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Is Dropdeck Tonnage Reduction Now In Effect


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#133 Jess Hazen

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Posted 11 May 2015 - 05:14 PM

View PostAdamski, on 11 May 2015 - 05:12 PM, said:

BRILLIANT! The team that wins the planet becomes even stronger! Thats a sure fire way to balance the game and encourage people to keep playing after they lose!

You are ******* stupid.


You don't seem to understand why you lost. Maybe someone should explain.

#134 Adamski

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Posted 11 May 2015 - 05:15 PM

View PostTexas Merc, on 11 May 2015 - 05:13 PM, said:

How about no mercs at all? They don't do anything anyway except cause balance problems. Tags on a planet are pointless.


At the very least make 1 month min contract, although that could also exacerbate the problem long term.

They already had the population levers before the Tukayyid event. Just make them more dynamic so that we dont have to wait on a bored Dev to go data mining to set the new values.

EDIT: And maybe have PGI actually display the active CW population so that players know where they should set their contracts. I know it would mean PGI would be forced to show how threadbare their game is due to their poor decisions, but improvement comes at the cost of ego.

Edited by Adamski, 11 May 2015 - 05:20 PM.


#135 jay35

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Posted 11 May 2015 - 05:19 PM

View PostGas Guzzler, on 11 May 2015 - 03:03 PM, said:


Its not going to make a difference balance wise. It is pretty clear the lopsided performance of CW this round so far is a population issue not how many tons the IS has.

I would have rather they just upped Clan tonnage to 250 instead, then at least we retain our drop deck flexibility, and the Clans get more flexibility as well.



I recommended bumping IS drop tonnage up to 250t several months ago for precisely that reason: Increased deck diversity. But at the time the idea was unpopular so it never happened. When Russ finally bumped IS-vs-Clan to 250t, people realized how many more combinations it offered without imbalancing anything, but now that's going away again. Shame.

Edited by jay35, 11 May 2015 - 05:20 PM.


#136 Texas Merc

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Posted 11 May 2015 - 05:19 PM

View PostJess Hazen, on 11 May 2015 - 05:14 PM, said:


You don't seem to understand why you lost. Maybe someone should explain.

Only defend or counter, playing against the only IS strength before the cheeter gets here?

edit: or the real clencher for me? A convoluted mechanism to CW that increased wait times for everyone on one side that made me stop after only 1 night (8 drops 8 points 7 wins in 5 hours ) ?

Enlighten me!

Edited by Texas Merc, 11 May 2015 - 05:22 PM.


#137 nehebkau

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Posted 11 May 2015 - 05:20 PM

I take it PGI hasn't noticed that many of the clan groups are not really playing CW at the moment?

<sigh>

Guess we are going to have to pay MS to go back to wolf guys.

#138 Adamski

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Posted 11 May 2015 - 05:23 PM

View PostJess Hazen, on 11 May 2015 - 05:14 PM, said:


You don't seem to understand why you lost. Maybe someone should explain.

What is it you think I lost? I know vague statements makes you seem deep to your little sister, but it dont mean squat to me.

#139 Lucity

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Posted 11 May 2015 - 05:24 PM

I don't understand why some people are upset over losing 10 tonnes, its not hard to make something work around 240 or even 230 for that matter.

#140 McScwizzy

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Posted 11 May 2015 - 05:25 PM

Rather interesting as to why they are changing it. It is funny watching everyone get butt hurt over it. 10 tons ain't really gonna change much.

#141 Adamski

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Posted 11 May 2015 - 05:25 PM

View PostLucity, on 11 May 2015 - 05:24 PM, said:

I don't understand why some people are upset over losing 10 tonnes, its not hard to make something work around 240 or even 230 for that matter.

Prior to the tonnage buff, Clans had a 60% win rate, after the tonnage buff, they had a 53% win rate, now PGI is taking away the tonnage and people are expecting the Clans to go back up to 60%.

Its pretty simple cause and effect, PGI has trouble with it though.

#142 keelobight

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Posted 11 May 2015 - 05:27 PM

Great way to piss me off PGI. I spent good money on hero mechs to make my perfect drop. Now I have to re-do it. Makes me want to quit. Treat the disease, not the symptom!!!!

#143 Lucity

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Posted 11 May 2015 - 05:33 PM

View PostAdamski, on 11 May 2015 - 05:25 PM, said:

Prior to the tonnage buff, Clans had a 60% win rate, after the tonnage buff, they had a 53% win rate, now PGI is taking away the tonnage and people are expecting the Clans to go back up to 60%.

Its pretty simple cause and effect, PGI has trouble with it though.


There are too many other variables to just assume the clans are going back up to a 60% win rate, in my opinion the 7 day contracts have to go, the flip flopping every week brings around the imbalance.

