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I Changed My Mind About Spawn Camping


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#41 sdsnowbum

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Posted 31 March 2015 - 09:11 AM

View PostYCSLiesmith, on 31 March 2015 - 05:19 AM, said:

heres the problem with buffing dropship damage: it becomes unreasonable to shoot mechs who are defending omega, because if you kill one, you're effectively shooting every member of your team with a large pulse laser or gauss or whatever you upgrade dropships to have. so if i roll in to kill omega and you're defending it then i am forced to avoid shooting you for fear of bringing in that dropship and killing my entire push. whoops i guess we should all just light rush all the time


Exploit? lmao the game is already over if you're getting spawn camped, it's not an exploit to shoot mechs. an exploit would be standing in a place where you can fire without being shot at, or using weird geometry for killing omega before you get the gens down or something.


It feels like an exploit when you can kill a mech before it can move, from a position where you're sheltered from their allies.

Agreed that more dropship damage isn't the issue.

Really the dropshops simply should not be dropping mechs where they will die instantly.

At the very minimum the worst offending maps should be tweaked so that you cannot camp so EASILY outside spawn point.

A good example is the Boreal defender spawns where they have a few simple things around drop points like blast walls and cover from buildings (with no accesible overwatch perches nearby that give an angle over the buildings). Those are proper 'landing zones' where you would deploy a mech.

Compare that to the infamous Sulfurous defender spawn near C2, or the freaking Hellebore attacker spawn where the cliffs on the opposite side that are perfect sniper perches.

#42 YCSLiesmith

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Posted 31 March 2015 - 11:31 AM

please use language correctly. 'an exploit' is when you take advantage of or exploit a game mechanic in a way that was not intended by the designers and which gives you an unfair advantage. is it an exploit when you play a pick up game with kobe bryant and he dunks on you? no you just got schooled is all.

#43 Divine Retribution

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Posted 31 March 2015 - 11:48 AM

Sulfurous Rift just has the worst defender drop zones. PGI needs to add another grid row in the back with cover and move the drop zones into that line.

I have to commend one SWOL player (don't recall the name). He took command of the enemy defense and whenever a player died he swapped them into Beta or Charlie lance so they wouldn't drop into the C2 zone (alpha lance's drop zone) and be instantly killed. It was still a rough match for them, but it would have been so much worse had he not kept moving dropping players to safety.

#44 sdsnowbum

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Posted 31 March 2015 - 11:55 AM

View PostYCSLiesmith, on 31 March 2015 - 11:31 AM, said:

please use language correctly. 'an exploit' is when you take advantage of or exploit a game mechanic in a way that was not intended by the designers and which gives you an unfair advantage. is it an exploit when you play a pick up game with kobe bryant and he dunks on you? no you just got schooled is all.


You jackass. It's an exploit if he starts while you are tying your shoes.

Why do you want to shoot someone when they can't shoot back.

OK fine even when they are able to shoot they won't kill you. But why is it a problem to correct what makes him so helpless. Maybe he can't kill you but maybe there is someone he can beat if he, you know, actually has a chance.

Are you saying no lets leave it so he never gets a chance?

Unbelievable.

Edited by sdsnowbum, 31 March 2015 - 12:12 PM.


#45 Telmasa

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Posted 31 March 2015 - 12:33 PM

View PostLord0fHats, on 30 March 2015 - 09:26 PM, said:

It's really not an exploit. At most, it's bad map design (nothing new there).


Wrong.

You yourself admitted it's a broken part of the game. Everyone realizes it's broken.

If you still choose to abuse that broken part of the game, that falls under the definition of "exploit". (I'm not doing dictionary google searches for you if you aren't clear about that.)

But clearly, it's too much to ask the players to not abuse an exploit if it's available - "What do you mean?? then I won't be able to ride the full-meta bandwagon, bro, and that's no fun!!" - so PGI needs to elevate this issue to one of higher priority & find a fix, ASAP.

Until a fix for it DOES happen, CW is going to continue to get stagnant and stale. Spawncamping turns away new players, exhausts experienced players, and only encourages those hyper-competitive players who don't think twice about abusing every possible mechanic in the game to gain some kind of advantage - even if it's unintended and unfair.

