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Attrition - Cw

Gameplay Metagame General

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#1 Gut

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Posted 08 January 2015 - 03:25 PM

tl;dr: If you're broken, you shouldn't be able to fight anymore.

This thread will explain the discussion that has been happening at http://www.reddit.co...x/attrition_cw/ and will include a summary and a frequently asked questions section, based on the feedback in the reddit thread. I do not plan to visit this particular venue to reply as much as I did on reddit.

Scope:

Community Warfare in its current state caters to large numbers and little planetary strategy, with little to no penalty for taking planets with forfeit wins (which has happened to us a number of times, no less than 5 since CW started) or losses in general.

I want to talk about implementing a hard counter to losing your match especially, so that a certain realism takes place where if you die, you die. You can't just spawn again like you didn't die in the first place. This is explained more in the sequence section.

The answer could be complex, but I want to make it relatively simple, so it is not hard to understand, and makes the in game play more complex/costly to implement, not the numberse you use against something. Those will still matter, as an "elite" unit only has so many elite players.

Sequence:

1. If you expend all your mechs (READ: all 4 of your drop deck) on a planet, you are completely locked out of that planet until the reset.
2. You may still use that SAME drop deck (or whatever drop deck you wish) on another planet.
3. This is reset daily.


That's about as simple as I can make it, but let me explain before you ask the questions.

"FAQs" / Concerns:

1.
Q: This pushes the needle from quantity WAY TOO FAR into the quality side.
A: I disagree. Most* units at the top two tiers are maybe 50 players big, and rarely have more than 1 or 2 twelve-mans running at the same time. This means that they can run interference on one or two planets out of the 5-ish that are available to their faction, and none at all for the other IS vs Clan planets. More planets, or specific planets with benefits, would negate this even more.
*Follow Up: Only one unit has a superpower of above average skill and above average numbers. They would benefit from their overall skill, but would finally have a penalty if they lost, instead of being able to throw their numbers at it again.

2.
Q: Logistics need to have more of a role.
A: This idea provides that. You see 60+/60+ on most "active" planets currently. With people losing and being forced to play on more and more planets, including those not of their specific faction, but their overreaching (IS vs Clan) faction, it is much more costly to use up people when a planet may be taken later. Since the cost is higher, you will have to decide whether your priority is to keep the planet you have been working on, or go help some other planet and possibly leave the planet you are working on undefended. The gravity is that more things will be happening, more plates spinning in the air. More planets might change hands every period.

3.
Q: There aren't enough planets/players for this idea!
A: Incorrect. There aren't enough planets/players for the way things are currently run, actually. Numbers matter way too much, and losing doesn't deter the numbers at all. There is no attrition, no penalty, and so their numbers mean a lot more. This negates part of the numbers when faced with a situation where they are outmatched enough by skill.

4.
Q: The penalty is too steep! What about a 30 min cooldown, cbill cost, lower forfeit win, chip system, etc?
A: The problem is these penalties aren't steep enough if you have enough numbers/stable size (number of mechs you own)/general resources to outlast them. If your resources get destroyed, it should cost a LOT to get back in the fight. So, if a cbill or LP cost was imposed to be able to re-attack/defend a planet, I would argue it needs to be extremely steep.

5.
Q: There aren't enough planets to play, if I lose all 5 of my faction planets, what then!
A: You still play on other factions planets. If you are Clan Wolf and lose on all your current planets, you will be forced to play on another Clan faction's planets. This puts more emphasis on the entire Clan vs IS war, forces more players to play on planets they wouldn't normally play on, furthering the logistics involved for taking a planet, etc.

6.
Q: Okay, so there's 11ish planets for my "overall" faction (Clan vs IS), what if I lose on all of them?
A: Then you are out for the day! I'm sorry, but because of the set up I have, if you have spent the last 4 hours of play time losing all your matches (which I personally think is a ridiculous amount of time to play, *especially* without a win), then there should be a penalty against you from throwing a number into the mix that could potentially win by forfeit. You still have the option of playing on Assault, Conquest, and Skirmish modes. I feel that this makes the mode more "hardcore", or worth it. Owning a planet means something more than it does now!

