

#21
Posted 27 October 2015 - 12:48 PM
#22
Posted 27 October 2015 - 02:07 PM

I have a question. What experience does PGI have in writing excellent AI? Or is this again going to be one of those half-baked secondary features that will cause even more whine and a whole lot more of wasted time, effort, and other limited resources -- time, effort, and other limited resources that should be spent on currently half-baked or missing features?
Edited by Mystere, 27 October 2015 - 02:16 PM.
#23
Posted 27 October 2015 - 03:24 PM
It would be easy to allow MM to set up 6 8 and 12 man groups based on availability.
Honestly I think a solution like this would provide a better player experience than mandated 12 man teams with bots that regardless of the quality will only cause discontent in the MWO player base.
This could also allow PGI to utilize smaller maps for small groups, possibly even coming up with some new game play types like scouting mission (lighter team vs heavier team with alternate win scenarios), Assaults (sort of like CW), King of the mountain (you get one or two respawns and one team wins by either out killing the other team or controlling a capture point).
Even without alternate game types dynamic group sizes could address the current MM issue without needing much coding or change to the game.
#24
Posted 27 October 2015 - 03:27 PM
#26
Posted 27 October 2015 - 03:48 PM
Mystere, on 27 October 2015 - 02:07 PM, said:
Actually it was originally supposed to be a PvE game called Mechwarrior 5 with PvP as a sideshow. PGI was forced against their will to make it a free to play PvP shooter because it was either that or abandon the project completely.
#27
Posted 27 October 2015 - 04:06 PM
Triordinant, on 27 October 2015 - 03:48 PM, said:
No publisher/investor wanted to pay for Mechwarrior 5. It never existed except for a concept video.
#28
Posted 27 October 2015 - 04:35 PM
Mystere, on 27 October 2015 - 04:06 PM, said:
That's why they were forced to make MWO instead. It's like a consolation prize and a poor substitute for the original vision.
#29
Posted 27 October 2015 - 04:40 PM
Lilferret, on 27 October 2015 - 03:24 PM, said:
It would be easy to allow MM to set up 6 8 and 12 man groups based on availability.
Honestly I think a solution like this would provide a better player experience than mandated 12 man teams with bots that regardless of the quality will only cause discontent in the MWO player base.
This could also allow PGI to utilize smaller maps for small groups, possibly even coming up with some new game play types like scouting mission (lighter team vs heavier team with alternate win scenarios), Assaults (sort of like CW), King of the mountain (you get one or two respawns and one team wins by either out killing the other team or controlling a capture point).
Even without alternate game types dynamic group sizes could address the current MM issue without needing much coding or change to the game.
I think I remember that at some point during open beta that it could find full 8v8 games and occasionally made smaller games like 6v6, 6v7
#30
Posted 27 October 2015 - 04:40 PM
Rather PGI spent the resources on CW. Creating mechs and game play use different resources. Creating bots and improving CW would overlap resources.
And the wait times are based on many factors. Server choice, game mode choice, tier, etc. Weight is one small factor.
#31
Posted 27 October 2015 - 04:54 PM
#32
Posted 27 October 2015 - 04:55 PM
FrontGuard, on 27 October 2015 - 12:11 PM, said:
Since when you add up a percentage it must Always add up to 100 you can
safely and simply use that percentage to make the matches an equal representation of the on line player base.
So...
I there are 10% lite, 20% med, 30% heavy and 40% Assault... you can just use that available percentage to make Even Teams.
... and it would be fast as hell
No and match quality would suck arse even more. Then even less people choose lights and mediums, as it was before. A VERY BAD move.
#33
Posted 27 October 2015 - 05:05 PM
Lilferret, on 27 October 2015 - 03:24 PM, said:
It would be easy to allow MM to set up 6 8 and 12 man groups based on availability.
Honestly I think a solution like this would provide a better player experience than mandated 12 man teams with bots that regardless of the quality will only cause discontent in the MWO player base.
This could also allow PGI to utilize smaller maps for small groups, possibly even coming up with some new game play types like scouting mission (lighter team vs heavier team with alternate win scenarios), Assaults (sort of like CW), King of the mountain (you get one or two respawns and one team wins by either out killing the other team or controlling a capture point).
Even without alternate game types dynamic group sizes could address the current MM issue without needing much coding or change to the game.
6 vs 6 would be too low. I can see 8 vs 8. Plus dynamic group sizes does have the advantage of mixing things up for players. And adding some only 8vs8 maps (say around 3) should be fairly fast to do as well.
#34
Posted 27 October 2015 - 05:15 PM
#36
Posted 27 October 2015 - 05:56 PM
Mystere, on 27 October 2015 - 02:07 PM, said:

I have a question. What experience does PGI have in writing excellent AI? Or is this again going to be one of those half-baked secondary features that will cause even more whine and a whole lot more of wasted time, effort, and other limited resources -- time, effort, and other limited resources that should be spent on currently half-baked or missing features?
it never should have been a pure pvp game.
Keep in mind man... we only have MWO as is... because no publisher would pick up MW 3015. [the warhammer trailer one]
That was the game I was hyped for... didn't get it, got MWO instead. I'm glad they're shifting to PVE eventually... should have been there to start. AND could help flesh out CW.
#37
Posted 27 October 2015 - 06:13 PM
#38
Posted 27 October 2015 - 06:17 PM
#39
Posted 27 October 2015 - 06:52 PM
#40
Posted 27 October 2015 - 07:58 PM
Burktross, on 27 October 2015 - 05:17 PM, said:

"If a Doom Imp goes AFK, what replaces it?"
Seriously, how do bots go AFK?
You have never seen bots go afk due to code or server issues? Or when they glitch or the AI has them walking into a corner forever.
Bots and working bots are two different things.
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