Imperius, on 14 July 2015 - 09:41 AM, said:
Funny PVE doesn't build community... So skyrim, metal gear, old mechwarrior games had no community? Weird I think we live on different planets. Guess all these people started liking mechs out of the blue lucky us. Sarna must have just been built thank god for pvp!
PVE communities are more likely to work as a team that a pvp one. Never seen a coop campaign where your friend played on the AI's team.
Forum communities yes, I agree there however I mean in game communities. In house Kurita we mainly use the HK TS hub. Here we have about 10 different large units all mixing together. We also have around 100 or so solo players who drop in and out mixing with the unit players on a casual basis.
Now, because our units talk to other units we also know and speak to other faction's units too. I'm only a casual (yes that's right mr anti antigroup guy is a casual) participant but my buddy list is currently sat at around 120 strong. I have numerous options to play with others pretty much anytime of day. Our groups also have really good friendly rivalries with many other units and we can often arrange matches against each other etc. A large group of people not just in HK faction but elsewhere too.
that's what I mean by community. That's what I want out of an MMO title. Usually pve emphatic titles only really have a community on forums, meaning I wouldn't have access to the community I'm in now.
MWO would need to pull so many players in with this pve it'd be unreal to sustain it, this game isn't WT or WOT. Plus if it did start to pull players away from the pvp-the online communities like mine would suffer.
I'm not saying no-but I AM saying not instead of-which is what many here seem to want.
You have to admit the anti group, anti social play stance of the playerbase here is a bit....insane? Never seen this level of it before in any other game.
IF they could blend it with the group play, I.e merge it into CW (maybe a PVE CW mode.PVP CW mode with larger rewards for group/pvp play?) that way even the uber casuals could contribute without having to form those nasty social groups they hate so much? Actually that's an idea!
How about:
PVP modes:
Solo Q:
Leave it as it is.
More maps.
Buff rewards for objective play.
Group Q:
Introduce more complex game modes.
Try to incentivize people to communicate somehow
Rewards much greater than solo Q.
CW:
Introduce different game modes,use existing maps maybe?
Introduce benefits for your faction to own certain planets.
Incentivize people to talk somehow.
Rewards greatest of all the Qs.
PVE modes:
Solo pve mode:
Small scale escort/skirmish/recon missions.
AI lancemates you can order.
Rewards for objectives.
Maybe solo specific achievements?
Group pve mode:
More complex missions.
Assault a location,skirmish,recon,withdrawal,patrol etc.
Group specific achievements, unit bonuses.
Rewards MUCH greater than solo. Scales with group size.
CW pve mode:
Not sure there should be a solo cw mode. This is the chance to get people togetehr for something more involved but still low stress.
Group CW pve:
A choice of mission types on any given world. Capture ticks count for less than pvp modes, rewards are less also. rewards scale for group size.
This to be used also when there is a ghost drop.
With the above, peeps get exactly what they want yet are rewarded for talking to others, grouping up (in pve and pvp) and hopefully not damaging the communities already existing.
How about it?