7.
Q: Doesn't this hurt the pug/solo player queue?
A: If all a pug/solo player wants to do is play "Big Stompy Robots", then it only hurts them if they wanted to play CW for more than 4 hours a day. If they wanted to actually influence the map, then I would argue that they needed to be a part of a unit instead. The Community Part of CW needs to be in the form of units organizing things, larger numbers of people playing together to make an impact, and forming bonds that only units provide currently. If your unit doesn't care enough to have an impact beyond numbers and playing "Big Stompy Robots", then control of the map shouldn't matter to them either. This idea makes it matter more, which to me is a good thing.

8.
Q: I only have four mechs, how does this affect me?
A: It doesn't at all in comparison with people who have 100+ mechs. You can still use those four mechs if you lose, you just have to use them on another planet. Stable size does not pose an advantage in this system.

9.
Q: If an elite group holds a planet, they will likely hold it for a long time, right?
A: They might, or they might be taken over by the underdogs one night and turn the tide in a big way. Everything is more costly this way!
Follow Up: You could also limit the number of planets that apply towards "rewards" that might be implemented for a specific team name, making the individual faction matter more than the one planet that unit has.

10.
Q: What about logistics of big groups, wouldn't this make it harder if player #7 lost his mechs, and we have to replace him?
A: Yes, this would make it harder, and it should make it harder! There needs to be more penalties for losing, especially with the huge advantage above average skilled plus large groups provide.

11.
Q: The elephant in the room, what about people with multiple accounts?
A: This would certainly happen, but I think its impact wouldn't be as huge as some people make it out to be. It would have to be tested to see how much it would impact, but: paired with timed lockouts, it would negate this benefit a lot, because your account that was locked out wouldn't have the ability to hit all the other planets.

12.
Q: Wouldn't this make in game matches dull/limit strategic choices?
A: It would certainly make strategic choices like suicide rushing more costly, and it should in my opinion. At the top to mid tier, it would certainly slow the game down some, and time is its own resource that people have used against smaller teams as well, so that adds another level of depth. If you don't want to lose that last mech, you better make it last. It would probably also make the first two waves the riskier moves in many cases. This could be mitigated by actually balancing weapons to a point where they aren't nerfed to the ground when they are nerfed, or buffed to be OP when they are buffed. Lookin' at you, PGI!

13.
Q: What happens if you only lose three mechs out of your drop deck?
A: You are still eligible to change your drop deck as you see fit, and because you won the match with at least one mech left (or escaped, if you lost the match but kept a mech alive), you are able to repair all your mechs on that planet.

14.
Q: If we're playing as a 12-man, and lose 47 out of 48 mechs but still win, can we repair us all?
A: I would say no unless someone can make a compelling argument in the other direction. This is the penalty side that means a lot to winning and losing. Also on this note, picking your drop zone would be a HUGE benefit for keeping your mechs alive/countering spawn camping (rather than being stuck in the same spawn just to be kicked off the planet).

15.
Q: This is reworking CW mechanics too much!
A: Actually, almost every other option expressed is a lot more complicated than what I have suggested, I believe. It puts ONE limit on things, rather than having to code for a multitude of things.

16.
Q: This isn't what the developers meant by CW being a "hardcore" mode.
A: I don't think any of us know what they mean by that. If they mean unit based gameplay, my idea improves on that. If they mean that CW means more than regular drops, my idea improves on that. If they mean that only the people who take things seriously should play CW, my idea improves on that. If they mean people dropping just for fun (which I seriously doubt), then yes, this isn't hardcore.

17.
Q: How do trial mechs fit into all of this?
A: They don't. I'd want to restrict them, but if they are used they count as part of your normal drop deck. PGI still needs to fix the drop deck bugs, as well.

18.
Q: New players are hurt by this, they lose and they're out.
A: In my opinion, they need to be leveling their stuff in open queues and earning C-Bills there as well. As stated before, it takes a long time to lose 11 matches, so they would still be playing a long time before being "forced" to play regular queues.

