
MischiefSC, on 07 January 2015 - 07:55 PM, said:
MISCHIEFSC
WHAT ARE YOU DOING POSTING HERE ANYWAY?
NO ONE TO TALK TO IN YOUR CAMP?
YOU CONTINUOUSLY ATTEMPT TO DERAIL CONVERSATION AND CRITICISM IN LIAO POSTS.
NOT COOL DUDE, NOT COOL.
#244
Posted 07 January 2015 - 08:16 PM
Gorgo7, on 07 January 2015 - 08:01 PM, said:
WHAT ARE YOU DOING POSTING HERE ANYWAY?
NO ONE TO TALK TO IN YOUR CAMP?
YOU CONTINUOUSLY ATTEMPT TO DERAIL CONVERSATION AND CRITICISM IN LIAO POSTS.
NOT COOL DUDE, NOT COOL.
You can turn capslock off you know. It's a little button on the left. It says 'Caps Lock' on it.
Did you even read the last couple of pages? What everyone is talking about? If you have moderator status that's great. You should have it displayed though. If not then, well, bye I guess? Given that nobody here is derailing or expressing any criticism but discussing a different approach to dealing with ghost drops and the mechanics for it - including some people from the Liao forum. Anyone can post anywhere they want. This isn't new.
take a deep breath. Try reading the last 2 pages. It was productive and useful, right up until you posted.
#245
Posted 07 January 2015 - 08:26 PM
The discussion currently going on though is very useful. It's some solid concepts on how to deal with not just ghost drops and their impact but disparity of timezones and even a fair and reasonable means of balancing population disparity.
Read the last 2 pages. It's good stuff.
#246
Posted 07 January 2015 - 09:25 PM
#247
Posted 07 January 2015 - 09:30 PM
BlakeAteIt, on 07 January 2015 - 09:25 PM, said:
Back on topic.
This needs to be put somewhere useful. How do we get this info in front of PGI? Don't Goons have a dealer who helps keep PGI in adderall and 'shrooms? Teasing aside how do we put this excellent but complex idea into twitter so PGI sees it?
#248
Posted 07 January 2015 - 09:36 PM
#250
Posted 07 January 2015 - 09:39 PM
StillRadioactive, on 02 January 2015 - 10:30 PM, said:
Surprisingly, part of the game that's nearly always in your favour. People always spew "deal with it" when it doesn't affect them much. Davion has the biggest pop, and ghost drops the most. Meaning you can win 100% of your games vs Davion and still lose.
"Deal with it" isn't appropriate.
Simple solution, if you ghost drop you get your loyalty points for the match but it does not count as a win.
Edited by kamiko kross, 07 January 2015 - 09:41 PM.
#251
Posted 07 January 2015 - 09:44 PM
#252
Posted 07 January 2015 - 09:48 PM
Vas79, on 07 January 2015 - 09:44 PM, said:
Anyone too smart to use twitter is absolutely the right guy.
Now to exploit people I know who use 'the twitter' to send it to PGI. We also need to drum up folks to post responses of 'ZOMG that's amazing and sexy' when you put the idea up.
We want to sell PGI on doing something that's going to be significant work without a direct payoff. We need to pimp it like it's putting its little sister through college.
#254
Posted 08 January 2015 - 02:23 AM
I'll condense it some more tonight when I get in and dump it here I guess.
#255
Posted 08 January 2015 - 08:24 AM
Kjudoon, on 07 January 2015 - 12:09 PM, said:
What this does is slows down the pace and prevents burnout that I am currently seeing and hearing from units who have large memberships who can only participate 1-2 days a week or for limited times that are not during the Hot Zone of the current set up.
Right now the map is too fluid, but also is too narrowly focused. Slowing the pace down, would allow for more maps to end up being able to be fought over.
