Edited by MandyB, 30 June 2015 - 07:11 AM.
Community Warfare Hardcore Unit Event
#61
Posted 30 June 2015 - 07:11 AM
#62
Posted 30 June 2015 - 07:19 AM
GOOD. STAY OUT OF MY WAY.
I intend to fighy like hell to get a medallion with my unit tag on it. Why? Because it will be a rare and unique item limited to just a few. I already have enough cbills and generic cockpit swag. Bring it on. I'll rock that medal with my dev kill medals. Unique swag is the best swag.
Don't like my answer? Go join a unit. Every faction has a recruiting center and there is a unit that will absolutely work for you.
Edited by Big Tin Man, 30 June 2015 - 07:21 AM.
#63
Posted 30 June 2015 - 07:27 AM
No incentive to defend a world that you haven't just taken. This means that one of the most viable solutions to shutting down the big units is to not defend anything since their turret stomps won't earn them as many points as beating a team. Still might not be a big enough change to avoid a "Status Quo" win, but it will be a hollow victory.
All in all, this seems like a pretty poorly thought out event. I'll probably still participate, but I think PGI needs to spend a bit more time mapping out the unintended consequences of their scoring systems for events.
#64
Posted 30 June 2015 - 07:31 AM
#65
Posted 30 June 2015 - 07:31 AM
#66
Posted 30 June 2015 - 07:33 AM
#67
Posted 30 June 2015 - 08:08 AM
... say an FRR unit comes out on top of all FRR units by a longshot, but it's still leagues behind all other Inner Sphere units... that top-ranking FRR unit basically gets nothing?
#68
Posted 30 June 2015 - 08:24 AM
#70
Posted 30 June 2015 - 08:39 AM
#71
Posted 30 June 2015 - 08:47 AM
#72
Posted 30 June 2015 - 08:50 AM
Koshirou, on 30 June 2015 - 07:01 AM, said:
CW is not intrinsiscally rewarding. That is why it has to be propped up by extrinsic rewards and that is why we rant about the poor rewards so much. Essentially bribing people to play this mode when they otherwise wouldn't is not a viable strategy. The CW mode needs to be improved to be, in the simplest terms, more fun.
^ Fantastic insight!
Unfortunately, this is the bigger problem that is beyond the scope of this discussion. I really believe this is the problem that is before PGI. Either they will solve it, or MWO will never achieve the potential so many of see in it.
#73
Posted 30 June 2015 - 08:51 AM
#74
Posted 30 June 2015 - 09:09 AM
Hula girl...pssst!
S
#75
Posted 30 June 2015 - 09:34 AM
Koshirou, on 30 June 2015 - 07:01 AM, said:
CW is not intrinsiscally rewarding. That is why it has to be propped up by extrinsic rewards and that is why we rant about the poor rewards so much. Essentially bribing people to play this mode when they otherwise wouldn't is not a viable strategy. The CW mode needs to be improved to be, in the simplest terms, more fun.
QFT.
Totally agree from a psychology perspective (it's not every day I get to use my stupid degree, so forgive me). Adding an additional, temporary, external reward like this can actually be damaging after the event is over, as the people who just want the reward often won't come back and the people that were playing beforehand can easily end up frustrated once the extra perk structure (and added player count) disappears.
This is more or less what we saw with Tukayiid; big rush followed by a crash. Other games have success with simple events like "double XP weekends" because they benefit pretty much everyone who plays, regardless of how/what they are playing. It's tricky to incentivize playing the game in a specific way without ruffling a few feathers.
Making CW easier to play and/or more fun would be ideal, but that's easier said than done.
In terms of making it more rewarding, maybe they implement the skill tree changes with CW in mind. Have the basic/elite skills unlockable via any game type, but have a separate skill tier unlockable by CW play only -- not even GXP. This would give you a reason to start playing CW (unlock new abilities that you can then use in skirmish/assault/conquest), and also to play non-meta mechs in CW (since they would need to be unlocked per chassis). Breaking up the stagnant meta even a little bit would help accomplish the other goal of making the matches more varied and fun.
Edited by Luscious Dan, 30 June 2015 - 09:34 AM.
#76
Posted 30 June 2015 - 09:52 AM
#77
Posted 30 June 2015 - 09:58 AM
#78
Posted 30 June 2015 - 10:16 AM
Vacation time.
