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What if the devs idea of MMO really is massive?


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#41 EDMW CSN

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Posted 29 November 2011 - 07:10 AM

What I hope is that Piranha get the basics down for now.
Mainly....

1) Territorial systems.
2) Persistent environment.
3) Balance F2P grind with P2W
4) Get the criticals and weapon systems balanced (COF seems the easiest to me though, no worries about messing heat and the ilk)
5) Proper salvage mechanic
6) Work out a decent starter mech pack, rental system and "permanent rental contract" with cash for real mechs.


After that they can add more content, once people are flying around in Aerospace fighters or driving tanks and the game becomes a futuristic Battlefield 3 in terms of combined arms, they can rename MWO to Battletech Online :)

#42 StoneRhino

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Posted 29 November 2011 - 09:00 AM

View PostGalen Shannow, on 29 November 2011 - 07:04 AM, said:


For a flash in the pan it seems pretty damn successful.

Look , as someone put it, WoT is nothing more than counter-tank-strike with some mmorpg elements (including grind) thrown in. But you know what? Counter Strike was, is!, a damn popular game. I've spent many a night playing it over the last decade. My wish as is one of the major themes of this thread was that there was a point to it all. (sidenote: Why one of these FPS games hasn't introduced a strategic overlay to their game is beyond me).

However if you want a persistent world where you can make real strategic decisions and there are real winners and losers you are going to come up against a big problem.......people. Sounds funny right? But trying to balance winning/losing vs playing a game on the internet is damn difficult. I can tell you from experience in playing ww2ol that people don't like playing 'fair' when they can 'win'. How are you going to balance numbers for instance?


Huntsman, prepare to be really disappointed. A large persistent world will be too difficult on many levels. One, technology. You want a large persistent world that can hold 1000+ players, all with ability to receive FPS like frame rates and lag? Not going to happen. ww2ol does it and the graphics suck for it. Maybe a larger company with better funding could pull it off but why would they bother? Secondly comes the balance issues, how do you even the sides, how do you make sure one side doesn't just zerg rush an empty part of the map? How do you balance timezones?
A large persistent map is a great idea, just too difficult to implement.

I think a strategic overlay, with instanced battles will be just fine. But make the battles different. Different number of participants (some 4 vs 4, some 10 vs 10 and maybe some big 32 vs 32)...different types of battles , different levels of mecha (so it doesn't devolve to assault vs assault)....

Now the 100 million dollar question...who then makes the strategic decisions?


Google "Planetside" and Sony online entertainment, aka, soe.

As for the strategic decisions it falls upon the player base. All of what you threw out in your post was covered way back in 2004 at the latest. That is when players were playing the game, so actual planning and development, at least a few years before that. Its all been done before, its just that no one has stepped up to take on making a response to it. The big problem that SOE ran into with Planetside was getting fps players that were used to paying $60 for a game, then playing for free from that point on, to actually cough up $15 a month. Was it worth it? Oh yeah, back in the day when there were a load of players it was far better then anything out there. The game made soe money, it just didn't make them world of warcraft money and they got obsessed with trying to get everquest2 to beat wow, which never happened.

With free to play games, which world of tanks and league of legends has proven to be rather successful, an epic scale game would do very well. Planetside 2 is coming out next year and if they were to just tweak the old game a bit and make it free to play, they will reap the rewards for making an amazing game. The first was amazing and what made it really amazing was that the player base determined so much of what the game was doing as far as where the battles were.

In the post of mine that got eaten, I had mentioned that planetside allowed players that could make the connections, get the reputation, has the plan, and respects the players to create movements of large numbers of players. There were outfits/corps/guilds that could have hundreds of players, and those that had 30, and each had a different capability to bring to the table. Some focused on the main fight and just blobbed it, others looked for targets of opportunity, others sought to harrass the other side behind their own lines. The player base determined where the fight was going to take place, and part of that decision making was done by players that were CR5s, short for Command Rank 5, which meant more years ago. Basically it meant a player had led squads of players for a multitude of hours in order to get the ability to speak "globally" in order to help steer the player base to the best target.

As for who among that group got to direct the player base ended up being kind of a shouting match at times, other times it was a democracy, some just had a great plan that everyone else agreed upon and backed. Sometimes small groups of players started a fight and by talking to their friends in their outfit/guild, and those in other outfits/guilds led larger groups to join in when they heard how much fun a fight was. It was not the best system out there as there were some complete jerks that directed players to do what they wanted for personal gain, causing the team/empire to lose ground to get into a last stand type of fight for the person's amusement. Players would learn over time who was out for themselves, or their guild, and who was looking out for the entire side.