19.
Q: What's to stop people from focusing on killing people in game rather than taking objectives?
A: Nothing! The fight is the main part of it. Enough people at the mid-high tier ranking are already focusing on kills rather than objectives, but if you want to go for objectives that option is certainly more costly in this situation, but may provide quicker games to move on to counter other people that are attacking the planet.

20.
Q: Given two factions of equally skilled players, the larger faction will eventually win the planet every time because the smaller faction gets knocked out.
A: If the skill level is even, this is true. There is hardly a point where skill level is that even within the factions, though.

21.
Q: How would Mercenary Units fit into this?
A: Have a small faction? Use more of your LP/cbills/resources to hire the bigger dogs to fight for you, with maybe a bonus still from PGI for being on the smaller faction.

22.
Q: This will kill CW!
A: No it won't, it will force people to play on different planets rather than horde one planet unrealistically. People already have a numbers advantage, be smart about when you attack and you still keep that numbers advantage. The 300 Spartans should be able to hold back the 10,000 persians if they are good enough. But yes, it will change things for how CW currently works, for sure.

23.
Q: Gut! What do YOU think about restricting this to units only rather than having pugs still play?
A: Well, I think Solaris would be a great alternative for Units only. But, units only in CW would be a cool thing considering that either you're a part of a faction unit or a mercenary group in lore, so all these people that play pugs should be in a "unit" of sorts anyway. So either way. My idea would be less likely to work if it was restricted to units only, and if it was restricted to that, I would say a World of Tanks style chip system would be the better option.

24.
Q: Wouldn't this discourage small group play?
A: Yes. And overall, in my opinion, it should. Windows of time to play are a great addition to this idea that would make people plan to play in bigger groups on purpose. Also, having cross-faction 12 mans would make this easier as well. (Half of Unit A got destroyed and half of Unit B got destroyed, so then they could come together as Unit A/ B).

25.
Q: This idea restricts the number of fights on a specific planet.
A: Yes, it does, but it makes the other planets targets as well, so you can at least play the same number of battles until you lose them all. Overall, more planets will get more matches, and a few planets will get fewer matches.

26.
Q: Wouldn't having a better economy or a large number of players help more than this idea would?
A: Yes/possibly. We don't have those nearly close to being implemented though. And the game needs to be a crapton more polished (and more features) before being introduced to steam/advertised on television, etc.

27.
Q: This hurts pug drops. A lot.
A: Maybe, and maybe not. As pugs lose, they will be forced onto other planets, and as more factions pugs lose, they'll be forced onto other planets as well, making the pug vs pug battles on less desirable planets mean a lot more than before. They also wouldn't be forced to lose to the same elite group over and over.

28.
Q: Doesn't this give the advantage to the defenders?
A: Probably. That's not always a bad thing. It should take a lot of effort to take a planet.

29.
Q: Why shouldn't quantity win over quality?
A: It should, except in the case where the quality of the quantity is not greater than the quantity of the quality. If a team has the ability to hold a planet by itself against a horde, it should be able to do so rather than unrealistically being overrun by a horde they didn't even get a chance to fight, or fought and won, but lost the planet anyway.

Last minute notes: Please read the entire thread before posting, including the link to the reddit above.

Creative ideas I've heard that I like:

Kin3ticXFree Rasalhague Republic[/color] 2 points 18 hours ago*[/color]
<p class="usertext-body may-blank-within md-container" style="margin: 0px; padding: 0px;">



  • What about something as simple as you have to switch planets for one round if you lose as a unit group?
[color=#888888]


Kamikaze_VikingMWO[color=#555555]Isengrim - Suicide Brawler[/color] 1 point 18 hours ago[/color]



How about each Loss reducing your Drop deck by 1 mech, each win increasing it by 1 (max 4)
Hence losing 4 in a row and you're blocked from that planet. But losing 3 and then winning one and you'd still be able to bring 2 mechs to the next round.




http://mwomercs.com/...ce-more-fights/ This idea is pretty okay too, except it actually fragments the queue making 12 man fights less likely to happen, which I'm not as excited for compared to my idea.

