Jump to content

Psa: This Is Not Okay, And Should Be Addressed Sooner Than Later

Gameplay Mode Balance

158 replies to this topic

#41 Ghogiel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • CS 2021 Gold Champ
  • CS 2021 Gold Champ
  • 6,852 posts

Posted 15 December 2015 - 05:35 PM

I had a game the other day where like 2 people besides me actually knew how to even open the gates. They were standing in front of it just shooting into it lol. I didn't mind, I still farmed like 2.5k dmg and how ever many kills.

CW just needs bodies to fill the queue, if it weren't for the noob green mechs making up the majority of the players in the mode it certainly would be dead. Nothing wrong going into CW and farming some potatos for MC and mechbays from the factions.

Edited by Ghogiel, 15 December 2015 - 05:36 PM.


#42 multisoul

    Member

  • PipPipPipPipPipPip
  • Hero of Marik
  • 329 posts

Posted 16 December 2015 - 02:57 AM

MWO is more than it seems!!!
if you bring the bulk of your contacts to play tabletop RPG with you, you will end up lynched
there are enough advises against playing CW without investigating the game, doing tutorials and regular games.
all factions have available ts and surprise: you can use ts without sound as well to find a team
of course its more complicated than Counterstrike and team fortress ...

i did many gg with Steam newcommers (win and loss), lots of good players that will become even better if they stay. any experienced player can contribute even when under powered, outgunned and not knowing map and game if he is proficient in strategy
https://en.wikipedia...k_of_Five_Rings

Edited by multisoul, 16 December 2015 - 03:01 AM.


#43 The Basilisk

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,270 posts
  • LocationFrankfurt a.M.

Posted 16 December 2015 - 03:28 AM

View Postdemoyn, on 14 December 2015 - 03:39 PM, said:

Simply removing the trial mechs from the CW options would go a long way towards dulling most of these jagged edges. A player that's paid cash for four mechs is much less likely to leave the game over a few bad pubstomps than a new player in trial mechs, and those that don't pay cash will have played enough games to understand the average experience before getting into CW.


THIS SIMPLY THIS

Better face potential pay to play B.S. talk than the never ending sh.. storm from unit refuseniks jumping into CW without realizing that you need communication, structure, and coordinated mechbuilds ( witch isn't possible with trial builds )
If you played and payed long enough to get your own drop deck you will most likely also learned the ropes and realized the value of communication and teamwork.

#44 demoyn

    Member

  • PipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 354 posts
  • LocationTexas

Posted 16 December 2015 - 03:40 AM

View PostKjudoon, on 15 December 2015 - 12:04 PM, said:

If you just make it "no trial mechs" that will be a large impediment. Why? Gotta buy 4 mechs, and that, as far as I know still can't be done with only the cadet bonus. But maybe I'm wrong now.


The word impediment implies that you think this is a bad thing. Certainly that can't be the case, right?

#45 _Comrade_

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,120 posts

Posted 16 December 2015 - 12:33 PM

I think it's funny that people think that simply by finishing the cadet phase and unlocking a mech here and there that the new players will even have a chance in CW. They won't! You can take some of the most experienced MWO players, have them solo in a CW match and they will still get rolled (unless the 12 man team sucks). The way to win CW is by teamwork and communication and some people are just way to shy to talk, to stubborn to listen to team mates or to selfish to use teamwork

honestly the ONLY thing that will fix CW is a segregation between teams and solo players, or a segregation of tiers. I mean even if PGI made different modes where some CW modes can only be accessed by teams while other CW modes can only be accessed by solo players, it would be a better product than what is currently out there. And it's not like they have to write a billion lines of code to make new modes, just take Quick Play and make that the Solo player Queue for CW. I am just surprised that after all the beta testing we did and the constant threads about how CW is unbalanced....PGI decided to implement CW as it is rather then fix the problems

Edited by Grimwill, 16 December 2015 - 12:38 PM.


#46 Doomerang

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • 131 posts

Posted 16 December 2015 - 01:18 PM

I don't agree that there need to be gates in place to keep new players out of Community Warfare, but if any sort of gating system were implemented I would hope that it would be limited to time-trial tutorials on each of the CW game modes and maps to confirm that the player understood the objective of the gamemode well enough to be able to complete it in a reasonable amount of time assuming zero resistance.