I also disagree that players do not want to have a fair game. Of course there are some problems that one player on one team might think is fair, but the other players on another team see as being an unfair advantage. Thats what the devs are for, they can test out the different units, weapons, and so on to determine if there really is an unfair advantage, or if something is to weak. Planetside had lasher 2.0, lasher 3.0, increases of damage to vehicles while using man portable anti-vehicle weapons, they increased and decreased land mine damage. The list went on and on. People stuck with the game because what was unbalanced today might be balanced down the road.

#43 StoneRhino

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Posted 29 November 2011 - 09:12 AM

View PostPunisher_1, on 29 November 2011 - 06:50 AM, said:

Stonerhino hit it on the head.

What the Battletech and MW fan base needs is a game that really does this epic universe some justice.

I seen in the FAQs that there will be no other vehicles besides mechs - thats a mistake in Battletech the use of combined arms is hugely important along with air support. In addition to this it adds a much needed depth to the game. I can see using the multitude of vehicle as much fun as a mech in certian types of missions.

It migh be best for the development team to clue us in on the concepts they they want to follow and see if it floats with the fan base. A sort of research before development. It might save them alot of grief and aggrivation to ask around.


This reminds me a friend who years ago wanted to play more battletech. The catch was that he wanted to stick to mechs and only mechs. He didn't want to play if I used infantry, or vehicles, battlearmor,artillery or fighters. Just mechs. Why? I have my suspicions since I had always played with combined arms forces and he stuck to just mechs. I believe it was to gain an advantage, which I could have gotten if I said, "okay, but no assault mechs." as he used nothing but assaults.

To me, that kind of game is not battletech. The mech is not "the king of the battlefield" as you cannot be king of anything if all you are is ruling over yourself. There is no scale, no compare and contrast to see the mech as being anything more powerful then. It also distorts the battletech universe as showing nothing but mechs, it shows a narrow minded game to those that do not know what Battletech is. It then becomes nothing more then counterstrike with mechs, which is no better then counter tank strike as someone else put it.

If they want to try and avoid the game turning into nothing but Assaultmechside, they need to have other units to compare and contrast with. This includes vehicles, which bring their own abilities to the table. I don't know about you guys, but I would have fun playing a Zhukov in a city. A vtol buzzing around. Infantry sniping other infantry trying to swarm a mech.

The way I see it, planetside was just inches from becoming what a next gen MW game should be. Many years after that game was released and the next MW game is sounding as though it is trying to cripple itself by being hampered by outmoded thinking and tunnel vision. I don't care how stupid it might seem to someone, I would like to be running around in a building, in a city, carrying an srm launcher or machine gun and setting up shop to take shots at a mech passing through. I used to do just that, including rushing, Planetside's version of a mech, the BFR. I really believe that a repeat of MW4 , reskinned, could be successful. However, it would fade quickly. A MW game that takes on Planetside1, with all sorts of vehicles available(arty,fighters,vtols,BA,infantry,tanks,hovers,all of it) including mechs would be around for far more then the 7 or so years that planetside has existed. It would be the game that we have all dreamed about at some point, of how awesome it would be to be inside the BT universe, not just a 15 minute joyride in a virtual pod, but able to spend hours in it and working alongside our friends to take planets, or squash assaults by other players.

If nothing happens now, i fear it will be another 10 years before there is anyone that can take a shot at creating that game, a game that could have been made using 2004 tech and standards.

#44 Nik Van Rhijn

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Posted 29 November 2011 - 09:25 AM

Alternatively if they can make the "simple" model pay why can't they add those features over time? In an urban setting vehicles and infantry rule.

#45 Haeso

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Posted 29 November 2011 - 09:32 AM

View PostNik Van Rhijn, on 29 November 2011 - 09:25 AM, said:

Alternatively if they can make the "simple" model pay why can't they add those features over time? In an urban setting vehicles and infantry rule.


Using real physics, vehicles and infantry rule in all settings. That's part of why I never liked combined arms in battletech. Realistically 'Mechs are worthless compared to tanks in almost every way lol. Treads instead of legs allow significantly more armor and/or firepower for the same weight. Not to mention a smaller target area.

