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Pve Becoming A Reality?


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#21 meteorol

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Posted 28 August 2015 - 12:50 AM

Somehow i'm getting flashbacks of previous mechwarrior games...

What did you say lance commander? Getting a lot of noise interference!
What?? You will be at the waypoint in 2 minutes and wait there for me for half an hour???? I shall wander around the area aimlessly???? I should not, under any circumstance take the fastes way to get there???? I should try to get stuck for the rest of the mission??????

OK lance commander, i got this!

#22 Vellron2005

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Posted 28 August 2015 - 01:06 AM

The biggest hope I have for PVE elements in MWO is that, if they make a single player campaign, that they keep it free... I'd be ok with them making special DLC's or side campaigns purchaseable for MC and Cbills, but never EVER MC only.. that would put sooo many people off...

Ideally, this is how it would go:

1) Completely free single-player campaign within MWO (comperable to a full Mechwarrior game)

2) Pirates: Blood Knights - DLC (5000 MC, 20 Milion C-bills) - 6-8 immersive missions that have no connection to the BT lore, playable solo or co-op, Awards a Black Knight hero mech, corresponding mech bay, and special blood knight warhorn. Replayable, but only rewards once.

3) War of refusal DLC - (8000 MC, 30 milion C-bills) - 24 Immersive missions about the War of refusal, witch closely follow all the events, and the player gets to fight side by side the famous BT characters - awards a hero mech (from all the normaly available ones), warhorn, special cockpit item, special cammo, and mechbay. Replayable, but only rewards once.

Note: PVE missions must take place on NEW maps and locations, and maybe some of the fammiliar ones, but not all revolve arount currently existing objectives such as "get omega 6 times in a row".
They need to put in the work, make it immersive, rich, and rewarding.

I think those would sell like crazy, and all the poor people (like me) would still get to play, if they worked hard..

PS.

MC prices I put up are based on current in-game prices for mechs and hero mechs. These should lower to make them more available to the public, and the DLC prices should reflect this.
The highest a 24 mission DLC should cost is twice the ammount of the hero mech that it awards.

Edited by Vellron2005, 28 August 2015 - 01:16 AM.


#23 LordKnightFandragon

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Posted 28 August 2015 - 01:43 AM

Yeah, that tutorial is pretty awesome. Makes me wish we had a PVE Coop campaign even more now. Seeing what PGI is doing with the new maps is making me think there is a good deal of hope for this game yet. Like PGI has really gotten a clue and is really stepping up thier game. Good work, and I do await more in the future.

#24 Mystere

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Posted 28 August 2015 - 07:00 AM

View PostLykaon, on 27 August 2015 - 11:51 PM, said:

You are looking at it all wrong.

PvE increases the potential player base to include people who are not usually attracted to PvP games.They jump into a mech smash up some AIs for a while and start to wonder hmm..wonder what all that PvP people talk about is all about.


I've been in enough MMOs to know that when the human competition gets even slightly tough, people will start a mass exodus from PvP to PvE servers until the former become practically ghost towns. Why do you think the term "care bear" came to be? :o

#25 Mystere

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Posted 28 August 2015 - 07:12 AM

View PostKilo 40, on 27 August 2015 - 09:42 PM, said:

"We are also progressing well on a new 4v4 Community Warfare mode" ~Russ Bullock March 2015


"Community Warfare will follow 90 days after release" -- or something to that effect. :P

View PostMycrus, on 27 August 2015 - 09:39 PM, said:

CW has had its time in the sun and pgi has proven unable or unwilling to put in what is needed to make it fly...

They haz esport fish to fry...


The BETA tag says it has not.

#26 SaltBeef

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Posted 28 August 2015 - 07:12 AM

I'm so hungry for missions , I would pay 50 to 100 bucks or more for each Downloadable mission pack. They could make tons of them from all timelines. Add a chassis with the higher priced packs to be utilized in the missions.

Edited by SaltBeef, 28 August 2015 - 07:13 AM.


#27 Mystere

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Posted 28 August 2015 - 07:14 AM

View PostHellJumper, on 27 August 2015 - 09:31 PM, said:

well tbh i think we should stop caring or expecting things from CW anymore.. they did something, it failed.. so no point in bashing a dead horse anymore.. just like we have accepted and moved on from other things.. we should move on from CW...

and let the PVE/ Single player be the next "Big" thing ;)


And when the human competition becomes tough in PvP, all the care bears will flock to PvE.