#144 Threat Doc

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Posted 11 May 2015 - 05:35 PM

View PostWintersdark, on 11 May 2015 - 03:12 PM, said:

what does any of that have to do with cw? There is no Elo, and BV is totally impractical for countless reasons.
Okay, CW is not affected by Elo, but that means there's a lot less balance, and leaves the door open to use only certain 'Mechs, when all 'Mechs should be valid for use. The few times I've tried to play CW recently, and I've complained or asked others what the big deal was, I was either asked or, when I told them the 'Mech I was driving, invariably I would be told, you can't use that 'Mech if you want to play CW.

Introducing Battle Value would allow for balancing in not only PUG matches, but in CW as well. Where Elo is a personal measure of a MechWarrior's prowess, and is fluid, Battle Value is determined more by the strength's of the 'Mech, and then are hard-modified by a game-determined Gunnery and Piloting Skill-determined multiplier, generally a decimal multiplier. All of these values would then be placed in a bucket, regardless of whether it's the one 'Mech you're using for PUGging, or the Lance of 'Mech's you're using for CW. The requirement of being within 5% of one-another's bucket totals means that those of us who have sense, and understand you have to use multiple types of 'Mechs to succeed in a game type such as CW would force those without sense, those who use Heavies and/or Assaults exclusively, to change their loadouts to meet the requirements of the +/-5% of the bucket of the other team. Alternately, this means teams set in a particular way will only face teams set in a particular way.

Further, just as there are percentages showing how each of the weight classes are fairing for finding groups, now it would only be the most used Battle Value buckets. If a lot of Heavy and Assault groups are being played, those who prefer not to do so will find it difficult to find teams to fight, though it would not be impossible. The point is that the player groups would have more ability to choose the sorts of fights they wanted to, rather than being limited by Elo or tonnage.

Further, with an MWO-built Battle Value system in place, PGI would then be free to introduce other game modes, such as Reconnaissance, Objective-based Recon, Objective-based Missions and Skirmishes, Hide and Seek, Territory Control -I so hate the use of the term King of the Hill, as it's childish-, and other means of taking percentage on worlds to determine a winner and a loser, rather than just kicking the **** out of each other all the time. My God, people have to be getting bored with the single mode of play ALL THE TIME. Each of these mission types could have Battle Value ceilings placed on them, and then the groups fighting could work under that ceiling, but every single game would be limited only by the game type, rather than such a tiny scale as Elo, which none of us are, for whatever reason, allowed to see, anyway.

Further, introducing these new mission types might also allow for the current PUG maps to be used, and for PUG-only players, to actually participate in CW in an OpFor fashion, in random missions that would not, necessarily, take them very far from their PUG desires, but would also allow for Green and Regular quality units to be represented by the PUGs, giving CW regulars the variation in gaming that would come along with all of this. Admittedly, some of this could be accomplished without changing from Elo to Battle Value, but until Battle Value is implemented, the freedom you have, as a player, is severely limited to where you sit on the 2300 point Elo scale.

Battle Value would allow true Elite players to be combined with lower-level players, but not for the sake of carrying the team, but rather filling out the more realistic niche of variations in skill. Elite piloted 'Mechs have a much higher Battle Value than Green and Regular quality MechWarriors, so the enemy team Battle Value bucket has to fall within 5% of your team's bucket, which means that Elite player may actually allow the enemy to have more 'Mechs, or higher BV 'Mechs with lower-level pilots. As things are, right now, you're playing against players who fall within your Elo bracket, but they may be piloting thoroughly optimized or thoroughly crappy 'Mechs, and the technology being played, the weapons, speed, and armor, are every bit as important as the pilot using it. A carpenter with a rusty hammer without the knurled head or the tempered steel handle is going to have a tougher time driving a lot of nails compared to the guy with the new hammer and all the technological advancements. So, if you have an amazing pilot who hasn't the first clue how to design a 'Mech well, and I've see a lot of those, you've got a crap 'Mech with an amazing pilot, and that 'Mech will drop fairly quickly, regardless of who the pilot is. However, the Elite pilot with the amazing 'Mech is going to be absolutely killer with it. This is not reflected in Elo, now, but would be reflected, and adjusted for by the game, through simple bloody math, by Battle Value.

There are no real down sides to switching from a pilot-gauging system that was meant for a single player with sixteen pieces with limited movements against another similar player, rather than a team of players with billions of possible combinations of weapons, positions, elevations, and tactics without limitations, in Battle Value.

Edited by Kay Wolf, 11 May 2015 - 05:40 PM.


#145 LT. HARDCASE

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Posted 11 May 2015 - 05:36 PM

View Post0phialacria, on 11 May 2015 - 03:40 PM, said:

Can someone from the IS even adequately tell me what the REAL advantage clans have over you is?

Timber Wolves and Stormcrows.

#146 Mystere

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Posted 11 May 2015 - 05:39 PM

View PostKay Wolf, on 11 May 2015 - 02:47 PM, said:

Drop Elo, get Battle Value, get rid of the 2300 limitation, make it unlimited, though both sides still have to drop within 5% of one another's BV total. Get rid of the tonnage limit, put in a BV limit. PGI, you are using so many systems that are unnecessary, are not working well, and are outside of good and existing rules. (SIGH!)


Firstly, there is no Elo in CW.