Edited by Telmasa, 31 March 2015 - 12:33 PM.


#46 YCSLiesmith

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Posted 31 March 2015 - 12:40 PM

its not broken, your inability to defend yourself with the tools at hand is not a flaw in the game any more than losing at chess in under a minute to a fool's mate means chess is flawed. if you get spawn camped you are just too bad at this game for words.

View Postsdsnowbum, on 31 March 2015 - 11:55 AM, said:


You jackass. It's an exploit if he starts while you are tying your shoes.

Why do you want to shoot someone when they can't shoot back.

OK fine even when they are able to shoot they won't kill you. But why is it a problem to correct what makes him so helpless. Maybe he can't kill you but maybe there is someone he can beat if he, you know, actually has a chance.

Are you saying no lets leave it so he never gets a chance?

Unbelievable.


everyone had a chance to shoot back. they failed and now the game is over. Decisive victories due to overwhelming skill are not bugs.

#47 Lord0fHats

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Posted 31 March 2015 - 12:59 PM

View PostTelmasa, on 31 March 2015 - 12:33 PM, said:

If you still choose to abuse that broken part of the game, that falls under the definition of "exploit". (I'm not doing dictionary google searches for you if you aren't clear about that.)


You might want to do some for yourself first, given that the actual definition of 'exploit' has jack all to do with how the word is used in gaming/computer terms. Then consider that dictionary definitions are just a crutch for shallow thought and feeble arguments ~ philosophical pandering.

Quote

Spawncamping turns away new players, exhausts experienced players,


I don't disagree, but what aspect of MWO has ever been new player friendly? At least previous MW games had a campaign where players could figure out the most basic elements of play before being slaughtered by the online player base :huh:

Quote

if you get spawn camped you are just too bad at this game for words.


I wouldn't say that it's a factor of a player being bad but there's a lot more depth to map control in CW than the normal que. A lot of play habits that can work in the normal que don't work in CW, and things that don't work in normal que do work in CW. The game already has a harsh learning curve, and now we have 2 different game modes, each with their own harsh learning curve nuances.

Edited by Lord0fHats, 31 March 2015 - 01:00 PM.


#48 Barantor

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Posted 31 March 2015 - 01:10 PM

Doesn't matter if your team was horrible or not, if you are new and pugged and end up getting spawn camped you aren't having fun and that will most likely deter you from wanting to play any more CW at all.

If PGI has to bribe people to play CW, then you know it isn't fun and something is fundamentally wrong with the design.

The whole respawn mechanic is pretty dumb imo, you wouldn't have the dropship dump you in front of enemy guns like that anyway.

#49 Mystere

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Posted 31 March 2015 - 01:51 PM

View PostBarantor, on 31 March 2015 - 01:10 PM, said:

Doesn't matter if your team was horrible or not, if you are new and pugged and end up getting spawn camped you aren't having fun and that will most likely deter you from wanting to play any more CW at all.


A whole lot of people also do not like dying in a video game. Should something be done about that too? :ph34r:

#50 Leone

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Posted 01 April 2015 - 01:39 AM

Okay, so in my language, an exploit is a bug in a system that gives one an advantage, such as if one could power down while jump-jetting and the jump jets would continue going, allowing you to to fly over map walls and then shoot back through them. That would be my definition of an exploit.

Now that's not to say that there isn't a social system here, and if your enemies response to an attack is to retreat and hide, and you take advantage of that to kill one third of them easily, I would argue that you are indeed exploiting your opponents. Note it is the enemy here, not the game that is the cause of the exploit. And we can't very well make PGI take over someone's mech and make them join a counter offensive can we? Where'd be the fun in that?

Lets look at this from another example, what if, say, the defenders on Sulferous charge out the gates and start spawn camping the invaders? Madness, I know, why would they want to leave those nice comfertable hills and safe, close in brawling range. But say they do. Is that taking advantage of an exploit if both sides can do it?

I posit that no, it is not an exploit of game mechanics as I use the word, but an exploitation of our opponents, which is something we all do when playing. Unless you want to find a way to ban lights from coring me from behind because I'm not paying attention, or keep people from firing on someone who pushes whilest his allies balk at the gate, I don't think changing the game mechanics is the answer. This game is something of a war simulator, and war is all about making the fight unfair. It's kinda how most folk win.