:ph34r:

:lol:

:o

:(

Edited by Mystere, 28 August 2015 - 07:15 AM.


#28 anonymous161

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Posted 28 August 2015 - 07:15 AM

Honestly they originally advertised a really cool looking single player experience destructible objects, a much better looking game originally, why should we have to pay money for something they promised years ago and never delivered?

Isn't the original creator of bt doing a kickstarter?

#29 Mystere

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Posted 28 August 2015 - 07:18 AM

View PostDeathlike, on 27 August 2015 - 09:53 PM, said:


Can you imagine the people failing to kill the AI in a Ghost Drop?

It might be a thing.


And the whining on the forums by the care bears will be deafening. :ph34r:

#30 Alek Ituin

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Posted 28 August 2015 - 08:15 AM

View PostMoonUnitBeta, on 27 August 2015 - 08:51 PM, said:

Definitely will need more coding than simple turn on the spot to look at target, and target the center of the mech.
But it's good to know a portion of what's needed works.

I think when PGI is able to adjust AI difficulty via accuracy, and trailing/lagged retargeting (to simulate lasers dragging across a mech, rather than lock on and deal 100% laser damage to a single component. It would make mechs feels more human like), damage mitigation via torso twisting, etc, then we'll be in a really good place to ramp up some really interesting fights.

I'd really love to see them have AI specific to certain types of mechs, where advanced AI pilots can effectively utilize parts of the mech, like the Cent's shield, and ravens arm to block shots/absorb damage.

EDIT:
I just imagined an AI Centurian pilot hiding behind his shielded left arm, holding it up front of him taking the bulk of your fire that would otherwise have hit his CT. Then bringing his right arm across his chest, barrel against his left forearm, and firing off an AC/20 into your mech. My shoulders dropped and I heard 1000 virgin ladies make an "ooooooooooooooooooohhhhhh" moaning sound.
Even though that's not possible without the appropriate actuators... It'd be neat to see AI bringing such a degree of life to the mechs, showcasing the movements that would really take place when you have a neurohelmet on.


You could give the AI a "threat assessment" system, utilizing the new BV-style system we're supposed to be getting.

Lets use an AS7-S for our example Mech:
AC/20 - RT
4x A-SRM/4 - LT

So lets assign some BV values:
AC/20 - 15 BV
4x A-SRM/4 - 5+1 BV per (+1 for Artemis)

Using this, the A-SRM/4's rank at 24 BV, while the AC/20 sits at 15. The AI automatically goes for the LT after it gets a lock on you and can analyze the loadout. But obviously there's more to it then that.

So lets add in positional modifiers:
AC/20 - 13 BV (-2 for low mount)
4x A-SRM/4 - 24 BV (no change, half high and half low)

AI still prioritizes getting rid of your A-SRM/4 battery. Still not everything that goes in to choosing a target location though, lets add more.

So now we add in armor/structure levels on a linear scale:
100% armor/structure = 0 BV modifier
90% armor = +1 BV
75% armor = +2 BV
70% armor = +3 BV
0% armor = +10 BV

Structure works the same way, but stacks with the armor modifier:
100% structure = 0 BV modifier
90% structure = +1 BV (11 effective)
75% structure = +2 BV (12 effective)
70% structure = +3 BV (13 effective)
10% structure = +9 BV (19 effective)

So using that, lets say the RT is stripped to 50% structure, and the LT is at 100% armor. That means the RT has a BV value of 28, while the LT remains at 24. The AI will go for finishing the RT over wasting shots on the LT, removing weaponry as fast as possible.

Just a quick, thrown together example, so feel free to peck at it.

#31 SaltBeef

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Posted 28 August 2015 - 08:31 AM

Interesting. If they could incorporate this AI system to all of my Mechs so that they can defend my holdings in CW against actual players, and those mechs get better of combat experiences it would breath new life to CW. Attack my planet holdings fight my mechs in maps and they gain experience and a better AI. I can attack other players holdings in pug or unit matches would be stellar. I got enough mechs to defend a planet. Would encourage mech ownership. There would never be a ghost drop or wait time you would always have a planet to attack as long as there were 12 other players. CW would come to life.

Edited by SaltBeef, 28 August 2015 - 08:53 AM.


#32 SaltBeef

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Posted 28 August 2015 - 09:00 AM

Here is another improvement idea. These AI mechs talk back to you over communications in the fight. You can buy voice packs so they fight like Pirates, Mercenaries, Dedicaded house military units or furious Clan pilots. They scream when they perish and taunt.