This post moved from http://mwomercs.com/...0-attrition-cw/

#2 MischiefSC

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Posted 08 January 2015 - 03:34 PM

Vas79 put forward a similar, if less hardcore, version of the concept.

http://mwomercs.com/...02#entry4083402

I agree with the idea though. The gist of it is that you've got a limited number of mechs to lose on a given planet in a given timeframe. If you win matches by zerging gens you absolutely can - you're just only going to have a limited number of wins that way before you don't have any more drops (tickets as he put it) there. Winning by slow, steady attrition enables you to drop more consistently on a world. Especially for more skilled units this lets them very intentionally farm out the enemy faction on contested worlds which, in turn, functionally burns out 'ghost drops'.

However it gets put in I think it's an idea that needs to happen. There needs to be a balance between quantity and quality and a reward for playing well and winning.

#3 HARDKOR

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Posted 08 January 2015 - 03:39 PM

I'd go as far as saying you can only lose a mech once a day per planet, period.

#4 Davers

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Posted 08 January 2015 - 03:41 PM

I fail to see how this addresses your concern for lack of 'planetary strategy'. All this will do is force players to attack every front available to them, or be even further limited in the number of drops they can make. While encouraging more open warfare between every faction has it's appeal, I am not sure that it makes the metagame any more complex or immersive.

#5 Kuritaclan

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Posted 08 January 2015 - 04:35 PM

And added it would punish all Users who have restricted pool of mechs to their disposal. While someone with 100+ mechs in his account can pretty much go in on a planet half a day, new players or all who play this as F2P game are limited to 1 or 2 drops on a planet and then need to move forward. The logistic part makes it hardcore only for players with less mechs. Thats like making a hardcore mode for all, but giving the P2ownMech people a key to work around this hardcore mode.

In the end it would encourage the sniper/hidding game we allready have. Don't know if this is the best way to bring Randoms to paly CW and Atk Objectives getting farmed while that if defenders have an advantage with the base in their back.

While i really would like to see more fighting over attritions than rush taktik, i don't see that this change would help cw to get more attention by players. I rather would say many would stay away from it.

Edited by Kuritaclan, 08 January 2015 - 04:40 PM.


#6 Kael Posavatz

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Posted 08 January 2015 - 06:36 PM

Frankly, this proposal at least tries to address a very real issue with CW. But as written this is just another proposal to back-stab the clans regardless of whether or not it was intended to. I, for one, do not believe it was, but I cannot deny the result.

Most of the longer-term players have loads of mechs they can bring out of storage and play again...if they are an IS faction.

The Clan Players would have to sell their IS mech inventories at a huge loss, and then turn around and buy fewer Clan mechs (since they individually cost more).

If both sides emptied huge c-bill coffers into the mix IS forces could out-buy mechs at roughly a 3:2 ratio. This would account for the need to upgrade and rig out mechs, though frankly depending on the mechs purchased the IS side could do even better in some cases.

The end result would be, assuming no time-constraints, that an IS team would have enough mechs available to drop on a single planet long after a Clan team of the same resources (ie c-bills) would have run out of available mech to drop.

#7 Gut

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Posted 08 January 2015 - 07:10 PM

View PostDavers, on 08 January 2015 - 03:41 PM, said:

I fail to see how this addresses your concern for lack of 'planetary strategy'. All this will do is force players to attack every front available to them, or be even further limited in the number of drops they can make. While encouraging more open warfare between every faction has it's appeal, I am not sure that it makes the metagame any more complex or immersive.


This will be a common theme in my responses: read the entire post. I mention that you will have to choose which planets to focus on until you lose, then choose which one to focus on then, or whether to switch earlier. As it is now, the only depth is "hey everyone, go attack that planet." See FAQ #1, 2, relevant to this.

View PostKuritaclan, on 08 January 2015 - 04:35 PM, said:

And added it would punish all Users who have restricted pool of mechs to their disposal. While someone with 100+ mechs in his account can pretty much go in on a planet half a day, new players or all who play this as F2P game are limited to 1 or 2 drops on a planet and then need to move forward. The logistic part makes it hardcore only for players with less mechs. Thats like making a hardcore mode for all, but giving the P2ownMech people a key to work around this hardcore mode.