Now, that is not to discount the argument that some new players do chose not to play CW after getting spawn camped, or at least chat that they'll stop playing. For like, three different matches. I agree that we should try to make things more fun for the casual gamer, so they keep playing CW and get me more kills.

I have some suggestions, that though novel, may help.

You could, when pushing into an enemy base forgo the spawn camp yourself. I forget which premade I saw do this, But so far I've only seen it once. They backed off the spawns, and waited to push in till everyone had dropped and gotten into hiding, got the kills, backed off again. We still lost horribly, but it wasn't, you know, soul crushing.

And on the flip side, When they enemy is moving to camp your sides spawn, you can distract them with a well timed push in order to assist your comrades. Say, right as the drop ship flies in, so as to split their fire. This is my preferred option, and the most viable one, in my opinion.

You could even try invoking the ritual of Zellbrigen if your one of the ones being camped, but that's kinda a hail mary.

I am proud to say that last time I play sulfuric, someone pointed out the spawn camp tactic, and requested we not allow it to happen, and I tried. I was out of mechs before most of alpha was because of course the team sat at omega and let the enemy push right over me until alpha was well and truly camped. But I dropped charlie and lost my mechs defending my team because it's what you hafta do when being spawn camped. It didn't win us the map, but I'd like to think that it did give a couple of players the oppourtunity to actually enjoy CW.

Besides, I got my 80 points that match, and really, isn't that the moral of any good CW story this weekend?

Edited by Leone, 01 April 2015 - 01:47 AM.


#51 DaFrog

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Posted 01 April 2015 - 05:52 AM

There is so much stuff that I want to say about this, but I won't, since I'll probably be laughed at.
The point is: they're still not getting my money. If that's my problem, well then it is a nice problem to have isn't it?

#52 HARDKOR

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Posted 01 April 2015 - 06:29 AM

View PostBarantor, on 31 March 2015 - 01:10 PM, said:

Doesn't matter if your team was horrible or not, if you are new and pugged and end up getting spawn camped you aren't having fun and that will most likely deter you from wanting to play any more CW at all.


All games should be balanced so that even bad players are good at them. Mechwarrior should be more like candy crush.

#53 Barantor

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Posted 01 April 2015 - 06:36 AM

View PostHARDKOR, on 01 April 2015 - 06:29 AM, said:


All games should be balanced so that even bad players are good at them. Mechwarrior should be more like candy crush.


Yeah, because that is what I meant....

If you think the current state of CW will keep this game alive for a long time, I hope you are prepared to buy a lot more bundles.

#54 Doomstryke

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Posted 01 April 2015 - 08:41 AM

View PostDivine Retribution, on 31 March 2015 - 11:48 AM, said:

Sulfurous Rift just has the worst defender drop zones. PGI needs to add another grid row in the back with cover and move the drop zones into that line.

I have to commend one SWOL player (don't recall the name). He took command of the enemy defense and whenever a player died he swapped them into Beta or Charlie lance so they wouldn't drop into the C2 zone (alpha lance's drop zone) and be instantly killed. It was still a rough match for them, but it would have been so much worse had he not kept moving dropping players to safety.


More people should try this. Like you said it was still a rough match but at same time it was fun trying to figure out where the mechs would drop next and this kept people running around and didn't result in instant death

#55 Telmasa

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Posted 01 April 2015 - 03:13 PM

View PostLord0fHats, on 31 March 2015 - 12:59 PM, said:

You might want to do some for yourself first, given that the actual definition of 'exploit' has jack all to do with how the word is used in gaming/computer terms. Then consider that dictionary definitions are just a crutch for shallow thought and feeble arguments ~ philosophical pandering.

I don't see your point. What I said isn't wrong. It falls under the definition of exploit.

Unless you're saying I should clarify the meaning, and say that it's an exploit with nefarious intentions. Is that better for your semantic-sensitive taste?

Quote

I don't disagree, but what aspect of MWO has ever been new player friendly? At least previous MW games had a campaign where players could figure out the most basic elements of play before being slaughtered by the online player base :huh:

I wouldn't say that it's a factor of a player being bad but there's a lot more depth to map control in CW than the normal que. A lot of play habits that can work in the normal que don't work in CW, and things that don't work in normal que do work in CW. The game already has a harsh learning curve, and now we have 2 different game modes, each with their own harsh learning curve nuances.