Edited by Haeso, 29 November 2011 - 09:32 AM.


#46 Galen Shannow

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Posted 29 November 2011 - 10:11 AM

I never played Planetside so can't comment. Just for my own knowledge was it one massive map or a number of instanced maps?

My experience comes from playing ww2ol, which (graphics aside) is truly one massive map featuring combined arms combat (tanks, infantry, planes, ships, guns, trucks etc)...

A few years back I actually commented to a member of my squad that if they replaced the tanks with mechs and the planes with aeros it would be an excellent chassis for Battletech Online.

Most players do want a game to be 'fair' but there will ALWAYS be players who want to 'win'...This is both the upside and downside of designing a game where you can actually 'win'.

ww2ol also implemented many systems to balance numbers in particular , including spawn delays for the over populated side and 'attack objectives' to limit where ppl could attack (which would scale with population on the server), still it didn't really stop the fact that typically the team who could get the most ppl to the objective typically won.

We also have player run High commands and the politics, ********, whining etc etc etc is a fair bit draining at times.

Not to say these things can't work but there are definite pitfalls. Again the one map idea most likely won't fly simply because of those technological constraints...and I think for getting faster, more balanced battles smaller instanced battles work better anyway.

#47 cipher

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Posted 29 November 2011 - 11:09 AM

I'm somewhat in the dark on what MWO will entail since I haven't researched what the devs discussed so far. But my guess would be more instanced-battles meaning it probably won't feel like an MMO. If we have ladderboards and battles to control regions we might see something like World of Tanks' World Conquest. Otherwise I doubt MWO will be anything like a traditional MMO since there is no PvE from what I've heard on another thread.

#48 Kaemon

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Posted 29 November 2011 - 11:27 AM

View Poststonerhino, on 29 November 2011 - 05:15 AM, said:

Not "epic" as in "this corndog is epic!"


I want MWO to be an epic corndog!

#49 Odin

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Posted 29 November 2011 - 11:27 AM

View PostUncle Monkey, on 27 November 2011 - 07:43 PM, said:

Having played MW3 and MW4, a lot of the game was about the groups, but relative to individual combatants.

What if the first M in MMO is really Massive?

Suppose that individuals, lances and stars are the object of incredibly large battles?

How would this change the gameplay?

What if the only way to play the game is to be able to field 2+ stars? (other than individual trial or Solaris)





MMO?

Its MWO, and the first "M" stands for "Mech".
Sorry dude, It ain't gonna be a MMO game. Bryan said it enough.
It'll be 64 players max if you ask me. Thats far from MMO. But sure great for a modern Mech simulator.

#50 SeDevri

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Posted 29 November 2011 - 01:52 PM

I don't mind Instanced-based game, as long as those instances actually have some meaning. An idea that might allow for a persistent world would be to make it a weekly or even monthly update process. What i mean by this is, over the course of the time table(whatever it may be) the faction that has the largest amount of wins/points/whatever for a particular objective/planet wins it for their side. To prevent people from just shooting for the enemies capital planet there should be a list of "border planets" that players can choose from and as you move deeper into the enemies territory you unlock more targets.This allows for all time zones to play fairly and also prevents the "zerg rush" that could happen in an open persistent world. This would also make it easier for the devs to add things slowly and allow them to balance the instances better. Besides, you can't ****ING conquer a world in a day!

As to the idea of Massive battles, i doubt we will see anything bigger than a Battalion vs Battalion(ie. in BT that means 36 to 48 mechs PER SIDE plus attached elements if included) at least in the beginning and i'm ok with this. What i would like to see in larger battles(Company size or larger) would be NPC units(vehicles and/or mechs) to give it a more epic feel.

Just my $.02 but i thought this might be a good idea to give everyone a bit of what they want(i know i would be happy with it).

#51 Russ Bullock

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Posted 29 November 2011 - 02:38 PM

I really like this conversation, great ideas. The nice thing about MechWarrior is it does have the IS which is perfect for territory control. Needless to say I look forward to sharing more information but of course we want that long lasting appeal.

#52 Karyudo ds

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Posted 29 November 2011 - 03:11 PM

I wouldn't mind large battles, though I think battle size variation would be nice. Either way it didn't sound like they wanted terribly massive. If we could get say. 64 players in a game then we should be using more then just mechs. I'd be up for it...maybe in MW6.