In the end it would encourage the sniper/hidding game we allready have. Don't know if this is the best way to bring Randoms to paly CW and Atk Objectives getting farmed while that if defenders have an advantage with the base in their back.

While i really would like to see more fighting over attritions than rush taktik, i don't see that this change would help cw to get more attention by players. I rather would say many would stay away from it.


Read the entire post! See FAQ #8. This method doesn't impact people with low mech counts at ALL.

View PostKael 17, on 08 January 2015 - 06:36 PM, said:

Frankly, this proposal at least tries to address a very real issue with CW. But as written this is just another proposal to back-stab the clans regardless of whether or not it was intended to. I, for one, do not believe it was, but I cannot deny the result.

Most of the longer-term players have loads of mechs they can bring out of storage and play again...if they are an IS faction.

The Clan Players would have to sell their IS mech inventories at a huge loss, and then turn around and buy fewer Clan mechs (since they individually cost more).

If both sides emptied huge c-bill coffers into the mix IS forces could out-buy mechs at roughly a 3:2 ratio. This would account for the need to upgrade and rig out mechs, though frankly depending on the mechs purchased the IS side could do even better in some cases.

The end result would be, assuming no time-constraints, that an IS team would have enough mechs available to drop on a single planet long after a Clan team of the same resources (ie c-bills) would have run out of available mech to drop.


I don't know what you're talking about, the stable size doesn't matter with this method. Also, SJR switches between IS and Clan, so it's not a stab at anyone. See FAQ #8.

#8 Caustic Canid

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Posted 08 January 2015 - 07:11 PM

Yeah, except people can have as many accounts as they want. The hardcore players will just get 5-6 accounts and swap out all day. Plus when unit coffers finally come online and people can funnel cbills into new accounts, it will only encourage this behavior.

The rich will just get richer.

#9 Davers

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Posted 08 January 2015 - 07:11 PM

View PostGut, on 08 January 2015 - 07:09 PM, said:


This will be a common theme in my responses: read the entire post. I mention that you will have to choose which planets to focus on until you lose, then choose which one to focus on then, or whether to switch earlier. As it is now, the only depth is "hey everyone, go attack that planet." See FAQ #1, 2, relevant to this.



Read the entire post! See FAQ #8. This method doesn't impact people with low mech counts at ALL.

Right, so if you lose on your first attack then you have to pick another planet if you want to continue playing CW that day. So it ends up with you cycling through all the planets available to you, rather than 'focusing' on one planet. So how is that 'deeper' than what we have now?

#10 Gut

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Posted 08 January 2015 - 07:16 PM

View PostDavers, on 08 January 2015 - 07:11 PM, said:

Right, so if you lose on your first attack then you have to pick another planet if you want to continue playing CW that day. So it ends up with you cycling through all the planets available to you, rather than 'focusing' on one planet. So how is that 'deeper' than what we have now?


Yes, you would be forced to go somewhere else. If your entire group dropped on a planet "for real" and lost, you don't just suddenly respawn and get to attack it again. This is much more realistic, if nothing else. It also rewards those who play well. So everyone might actually play better cause it matters more.

View PostCaustic Canid, on 08 January 2015 - 07:11 PM, said:

Yeah, except people can have as many accounts as they want. The hardcore players will just get 5-6 accounts and swap out all day. Plus when unit coffers finally come online and people can funnel cbills into new accounts, it will only encourage this behavior.

The rich will just get richer.


See FAQ #11

#11 Kuritaclan

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Posted 08 January 2015 - 07:17 PM

View PostGut, on 08 January 2015 - 07:09 PM, said:

Read the entire post! See FAQ #8. This method doesn't impact people with low mech counts at ALL.