On single-player mode, I totally agree. It was a huge part of what previous MW titles were, and allowed newer players to be eased in to what mechwarrior combat is.

I don't agree that there's more 'depth' to map control in MW compared to public qeue - quite the opposite, in fact. It's the lack of depth that allows things like spawn camping to exist. I could define that lack of depth as the lane-based design on Sulfurous, for example; maps like that are pretty one-dimensional, nothing but evolved coinflips.

Certainly, running around solo or trying to single out an enemy is something that works in pug qeue and not so much in CW - but I attribute that again to the lack of depth in early map design. For instance, on the newest CW map, it's far easier to flank and maneuver than on Sulfurous rift, where you are (for the greater part) limited to one-dimensional lanes.

#56 Lord0fHats

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Posted 01 April 2015 - 03:37 PM

View PostTelmasa, on 01 April 2015 - 03:13 PM, said:

Is that better for your semantic-sensitive taste?


The first rule of definition is that if it contains a tautology, it's a bad definition.

To be blunt there is nothing explotive about spawn camping. If you push recklessly and everyone dies and cedes the field you will be camped. If you just hide around corners like timid sheep, never form a line, and get picked off one by one, you will be camped. This is not an exploit or an abuse of the system. It is not unintended on the part of the developers. It is the the worst outcome of very poor team play.

There is no fix for spawn camping. Any fix imposed would be a do nothing fix because if a team is strong enough to force its opposition into being spawn camped, no amount of protection from the devs is going to help the camped team win.

EDIT: The problem in CW for this, is not spawn camping. Spawn camping is just the end result of seal clubbing and the structure of how CW matches are formed.

Quote

I don't agree that there's more 'depth' to map control in MW compared to public qeue - quite the opposite, in fact. It's the lack of depth that allows things like spawn camping to exist.


There is 0 reason to ever really hold ground in public que. That's why the NASCAR meta exists. The fastest way to win, even Assault and Conquest, is simply to get around the other team and shoot into their backs or sides. Many players simply rush in get their kill, die and leave, or try and play the dicey trading game, but NASCAR happens for a reason and it's because it's frequently the best way to win. Public que, literally encourages bad player habits and that has come full circle now where those habits have become a detriment to players in CW because the map play is fundamentally different.

CW is a different animal because killing 1 mech doesn't remove the player from the game. They're just gonna drop again.The fundamental difference between CW play and public que play are huge and the people usually complaining about spawn camping (and who are getting camped) are the usually the ones who fail to realize it. I play pug games in CW and I've only ever been spawn camped 3 times.

I honestly hate the entire public que though and want it to just disappear. Replace it with Solaris or something and do the maps right. PLS PGI. While the CW maps are still flawed, they are at least improved over the public que. Public que has all the depth of a sidewalk puddle on a hot summer day a week after a light drizzle and a major part of the problem is poorly designed maps. It should be obvious something is off when leagues and tournaments start imposing out of game rules just to make things more interesting than a 12v12 heavy/assault shoot out.

Edited by Lord0fHats, 01 April 2015 - 03:47 PM.


#57 Mystere

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Posted 01 April 2015 - 04:08 PM

View PostDoomstryke, on 01 April 2015 - 08:41 AM, said:

More people should try this. Like you said it was still a rough match but at same time it was fun trying to figure out where the mechs would drop next and this kept people running around and didn't result in instant death


Well, from an RP perspective, if I do not have the time to engage in the pleasantries of war while trying to dislodge the enemy from my planet, then I'm going to find the fastest and most efficient way of killing them.

#58 Barantor

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Posted 01 April 2015 - 08:04 PM

View PostMystere, on 31 March 2015 - 01:51 PM, said:


A whole lot of people also do not like dying in a video game. Should something be done about that too? :ph34r:


A whole lot of people don't like CW, something should be done about that.

A whole lot of people (like me) want this game to be better than it is, something should be done about that.

A whole lot of people have moved on to other games....

A whole lot of people will slaughter this game in reviews on steam...

A whole lot of people will be disappointed if it fails...