View PostBelrick, on 28 November 2011 - 09:16 PM, said:

Jeez. I dunno how many more times my post with WoT will be quoted.


Hmm, your Raven looks rather familiar sir.

#53 Threat Doc

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Posted 29 November 2011 - 06:08 PM

View PostRuss Bullock, on 29 November 2011 - 02:38 PM, said:

I really like this conversation, great ideas. The nice thing about MechWarrior is it does have the IS which is perfect for territory control. Needless to say I look forward to sharing more information but of course we want that long lasting appeal.
I understand long-lasting appeal, and a desire to keep all of us on the collective hook, hehe, but I have to admit the constant anticipation, like a constant adrenaline run, is beginning to tire me out. ;)

View PostKaryudo-ds, on 29 November 2011 - 03:11 PM, said:

I wouldn't mind large battles, though I think battle size variation would be nice. Either way it didn't sound like they wanted terribly massive. If we could get say. 64 players in a game then we should be using more then just mechs. I'd be up for it...maybe in MW6.

Hmm, your Raven looks rather familiar sir.
If the game ends up, in Conquest Mode, being a series of efforts, starting with reconnaissance, intel gathering, and locating potential targets, and working up more and more to a final large fight, I think that would be most satisfying to me. What would be best overall, of course, is to have full planetary scale, and allow Command role players to make their own plans, including drop-zones, staging areas, and objectives to complete contracts (mercs) and/or orders (houses, clans).

By the way, I liked both of these posts, but so much came into these forums today that was awesome to read that I've run out of Likes, hehe.

#54 Uncl Munkeh

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Posted 29 November 2011 - 07:16 PM

I wonder if the devs are already anticipating this and have steered the direction of the game. This thread included some really awesome ideas.

Combining these ideas into the game concept could be very interesting. Consider that there are those that are reminiscent of MW3 or MW4, those that adhere to the TT guidelines, game diehards, fiction fans and those simply out for some casual entertainment.

How amazingly awesome would it be if they could combine all of these into one game? Imagine how terrified the project manager is if he's reading these forums?

I agree with Kay Wolf at least in part. Feeling the adrenaline pumping rush reading all of the things that could be. All the while playing the part of a rabid stricken mouth frothing monkey jonesing for something (alas anything) that provides the sensation of pushing tons of steel against skilled opponents and the smell of carnage in the air.

I really want to play this game.

#55 Threat Doc

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Posted 29 November 2011 - 07:42 PM

LIKE! And, thanks. I'm just hoping pushing tons of steel, electronics, weapons, and ammo, all while being 20+ feet in the air, will feel like it's supposed to.

Now, alas, it is time for me to leave this thread, my friends. Good luck.

#56 Mad Pig

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Posted 29 November 2011 - 09:12 PM

View PostGalen Shannow, on 29 November 2011 - 07:04 AM, said:

Now the 100 million dollar question...who then makes the strategic decisions?


Great question. I'm hoping, at least for House mercenary units, that it will be the unit's CoC responsible for making strategic decisions. But if you're just a House regular.. then what? There's a lot of chiefs from past incarnations that are all gonna want to be top dawg. Will be very interesting to see how MWO addresses that question.

#57 HIemfire

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Posted 29 November 2011 - 09:44 PM

View Post[EDMW]CSN, on 29 November 2011 - 07:10 AM, said:

3) Balance F2P grind with P2W


Oh HECK NO! Thankfully it has already been stated by the developers that P2W is not going to happen. The rest of it I really don't care either way, just so long as some rich ***** (or kiddie "borrowing" mommy's credit card) can't come in, dump a couple hundred dollars and roll over everyone else. We wage slaves have as much right to an enjoyable game as the others. When you have to pay out the very cash you need to keep a roof over your head to even get in spitting distance of parity then it gets tossed. Now paying some here and there for aesthetics or chassis is an other thing, and is most definitely not P2W.

#58 Zudjiian

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Posted 29 November 2011 - 10:20 PM

Just some thoughts on how to handle “the inner sphere of fighting mechanics”
Attackers choose time frames. They can be picked, lets say there must be a minimum 4 hour lapse between choices and you MUST choose 3 time slots. This makes the defender get a little prep time to allow for global teams to organize.
Also remember, the inner sphere is not for the weak of heart. If your in the UK and you cant make the time then HIRE MERCS, that’s why they are there in the first place.