This is a joke right? - Well beside the thin 4 mechs in a starter account - you drop on one planet. Lets asume you have won this game but lost 2 mechs. So now you are stuck with what 1mastered mech and 1 basic mech+ 2 stock mechs? And now you drop on the planet again an lose all of them, since well stock mechs arn't that good when you are up against palyers who just can bring many with costomized loadout? Then what you can't go on this planet again, and then what go to another planet with such queues?
Posted Image

I don't think so. Even if the 3ceasefire per 24 hours will make some come back - there are many planets looking like this. And what the hell is on those planets a 12man awainting you drop in with randoms? - In the best case you are in a 12man group. And this unit can't drop again on the same planet because some members of their team have no more mechs left beside of stock mechs to atk on this. Nopp this idea has flaws and they are pretty big for new users. - Unit rules to get membership: "We are a competetiv unit so we need you to have at least 50 mechs" you are not welcome ;) ding ding ding

Edited by Kuritaclan, 08 January 2015 - 07:23 PM.


#12 Gut

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Posted 08 January 2015 - 07:21 PM

View PostKuritaclan, on 08 January 2015 - 07:17 PM, said:

This is a joke right? - Well beside the thin 4 mechs in a starter account - you drop on one planet. Lets asume you have won this game but lsot 2 mechs. So now you are stuck with what 1mastered mech and 1 basic mech+ 2 stock mechs? And now you drop on the planet again an loose all of them? Then what you can't go on this planet again, and then what go to another planet with such queues?


I don't think so. Even if the 3ceasefire per 24 hours will make some come back - there are many planets don'tlloking like this. And what the hell is on those planets a 12man awainting you drop in with randoms? - In the best case you are in a 12man group. And this can't drop again on the same planet because some of their team have no more mechs left beside of stock mechs to atk on this. Nopp this idea has flaws and they are pretty big for new users.


You obviously didn't read the original post. YOU CAN STILL USE THE MECHS YOU LOST. You just can't use them or ANY mech on the planet you lost on.

Also, if you didn't lose all your mechs, you get to keep all 4. Maybe that is where the clarity is lacking. See FAQ #13

Edit #2: You will have people on more planets to fight because of the system as a whole, meaning queues on all planets should be better. See FAQ #5 and #25

Edited by Gut, 08 January 2015 - 07:26 PM.


#13 Kuritaclan

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Posted 08 January 2015 - 07:32 PM

View PostGut, on 08 January 2015 - 07:21 PM, said:


You obviously didn't read the original post. YOU CAN STILL USE THE MECHS YOU LOST. You just can't use them or ANY mech on the planet you lost on.

Also, if you didn't lose all your mechs, you get to keep all 4. Maybe that is where the clarity is lacking.

Edit #2: You will have people on more planets to fight because of the system as a whole, meaning queues on all planets should be better.

You don't see the problem - every unit is forced to have 12 man up the same time, you have to stop your atks on a planet when the first member of the team is lacking customized mechs or you have pretty bad mechs to drop with. Units with members who have big mechpools can farm all day long to see their unit tag over a planet, while others with small pools are set off.
You can't play a couple random cw games with 4 member in front of the time, when you know your 12 man unit wan'ts you with the maximum number of mechs to go on a planet later at the day. And again the argument comes up, to get into units you have to have a pool of mechs, so that your unit can spend at least some drops on one planet. Otherwise you just have to look who does not have played on this planet or the other and you then finally find one where all are happy with, but ups this is not the one the other fraction is attacking with full forces.

Edited by Kuritaclan, 08 January 2015 - 07:36 PM.


#14 Cricket504

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Posted 08 January 2015 - 07:39 PM

Wow, just wow. Looking at this, you would see CW fade and die. This forces players into big groups and surenders CW to strong competitive groups only. With all the big restrictions, it keeps out the newer player and discourages anyone without large numbers of mechs. Even now you see the concentrating of the upper players and things like this will just make it happen faster.

#15 HBizzle

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Posted 08 January 2015 - 07:42 PM

This is a horrible idea.