Edited by Wildstreak, 30 June 2015 - 10:17 AM.
#79
Posted 30 June 2015 - 10:27 AM
Luscious Dan, on 30 June 2015 - 09:34 AM, said:
Totally agree from a psychology perspective (it's not every day I get to use my stupid degree, so forgive me). Adding an additional, temporary, external reward like this can actually be damaging after the event is over, as the people who just want the reward often won't come back and the people that were playing beforehand can easily end up frustrated once the extra perk structure (and added player count) disappears.
This is more or less what we saw with Tukayiid; big rush followed by a crash. Other games have success with simple events like "double XP weekends" because they benefit pretty much everyone who plays, regardless of how/what they are playing. It's tricky to incentivize playing the game in a specific way without ruffling a few feathers.
Making CW easier to play and/or more fun would be ideal, but that's easier said than done.
In terms of making it more rewarding, maybe they implement the skill tree changes with CW in mind. Have the basic/elite skills unlockable via any game type, but have a separate skill tier unlockable by CW play only -- not even GXP. This would give you a reason to start playing CW (unlock new abilities that you can then use in skirmish/assault/conquest), and also to play non-meta mechs in CW (since they would need to be unlocked per chassis). Breaking up the stagnant meta even a little bit would help accomplish the other goal of making the matches more varied and fun.
I agree that they need to do simpler events like double 3 bill weekends for cw. That would definitely raise interest in CW. However big events like this are good, but this is a failure to be both a small and big event.
#80
Posted 30 June 2015 - 10:51 AM
Koshirou, on 30 June 2015 - 07:01 AM, said:
CW is not intrinsiscally rewarding. That is why it has to be propped up by extrinsic rewards and that is why we rant about the poor rewards so much. Essentially bribing people to play this mode when they otherwise wouldn't is not a viable strategy. The CW mode needs to be improved to be, in the simplest terms, more fun.
I feel like this needs to be said again and again until someone higher up takes notice. I love MWO and the idea of CW. The problem is its broken whether people want to admit it or not. If it was not broken we would not need extra effort to make people play it.
It is an amazing concept, don't get me wrong but I think the execution could use polish. I would love to see a map that is 10 kilometers or so square with a town in the middle. The defenders have good cover and a couple turrets. Their job is to defend a building, truck, LZ, something with purpose. The attackers would outnumber defenders 2 or 4 to one (In terms of reinforcements so defenders have one wave of reinforcements attackers have more). The area to be defended would be an actual defensible position. Then make the town about a kilometer square so that the attackers can actually flank the defense and the defenders need to have scouts to see where the attack is coming from. The match would still be longer but would actually allow tactics instead of two equal forces grind each other until one loses. To call the current maps anything but attrition is just plain false. (There are tactics to attrition but when was the last time you saw an actual feint attack or gurilla attacks from lights actually pull defenders out of position.)
Say you need to destroy a mech factory that is built into the side of a mountain. To stop the light rush, the target is behind blast doors that wont open until say half of the defenders are destroyed and the blast doors open to let out the fresh mechs. Reinforcements prior to that come from a mech hanger nearby. This is just an idea off the top of my head that personally I feel would make a huge difference because there is very little immersion in CW. As it stands I spawn in this area, I run to this spot, die, then I spawn again and do it all over. If I was guarding any of the maps in real life the first thing I would do is beat the crap out of the guy the put the critical component to the whole defense IN PLAIN VIEW OF THE ENEMY! Could you just imagine trying to explain to your commanding officer why a whole battalion was lost and the key strategic point fell because "Frank over there built the generator on top of the hill so that the enemy could shoot it to pieces from 2 kilometers away and that OPENED the impenetrable doors". By the way sir, if I might ask why didn't we but the blast doors that CLOSE when power is lost? You know in case we get attacked and all...
Adding o-gens and then shields on o-gens, are band **** on a flawed system.
Sorry, my rant is over and after having said all that I will see you planet side grinding away because I do like this game and want to support the developers. You guys catch a lot of crap and get very little praise I understand that there are technical limits to what can happen and there is a lot behind the curtain that we will never have to deal with, that's what you guys are there for and overall I love what you have done.
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