I personally would be put off if I were locked out of CW because I hadn't achieved a certain tier through quickplay matches yet, as much of a player's performance in quickplay games is based on the preparation, skill, and willingness of a player's TEAM to cooperate towards a win. Payouts and matchscore are determined primarily by contribution through damage and support while avoiding damage, which leads many players to adopt extremely toxic and selfish play styles -- including but not limited to watching allies get destroyed or body blocking each other to prevent retreat so that an ally goes down before securing a kill that the offending player desires -- in order to maximize their score and cbill profit. The system encourages exceptionally toxic behavior and therefore it is often very rare, in my experience, that a pilot that conducts themselves as a good teammate and deserves a good match score is actually awarded a good score and tier up at the end of the match. If tiers/competitive ranking were the basis of a gating system, I feel that many new players would find this frustrating.

We need Balance now more than anything, an it is now my opinion that until the rest of the Community Warfare framework is developed and released, we won't really have a proper context for understanding the form that balance should take. So people just need to be patient. It'll be done when it's done.

#47 TWIAFU

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Pest
  • The Pest
  • 4,011 posts
  • LocationBell's Brewery, MI

Posted 16 December 2015 - 01:32 PM

View PostGrimwill, on 16 December 2015 - 12:33 PM, said:

I think it's funny that people think that simply by finishing the cadet phase and unlocking a mech here and there that the new players will even have a chance in CW. They won't! You can take some of the most experienced MWO players, have them solo in a CW match and they will still get rolled (unless the 12 man team sucks). The way to win CW is by teamwork and communication and some people are just way to shy to talk, to stubborn to listen to team mates or to selfish to use teamwork

honestly the ONLY thing that will fix CW is a segregation between teams and solo players, or a segregation of tiers. I mean even if PGI made different modes where some CW modes can only be accessed by teams while other CW modes can only be accessed by solo players, it would be a better product than what is currently out there. And it's not like they have to write a billion lines of code to make new modes, just take Quick Play and make that the Solo player Queue for CW. I am just surprised that after all the beta testing we did and the constant threads about how CW is unbalanced....PGI decided to implement CW as it is rather then fix the problems


So, you want to drop solo into CW without any chance, ever, of holding a planet and gaining rewards for playing in CW, outside of the low hanging fruit of Loyalty Rewards?

YEA!

That sounds fun and just like solo Queue. Better idea, instead of making the game mode to suit you, why not play the game modes that are made for you?

#48 Lupis Volk

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 2,126 posts
  • LocationIn the cockpit of the nearest Light Battlemech.

Posted 16 December 2015 - 01:44 PM

As a steam user that's been playing since day 1 for steam release. only yesterday did i give CW a try. First match my team won, we had some guys from a unit on comms leading us. Second match we we're up against a large clan unit and most of the players on the clan side were using the new Clans mechs. They Steamrolled us hard. I was disheartened but i knew i wouldn't be up to the skill anyway but i gave CW a try. I'll try again when i'm more confident in my builds.

Right now it seems like playing with solo pugs is like trying to herd cats. Impossible.

Thankfully before MWO release onto steam several units were on it's forum trying to recruit new member's and help steam players. Now i don't know how many accepted these offers but i think having a unit's help would make the Steam mass bearable. I do agree that even if they just remove trail mechs from CW would go a long way to trying to fix the issue.

Edited by Lupis Volk, 16 December 2015 - 01:45 PM.


#49 TWIAFU

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Pest
  • The Pest
  • 4,011 posts
  • LocationBell's Brewery, MI

Posted 16 December 2015 - 01:58 PM

View PostLupis Volk, on 16 December 2015 - 01:44 PM, said:

As a steam user that's been playing since day 1 for steam release. only yesterday did i give CW a try. First match my team won, we had some guys from a unit on comms leading us. Second match we we're up against a large clan unit and most of the players on the clan side were using the new Clans mechs. They Steamrolled us hard. I was disheartened but i knew i wouldn't be up to the skill anyway but i gave CW a try. I'll try again when i'm more confident in my builds.

Right now it seems like playing with solo pugs is like trying to herd cats. Impossible.

Thankfully before MWO release onto steam several units were on it's forum trying to recruit new member's and help steam players. Now i don't know how many accepted these offers but i think having a unit's help would make the Steam mass bearable. I do agree that even if they just remove trail mechs from CW would go a long way to trying to fix the issue.



Find your Faction Teamspeak Hub and become active in it. Meet the people there. Drop with them.

The real joy of CW come when you have a team that works together and win or loose, you will have a great time.

Get into that hub asap. You will be a better pilot and lancemate for it in every game you drop in.

#50 Lukoi Banacek

    Member

  • PipPipPipPipPipPipPipPipPip
  • WC 2018 Top 12 Qualifier
  • WC 2018 Top 12 Qualifier
  • 4,353 posts

Posted 16 December 2015 - 01:59 PM

Tier 6 for new players only.