#16 Gut

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Posted 08 January 2015 - 07:48 PM

View PostKuritaclan, on 08 January 2015 - 07:32 PM, said:

You don't see the problem - every unit is forced to have 12 man up the same time, you have to stop your atks on a planet when the first member of the team is lacking customized mechs or you have pretty bad mechs to drop with. Units with members who have big mechpools can farm all day long to see their unit tag over a planet, while others with small pools are set off.
You can't play a couple random cw games with 4 member in front of the time, when you know your 12 man unit wan'ts you with the maximum number of mechs to go on a planet later at the day. And again the argument comes up, to get into units you have to have a pool of mechs, so that your unit can spend at least some drops on one planet. Otherwise you just have to look who does not have played on this planet or the other and you then finally find one where all are happy with, but ups this is not the one the other fraction is attacking with full forces.


1. You should be striving to play with a 12 man if possible.
2. Losing should hurt, losing a person should hurt. It DOES NOT right now, especially with faction that just throw numbers at planets, win or lose.
3. Units can't farm the planet at ALL if they lose.
4. Everything you say is just a product of the 60+/60+ bull we have right now for CW. This system would force people to play on other planets and therefore have to make more choices.

View PostHBizzle, on 08 January 2015 - 07:42 PM, said:

This is a horrible idea.


Constructive criticism please.

View PostCricket504, on 08 January 2015 - 07:39 PM, said:

Wow, just wow. Looking at this, you would see CW fade and die. This forces players into big groups and surenders CW to strong competitive groups only. With all the big restrictions, it keeps out the newer player and discourages anyone without large numbers of mechs. Even now you see the concentrating of the upper players and things like this will just make it happen faster.


See FAQ #7, #9, #16 and #18.

#17 Kuritaclan

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Posted 08 January 2015 - 07:59 PM

View PostGut, on 08 January 2015 - 07:48 PM, said:

1. You should be striving to play with a 12 man if possible.

No, just no. You know there is a name for players: Lonewolf. And not only this. There are many who have a couple of friends enjoy playing with them droping with them, but they don't need "more friends" so that they should have to drop as 12 man.

View PostGut, on 08 January 2015 - 07:48 PM, said:

2. Losing should hurt, losing a person should hurt. It DOES NOT right now, especially with faction that just throw numbers at planets, win or lose.

Losing shouldn't hurt starters - if you wanna play and enjoy your little pool of mechs, than you wanna do it your way. When your way is it should hurt, than you are free to make a paperclip (underline what you lose) and do play like this condition with your 12 man group, but plz don*t request everybody else to play to your condition.

View PostGut, on 08 January 2015 - 07:48 PM, said:

3. Units can't farm the planet at ALL if they lose.

Yeah but they won't do so - since i play major as pug having 140 cw drops maybee some more - 1 got 1/4 of all drops 6+ premades within those drops. So to speak the majority gets kickassed by 12 mans and they won't lose that often against little groups and randoms. By the way if i'm in a defender role i likely play 1 or 2 mechs till the game ends. Guess have a bad day and you have 5 attacks in a row wipe out your mechpool is not that great. Defending with 12 man a single planet and kill what ever comes into this queue is "easy". Sound like fun for all the others out there not playing 12'er style.

View PostGut, on 08 January 2015 - 07:48 PM, said:

4. Everything you say is just a product of the 60+/60+ bull we have right now for CW. This system would force people to play on other planets and therefore have to make more choices.

The 60+ queues are a product of people loosing interested in cw and those stick to it bubble up to get some matches in a reasonable time. Yes your system would force people to drop on diffrent plantes, and on those you would conquer the problems i told you above.

Edited by Kuritaclan, 08 January 2015 - 08:03 PM.


#18 Gut

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Posted 08 January 2015 - 08:09 PM

View PostKuritaclan, on 08 January 2015 - 07:59 PM, said:

No, just no. You know there is a name for players: Lonewolf. And not only this. There are many who have a couple of friends enjoy playing with them droping with them, but they don't need "more friends" so that they should have to drop as 12 man.


Losing shouldn't hurt starters - if you wanna play and enjoy your little pool of mechs, than you wanna do it your way. When your way is it should hurt, than you are free to make a paperclip (underline what you lose) and do play like this condition with your 12 man group, but plz don*t request everybody else to play to your condition.