#59 Barantor

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Posted 01 April 2015 - 08:07 PM

View PostMystere, on 01 April 2015 - 04:08 PM, said:


Well, from an RP perspective, if I do not have the time to engage in the pleasantries of war while trying to dislodge the enemy from my planet, then I'm going to find the fastest and most efficient way of killing them.


RP perspective a dropship commander wouldn't dump out mechs in a killzone like that. They would regroup farther from the enemy and try it again.

I'd go so far as to say why not put a point at which more mechs can't spawn if the defending team has control of all the map or something. Defending team would win if no mechs left active in the map to attack them and dropships wouldn't drop.

I'm sure some folks will cry about the loss of potential c-bills though... :rolleyes:

#60 Telmasa

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Posted 01 April 2015 - 11:32 PM

View PostLord0fHats, on 01 April 2015 - 03:37 PM, said:

The first rule of definition is that if it contains a tautology, it's a bad definition.

To be blunt there is nothing explotive about spawn camping. If you push recklessly and everyone dies and cedes the field you will be camped. If you just hide around corners like timid sheep, never form a line, and get picked off one by one, you will be camped. This is not an exploit or an abuse of the system. It is not unintended on the part of the developers. It is the the worst outcome of very poor team play.

There is no fix for spawn camping. Any fix imposed would be a do nothing fix because if a team is strong enough to force its opposition into being spawn camped, no amount of protection from the devs is going to help the camped team win.

EDIT: The problem in CW for this, is not spawn camping. Spawn camping is just the end result of seal clubbing and the structure of how CW matches are formed.

There is 0 reason to ever really hold ground in public que. That's why the NASCAR meta exists. The fastest way to win, even Assault and Conquest, is simply to get around the other team and shoot into their backs or sides. Many players simply rush in get their kill, die and leave, or try and play the dicey trading game, but NASCAR happens for a reason and it's because it's frequently the best way to win. Public que, literally encourages bad player habits and that has come full circle now where those habits have become a detriment to players in CW because the map play is fundamentally different.

CW is a different animal because killing 1 mech doesn't remove the player from the game. They're just gonna drop again.The fundamental difference between CW play and public que play are huge and the people usually complaining about spawn camping (and who are getting camped) are the usually the ones who fail to realize it. I play pug games in CW and I've only ever been spawn camped 3 times.

I honestly hate the entire public que though and want it to just disappear. Replace it with Solaris or something and do the maps right. PLS PGI. While the CW maps are still flawed, they are at least improved over the public que. Public que has all the depth of a sidewalk puddle on a hot summer day a week after a light drizzle and a major part of the problem is poorly designed maps. It should be obvious something is off when leagues and tournaments start imposing out of game rules just to make things more interesting than a 12v12 heavy/assault shoot out.


You and I have very different experiences, apparently, and not just with MW:O.

- Spawn camping is an exploit in the most basic sense of the word - taking advantage of something. I say it's with nefarious intentions, because it works by not allowing your opponent to play. That's like tying a boxer's arms behind his back and throwing him in the ring. Who the heck wants to spend time playing, or even watching, something like that? Just pick up a hefty pillow and whack it around for a few hours, you'll get the exact same satisfaction of pummelling a helpless target.

The developers, at no point, intended to make spawn camping part of the game - in fact, they added in the feature of dropships able to shoot things specifically to discourage spawn camping. Back then, I was actually apprehensive about that, and at first I even complained that it made getting to objectives too difficult. (Clearly I've had a change of heart since then.)

And there are many possible ways to fix spawn camping. Static dropships that do not move for longer periods before/after a drop sequence & continually are able to shoot attackers; dynamically changing spawn points based on proximity to attackers; more drop spawn points, both further out and spread out; map changes, like Sulfurous rift - taking away the pieces of cover that allow attackers to camp while completely invulnerable to defenders or dropships; opening up the maps themselves, giving matches some distance & removing the lane-forced-meatgrind theme; the only limit here is imagination with healthy doses of practicality.

Spawn camping is not a "natural consequence" of competitive gaming, it's both a result of a flawed design & the cause of flaws itself.

I'm also very skeptical of the claim that you've only been spawn camped '3 times'. Again, either you don't play as much as others, or you're playing a different MW:O than I am.