You also complain about PGI using many unnecessary systems, and yet you want to replace something as simple as tonnage limit with a much more complicated BV system. Sorry but it just does not compute.

#147 Zfailboat

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Posted 11 May 2015 - 05:44 PM

View PostKevjack, on 11 May 2015 - 05:36 PM, said:


Timber Wolves and Stormcrows.


You forgot streak 6's and hellbringers which will still be an advantage over the IS ECM heavy, because Cataphract is heavier and has worse hard points.

Edited by Zfailboat, 11 May 2015 - 05:44 PM.


#148 Osis

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Posted 11 May 2015 - 05:44 PM

Hail,

Another really odd decision coming out of PGI, reminds me of some the quirks they released that came totally from left field. Really strange stuff, that will do nothing for the game.

Seyla,

#149 Triordinant

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Posted 11 May 2015 - 05:44 PM

That was a lot of pages in a short time... :P

#150 Texas Merc

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Posted 11 May 2015 - 05:46 PM

View PostMystere, on 11 May 2015 - 05:39 PM, said:


Firstly, there is no Elo in CW.

You also complain about PGI using many unnecessary systems, and yet you want to replace something as simple as tonnage limit with a much more complicated BV system. Sorry but it just does not compute.

Cant believe i am agreeing here but yeah Kay Wolf your overly complicated system doesn't work out any better than PGI's.

Maybe if there were hundreds of thousands of players all in one queue with no grouping.

Edited by Texas Merc, 11 May 2015 - 05:47 PM.


#151 Wintersdark

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Posted 11 May 2015 - 06:07 PM

View PostTexas Merc, on 11 May 2015 - 05:46 PM, said:

Cant believe i am agreeing here but yeah Kay Wolf your overly complicated system doesn't work out any better than PGI's.

Maybe if there were hundreds of thousands of players all in one queue with no grouping.


Yeah, in a nutshell

1) TT battlevalue's would be worthless here, not even good as a starting point, because really mech geometry is probably one of the most prominent factors in mech power.. Particular when coupled with the correct hardpoints. Thus, you'd need to design a totally new BV system, and adapt it every time game mechanics changed. Not impossible, but a tremendous amount of Dev time to create, balance and maintain. BV is much easier in a largely static dice based game.

2) how do you determine what BV is allowed per team? What about pugs, pugs of teams, 12 mans... Vs combinations of the same? Do you give each player a BV limit? You could use an arbitrary value, and then with a fixed 4 mechs as that seems a UI requirement..

But ultimately, that's all pretty much functionally identical to tonnage, particularly given how poorly balanced the BV ratings will be (and thus how open to exploitation).


BV sounds awesome, and is great for TT. In theory - with free devtime to develops and maintain - it could be here too. But the reality is that its not worth the cost andrisk that it wouldn't be balanced and thus be tremendously exploitable.

#152 Domenoth

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Posted 11 May 2015 - 06:43 PM

View PostWintersdark, on 11 May 2015 - 06:07 PM, said:

Yeah, in a nutshell

1) TT battlevalue's would be worthless here, not even good as a starting point, because really mech geometry is probably one of the most prominent factors in mech power.. Particular when coupled with the correct hardpoints. Thus, you'd need to design a totally new BV system, and adapt it every time game mechanics changed. Not impossible, but a tremendous amount of Dev time to create, balance and maintain. BV is much easier in a largely static dice based game.

2) how do you determine what BV is allowed per team? What about pugs, pugs of teams, 12 mans... Vs combinations of the same? Do you give each player a BV limit? You could use an arbitrary value, and then with a fixed 4 mechs as that seems a UI requirement..

But ultimately, that's all pretty much functionally identical to tonnage, particularly given how poorly balanced the BV ratings will be (and thus how open to exploitation).


BV sounds awesome, and is great for TT. In theory - with free devtime to develops and maintain - it could be here too. But the reality is that its not worth the cost andrisk that it wouldn't be balanced and thus be tremendously exploitable.

People lobbying for BattleValue would probably do themselves a great service if they stopped calling it BattleValue. What they are really after is assigning a scalar number to a Mech and its pilot. It would have no relation whatsoever to the TT BattleValue formula. Of course there is much hand-waving about how that scalar would actually be calculated. But that's just details. :rolleyes:

You said a BattleValue (for lack of a better term) system wouldn't be any better than tonnage, but I'm not sure that's entirely correct. If the really good Mechs had a much bigger number than the crappy Mechs, we could make sure that 4 of whatever the best Mech is doesn't fit within the maximum threshold.

I'm not really campaigning for a BattleValue system, but I'd prefer if you'd focus exclusively on pointing out that the actual scalar number would be incredibly difficult to calculate and that's why we can't have it, rather than saying it wouldn't be any better than a tonnage system because tonnage accounts even less for the very things you mentioned like geometry and hardpoint locations.

Edit:
And I do realize you did mostly focus on the complexity, but it's like guilt by association. Because you also said it would be no better than tonnage, your other valid arguments are likely to get dismissed.

Edited by Domenoth, 11 May 2015 - 06:54 PM.






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