Yeah but they won't do so - since i play major as pug having 140 cw drops maybee some more - 1 got 1/4 of all drops 6+ premades within those drops. So to speak the majority gets kickassed by 12 mans and they won't lose that often against little groups and randoms. By the way if i'm in a defender role i likely play 1 or 2 mechs till the game ends. Guess have a bad day and you have 5 attacks in a row wipe out your mechpool is not that great. Defending with 12 man a single planet and kill what ever comes into this queue is "easy". Sound like fun for all the others out there not playing 12'er style.


The 60+ queues are a product of people loosing interested in cw and those stick to it bubble up to get some matches in a reasonable time. Yes your system would force people to drop on diffrent plantes, and on those you would conquer the problems i told you above.


1. If all you're there to do is have fun, you should be playing open queues rather than CW, in my opinion.
2. Starters shouldn't be a major force in a match that has persistent results, because it skews the results by sheer numbers, and cheapens EVERYONE's gameplay experience in a mode that is supposed to "matter."
3. What happens when one unit plays another? One is forced off. This can happen, and should happen, more often than just playing a sea of pugs over and over again.
4. I think your concern here is that you won't get to play as much. If you play on all the planets and lose each one, you will still have played for a great deal of time, upwards of 3-4 hours. If you add in your wins, even more. Also, you still don't understand that the mech stable (how many mechs you have) isn't tied to individual mechs.

Edited by Gut, 08 January 2015 - 08:09 PM.


#19 Kuritaclan

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Posted 08 January 2015 - 08:38 PM

View PostGut, on 08 January 2015 - 08:09 PM, said:

1. If all you're there to do is have fun, you should be playing open queues rather than CW, in my opinion.

No since cw is the core part of this game, and it should be good to go for everyone?

View PostGut, on 08 January 2015 - 08:09 PM, said:

2. Starters shouldn't be a major force in a match that has persistent results, because it skews the results by sheer numbers, and cheapens EVERYONE's gameplay experience in a mode that is supposed to "matter."
3. What happens when one unit plays another? One is forced off. This can happen, and should happen, more often than just playing a sea of pugs over and over again.

Come down off your high horse.


View PostGut, on 08 January 2015 - 08:09 PM, said:

4. I think your concern here is that you won't get to play as much. If you play on all the planets and lose each one, you will still have played for a great deal of time, upwards of 3-4 hours. If you add in your wins, even more. Also, you still don't understand that the mech stable (how many mechs you have) isn't tied to individual mechs.

I'm not afraid of playing as much i wanna play/can't do so. I'm afraid of units setting requirments to new players srewing up new memberships and therefore make this Games new user unfriendly. - With no Expectations you can drop cw all day long in Stock mechs for sure. But new players in a unit screw up those units because they just don't have enough competetiv mechs to drop where the unit wanna drop. And you can't drop before your unit drop, since you may screw up on the planet the rest of your unit will engage on since this is the one what is left 11 others have no used mechs and are open with all to play on.

As it stands the idea is awfull. It does not prevent the main issues cw suffer from like rushs with certin types of mechs- it just makes it hard for new player to be part of a unit instead of wasting the slot a 12th man should bring.

If you wanna have attrition others suggested limit the drops to a planet by a number. Like you can only drop 10 times a ceasfireperiod on one planet. Puff this doesn't srew up new players. But anyhow this is also awfull. And i don't say i would play that often on one planet. 10 times 30min makes 300min what equals 6 hours would be pretty much. But maybee others enjoy a weekend session doing it on lan and play open end. Ups you can not do this, since somebody else said you can't do this - we need to limit it, bla bla bla.

Edited by Kuritaclan, 08 January 2015 - 08:43 PM.


#20 Cricket504

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Posted 08 January 2015 - 08:38 PM

Did read opinions 7, 9, 16 & 18. MWO does not have a vast pool of players to brake into ever smaller directions. Pug, group, private & CW, each need players that will play more than one style. CW nedds pug players far more than pug needs cw players.





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