- In public qeue, I witness plenty times where the team has seemingly forgotten about the importance of holding ground, and ends up either one-sidedly stomped by the enemy team or loses by loss of objectives. It happens quite a fair bit, and oftentimes I'm able to pay enough attention to what's going on to remedy the bad situation just enough to eke out a win. Either you aren't playing public qeue much, or we somehow aren't playing the same MW:O.
(Plus, the 'nascar' feel is partially due to map design and partially because of the restricted size of the maps.)

- I see the complete reverse when it comes to map design. Old maps, while mostly suited for 8v8 and not 12v12, are far more open, fluid, and flexible than most CW maps (the most recent one being the sole exclusion). Ideally all maps should be on the scale of Alpine Ridge.

That said, all the maps have their own flaws, too - like Alpine Ridge having the unrealistically steep cliffs & central mountain that offers such an advantageous position that all other parts of the map are generally excluded. River City is far too small & limited, and is the worst map for a night mode. There's more work that ought to be done there, I can't deny that.
But it's a hell of alot better than the first two maps we got for CW. (And the third isn't much better, it just has slightly better terrain design.)

- Saying removing public qeue would be a good thing is...just ridiculous. That's where the vast, VAST majority of players are in MW:O, even during events like this last one.

- Player-made tournaments have always imposed special rules and regulations on games, that's just how it is - and it's usually out of an effort to artificially account for unbalanced parts of the game itself, so that truely fair & fun competition can be had.

That's just the state of things right now - there's alot of imbalances, in various forms, that have yet to be corrected for. PGI has a lot of work that needs to be done, they sure as hell need to find more folks to hire, they've done well since the IGP split but this is a steep challenge to overcome.

In my own personal opinion, the game was still in alpha stage up until the IGP split. That's when true beta started, and that's where we're still at.

My perception of this beta stage is that it ends when the game has:
- reliable & predictiable hit registration, physics, collisions, and rendering
- full-sized scaling of maps & map details [buildings, cars, etc. are far smaller than they ought to be - oddly it's the mechs that are scaled correctly while everything else is too small], with wider areas that allow for more flexibility and uncertainty of the flow of a match [as in no lanes, no 'strategic cover placement' or terrain that encourages mass nascar brawling, etc.], and smoother terrain itself [no rocks that render mechs immobile, unlikely dips and curves, or implausible cliffs or sudden mountain peaks]; basically take everything that went into map design from older MechWarrior titles & plug that into MW:O
- well-defined & maintained parameters for game balance, for all the various factors that play into game balance, including game economy, weapon balance, ELO balance, consumable balance, armor balance, speed balance, and so on. [PGI has already come a great ways with this - but there's so much further that can be gotten to]
- 8v8, possibly 4v4, and 1v1 modes
- an intuitive tutorial [or series of tutorials] that fully immerse new players into the game [this has been an issue with many other MMO shooters over the last few years, so I can cut PGI a little slack, but it's desperately needed for true 'full release' of a game]
- Smurfy-like mechlab [it's in testing, it's coming soon, I know, I know, it's just not here right now this minute as I'm writing this post....THIS one, I will give PGI credit where it's due and say this particular point won't matter for long]
- a fleshed out "Community Warfare" that gives incentives to own planets, presents fair & balanced arenas for competitive combat (which by definition excludes spawn camping)
- a PvE, 'campaign/single player experience' mode, either single player, cooperative, or both - there's plenty of material available for this, and I'd be perfectly fine with them just recycling old MechWarrior games' campaigns, just imitiated with Cryengine 3.


Disclaimer:
@ PGI staff who may happen to read this: I am writing this critique with the best of intentions and :wub: love of the game in mind, it's not to pick on PGI or belittle what's been done so far. MW:O is a pretty good game - and it can be so, so much better. I want it to be better, because I love Mechwarrior; I like PGI & the work you've put in and the attitudes you've had about it and the determination to continue on. If I knew how to make any of these things happen on my own, well...I'd be hitting the "We're Hiring" button regularly. :P Honestly I just don't have the required background, and unfortunately motivation doesn't seem to be enough.

Edited by Telmasa, 01 April 2015 - 11:44 PM.






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