Yes Mercs should have one heck of a time owning a planet, why? Because they are not a house. Cannon suggests most Mercs only owned a planet for great great deeds… oh yeah and that planet was usually towards the center of there benefactors realm. Again, that’s life and that’s battletech so stop whinning. The shifting of borders could make or break a Merc group. This allows for that.

There are holes in this, we can all see that. But those holes can be filled just like they are in the cannon. They call it alliances, friends, and luck. LOL

Also remember that the attackers and defenders can always communicate and agree upon a mutually beneficial time.

As for the lone wolf’s in most of us, why not have an active list of individuals not teams/mercs/units/etc that hire out by themselves. Also Solaris is always an option.

#59 HIemfire

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Posted 29 November 2011 - 10:48 PM

View Post[EDMW]CSN, on 29 November 2011 - 07:10 AM, said:

What I hope is that Piranha get the basics down for now.
Mainly....

1) Territorial systems.
2) Persistent environment.
3) Balance F2P grind with P2W
4) Get the criticals and weapon systems balanced (COF seems the easiest to me though, no worries about messing heat and the ilk)
5) Proper salvage mechanic
6) Work out a decent starter mech pack, rental system and "permanent rental contract" with cash for real mechs.


After that they can add more content, once people are flying around in Aerospace fighters or driving tanks and the game becomes a futuristic Battlefield 3 in terms of combined arms, they can rename MWO to Battletech Online ;)



Looking back, my previous post did not go into enough detail. Lets pick up with the others (rereading does wonders to reveal what is missed at first).

Underline/Italicized: You obviously don't like the heat mechanic from what is stated here, energy boat much? Removing heat guts the game.

Bold: I just 'love' this part. So only those who pay real money are supposed to be able to retain mechs other than the basic "starter" mechs? Those mechs will also be superior to said "starter" mechs as implied by your use of "real mechs"?

I would like to refer you to:http://mwomercs.com/...e-free-to-play/
The look at the portion of your post that I have in Bold/Underlined. You are not going to bypass the "grind". What you will pay for with real money won't give you the edge that you want out the gate. You might be able to buy that Dire Wolf or Warhawk with cash, you'll still have to work on the key components to the game. The pilot and team work. Get used to the grind, it's in there until the developers say otherwise.

Edited by HIemfire, 29 November 2011 - 10:49 PM.


#60 Phades

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Posted 29 November 2011 - 11:19 PM

View Poststonerhino, on 29 November 2011 - 09:00 AM, said:


Google "Planetside" and Sony online entertainment, aka, soe.

As for the strategic decisions it falls upon the player base. All of what you threw out in your post was covered way back in 2004 at the latest. That is when players were playing the game, so actual planning and development, at least a few years before that. Its all been done before, its just that no one has stepped up to take on making a response to it. The big problem that SOE ran into with Planetside was getting fps players that were used to paying $60 for a game, then playing for free from that point on, to actually cough up $15 a month. Was it worth it? Oh yeah, back in the day when there were a load of players it was far better then anything out there. The game made soe money, it just didn't make them world of warcraft money and they got obsessed with trying to get everquest2 to beat wow, which never happened.

With free to play games, which world of tanks and league of legends has proven to be rather successful, an epic scale game would do very well. Planetside 2 is coming out next year and if they were to just tweak the old game a bit and make it free to play, they will reap the rewards for making an amazing game. The first was amazing and what made it really amazing was that the player base determined so much of what the game was doing as far as where the battles were.
Would you like to pre-order core combat?

Sorry, I had to. Also, what i would hope for here is a solid game system that the dev team doesn't have to put up a wall of disbelief and misinformation in order to retain customers who are ignorant to the facts. It would have been nice if they Fix the F'ing Doors like they said they were going to, but instead adjust pop caps and other server side tweaks and not obfuscate issues like certain projectiles not retaining constant acceleration upon vector change, or having some weapons have damage fall off when exiting the barrel or a whole laundry list of other items that should have never escaped out of beta, never mind core game play issues revolving around the objectives which devolved player bias over time and had multiple band aids put over it which warped the player base further until the good parts of the game at launch were no longer recognizable.

Hopefully, you don't have the specter of Planetside haunting you as well still. The (expletive omitted) jades me to this day still. Also, given the changes the dev team put forward, I have all confidence in Planetside2 being only a delayed failure.

If you don't mind PM me your PS handle. I might recall shooting in your general direction. Nostalgia is good.





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