Edited by SaltBeef, 28 August 2015 - 09:03 AM.


#33 HellJumper

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Posted 28 August 2015 - 09:03 AM

View PostDarth Bane001, on 28 August 2015 - 07:15 AM, said:

Honestly they originally advertised a really cool looking single player experience destructible objects, a much better looking game originally, why should we have to pay money for something they promised years ago and never delivered?

Isn't the original creator of bt doing a kickstarter?


umm because the original createor is doing a turn based game.. not a shooter...

we have to pay cause what we paid for is on the lines of a PVP which is MWO....so the Single player element is still left to be made.. so thats why they will charge for it.. if you think that SP element of the game will be free you will be wrong...

people will pay for it just as they pay for mech packs...

#34 SaltBeef

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Posted 28 August 2015 - 09:04 AM

Wallet open. And if you have a smaller number of mechs for defense of your holdings you can buy with MC Armored units and infantry to supplement your forces. Fill your bunkers and buildings with ground troops and defend your holdings with Tanks. Warning all infantry units can call in indirect fire.

Edited by SaltBeef, 28 August 2015 - 09:14 AM.


#35 LordBraxton

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Posted 28 August 2015 - 09:50 AM

At this point the meta has grown so stale, and PGI has made so few changes to the core gameplay, (re:none) that PVE cannot come soon enough. Even 4v12bots on our current maps with no bells or whistles would have me playing nonstop. Add moderate cbill return and new players have a haven for fun. I could maybe convince all my IRL friends to try MWO again. Right now they all see MWO as the most inaccessible neckbeard-fest available online, and avoid it like the plague.

Edited by LordBraxton, 28 August 2015 - 09:51 AM.


#36 Rivy

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Posted 28 August 2015 - 10:36 AM

View PostLordKnightFandragon, on 27 August 2015 - 11:37 PM, said:

I await PVE in this game. aboiut the only thing gunna get me back into it at all.

Me too :3

View PostMystere, on 28 August 2015 - 07:00 AM, said:

Why do you think the term "care bear" came to be?
I'd say it came to be by low self-esteem players who needed to build up their egos turning to the self-assurance of being derogatory to other players who didn't want anything to do with them and just wanted to have fun in their own way.

#37 Chocolater

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Posted 02 April 2016 - 03:31 PM

*sigh* someday....

#38 wanderer

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Posted 02 April 2016 - 03:38 PM

I fully expect the PvE option to be as good as most of their earlier PvE games.

Which were shovelware experiences. Also, it'll give zero benefits that can be transferred to PVP, or people will simply farm PvE and ignore PvP as much as possible, denying them much of what keeps the game active. Heck, some people will never PvP, period no matter HOW bad the PvE game is.

I'd look forward to PvE elements added to the current gameplay, however. Things like vehicle and infantry, for example- which could be used as a last-ditch "evener" for things like tonnage disparity.

We may never have Scorpion 'Mechs, but I wouldn't mind getting a few friendly Scorpion TANKS pinging away with their AC/5 and machinegun and following the Lance/company CO around. Imagine, an actual use for that rank...

Edited by wanderer, 02 April 2016 - 03:41 PM.


#39 Johnny Z

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Posted 02 April 2016 - 03:55 PM

Its reassuring to see these year old topics are still relevant isn't it. Is reassuring the right word?

#40 TLBFestus

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Posted 02 April 2016 - 08:20 PM

Look, with my vast years of experience over you young fellas, you have to learn to look at things from a different perspective.

With a PVE experience, you don't have to buy in right away. You can wait, sit it out, until the reviews come in and THEN and only then decide if you will reward them with your cash.

Sure....they are going to offer "early access" and "Founders discounts" for early investment, but keep this simple phrase in mind;

JUST DON'T DO THAT, DON'T EVEN THINK OF IT DAGGUMMIT!!!


Why? Simple, because IF the truly intend to make it a great experience, they will do it and risk their OWN money on it in order to reap a huge benefit down the road. What incentive do they have if they are playing with your money? Sure, there are developers out there that have proven themselves as reputable, HAREBRAINED SCHEMES for example, but PGI?

Come on.

I'm looking forward to a good PVE/COOP game if they produce it, but I'm not giving them a dime until I see the product. Oh, in case you don't see the relationship.....I feel the same way about buying pre-orders in MWO.

Edited by TLBFestus, 02 April 2016 - 08:21 PM.






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