You're incorrectly identifying the 'fast' pace as the reason for the burnout. If the paced was increased to the three day time period you're advocating, then burnout is going to increase exponentially. When you and you're unit's contribution to a planet's attack or defense is essentially a drop in the bucket, players aren't going to be invested in the game and the battle.
#257
Posted 08 January 2015 - 10:25 AM
I mean, the NFL has teams (factions), but everyone in it is a player of the game of football in the same league.
Likewise, we have teams (factions), but we're all also MWO players collectively. Our experiences will be different from one faction to the next- Liao concerns are flavored differently from say, Kurita's. Or Davions.
The differences in perspective are valuable and yes, having random Davion chip-ins dilutes that benefit.
#258
Posted 08 January 2015 - 12:35 PM
SterlingArcher1942, on 08 January 2015 - 08:24 AM, said:
Let me explain why I think you've got it backwards. Most of my unit (over 200 members) have jobs, families and other commitments to charities, church or a variety of other interests. They cannot be on this game every night all night. We also know we're one of the largest units in the game with one of the most reliable player bases generally speaking.
But the fact that we can go to work, and be gone for 4-5 days because of these needs and suddenly find ourselves 4-5 planets down with the ability to only contribute in gaining back only 1-2 worlds in the same period. This is very discouraging because it usually leaves you on the downward end of the spiral if your faction suddenly faces a strong opposition or coordinated assault from multiple fronts. Discouraged players quit the game and that is the danger of having daily ( and soon to be 8 hour planet flips).
Yes an 8 hour flip which then forces a cool down is fun for some who can devote extended time to this game like I used to when I was out from work injured. I could play all day, every day for weeks on end. If only we had community warfare then. le sigh.
The point is, that's the exception, not the rule. It is also highly doubtful that people who can keep up this level of pace and devotion are not the ones who do the most to support this game financially. So who do you want to aim the game at.
My point is that when you have a player who can only play 1-2 times a week, 3 if you're lucky and rarely sequential days, you want them to have a chance to be able to take a break and be involved in a battle for the same world. Really, the true pace of this game is more weekly than daily, and definitely not in 8 hour chunks, though the 8 hour window SHOULD be used as a mechanic in some manner (to which I've proposed 2 possible ways to use it).
So I hope we can get PGI to shift it's focus off the daily player into the player who can only play 1-3 days a week and only for a few hours. I don't know how to make polls on this forum otherwise, I'd love to see one done that asks how many times you play a week and what's the most usual times (broken down in 4 hour increments). So if someone knows how, please set one up.
That's why I'm for slowing the pace down, but creating some form of give and take that makes the battle for a world more dynamic but the pace overall slower. The scale needs to increase by making these battles for territory more important while the turn of planets slower.
Consider this for an instance if holding territory on a planet gave bonuses or penalties to things, and changing hands during the cease fires of those territories to your matches or even purchases to come.
That is my view of it all.
#259
Posted 08 January 2015 - 12:57 PM
We keep a steady flow of people up most evenings, and we have an average player base in APOC. I have 76 members in the unit in game and I would be highly surprised if we saw more then half of them in any given week. Your looking at it from the stand point of your unit only. With a membership base of 200 people and with even only half of them playing on a weekly basis you should be fielding atleast one team a night perhaps two?
This game has always seemed to struggle to strike a balance, and how the planets cool down is no different. With the 3 x 8 hour windows the EU players are happy but there is some discontent from the EST NA crowd because they feel that they are now being shafted because cease fire for them in 1 am. Slowing the planet flipping progress in my mind gives the feeling of the attacks bogging down. Giving units the ability to own planets and seeing the results of the work they put in fighting for said planet will keep people playing in the short term until we get more depth added to the mode.
As well having a planet take 3 days to flip will kind of penalize smaller teams as they will never be able to field guys to earn the points to own the planet. Under the current system if they took the time to get even 6 or 7 guys on and put in a solid couple hours they might be able to see their unit tags on the map, and at this point that is all we really have going for us.
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