Introduce that, along with some specific gates (think challenges) to get past before unlocking CW to new players.

Remove trial mechs.

Warnings, warnings, warnings before a new player enters CW.

Just my recommendations on the subject.

#51 Hydrocarbon

    Member

  • PipPipPipPipPipPipPip
  • WC 2017 Qualifier
  • WC 2017 Qualifier
  • 659 posts

Posted 16 December 2015 - 02:17 PM

View PostLord Scarlett Johan, on 14 December 2015 - 01:39 PM, said:

What will reduce these travesties is a simple checklist. Has the player:
  • Completed the tutorial?
  • Finished their Cadet Bonus?
  • Purchased their first mech?
What would be even better is:
  • Completed the tutorial?
  • Finished their Cadet Bonus?
  • Purchased their first mech?
  • Played X number of Solo/Group matches?
  • Purchased their second mech?

I agree with all that, except one more condition:

REQUIRE PGI EMPLOYEES to play at least 2 hours of CW per week in the solo queue.

Ever meet a salesman that could list all the features, but when actually trying the item out (esp when encountering a problem) he was like fish out of water? This is PGI right now.



As far as separate solo/group queues, there's little stopping people from sync-dropping w/o tags. Enough "wolves in pug clothing" do this already. The population must increase drastically to make that viable.

Regarding "n00b rage quitting", this happens in EVERY game but largely from letting n00bs go against vets. I recently picked up 2 FPS's on sale, and I was getting owned HARD. It's been years since I did a FPS besides MWO, and it took me a few days to get a positive K/D. The big issue is there are so many OTHER games, and kids have the perseverance of a panda.

Edited by Hydrocarbon, 16 December 2015 - 02:26 PM.


#52 Saint Scarlett Johan

    Member

  • PipPipPipPipPipPipPipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 3,349 posts
  • LocationOn the Delta side of Vicksburg

Posted 16 December 2015 - 02:59 PM

View PostHydrocarbon, on 16 December 2015 - 02:17 PM, said:

It's been years since I did a FPS besides MWO, and it took me a few days to get a positive K/D. The big issue is there are so many OTHER games, and kids have the perseverance of a panda.


Thank you sir, I laughed hard enough to swallow tobacco spit! That is some hilarious sh!t right there.

#53 Saint Scarlett Johan

    Member

  • PipPipPipPipPipPipPipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 3,349 posts
  • LocationOn the Delta side of Vicksburg

Posted 16 December 2015 - 03:25 PM

View PostDoomerang, on 16 December 2015 - 01:18 PM, said:

I don't agree that there need to be gates in place to keep new players out of Community Warfare, but if any sort of gating system were implemented I would hope that it would be limited to time-trial tutorials on each of the CW game modes and maps to confirm that the player understood the objective of the gamemode well enough to be able to complete it in a reasonable amount of time assuming zero resistance.

I personally would be put off if I were locked out of CW because I hadn't achieved a certain tier through quickplay matches yet, as much of a player's performance in quickplay games is based on the preparation, skill, and willingness of a player's TEAM to cooperate towards a win. Payouts and matchscore are determined primarily by contribution through damage and support while avoiding damage, which leads many players to adopt extremely toxic and selfish play styles -- including but not limited to watching allies get destroyed or body blocking each other to prevent retreat so that an ally goes down before securing a kill that the offending player desires -- in order to maximize their score and cbill profit. The system encourages exceptionally toxic behavior and therefore it is often very rare, in my experience, that a pilot that conducts themselves as a good teammate and deserves a good match score is actually awarded a good score and tier up at the end of the match. If tiers/competitive ranking were the basis of a gating system, I feel that many new players would find this frustrating.


No where in the OP or anywhere in this thread did I mention tiers as a prerequisite for CW. I mentioned an extremely rudimentary checklist that players need to meet to ensure a players meet a minimum standard for the mode. It's no different than any MMO out there that prevents new players from partaking in raiding/other endgame content, and oddly enough, no one complains about it because it basically tells the players "If you don't have conditions X, Y, Z met, you're gonna have a bad time." Oddly enough, those players don't find it off-putting. They just go back to regular questing, farming, whatever. I don't know why this player base would be any different.

That is what CW needs. This prompt it puts up once? Not working and I guaran-damned-tee you that about 0.01% of the population even reads it. I work on the IT support staff of a multi-million dollar research company. We used to have warning prompts, and we found out that no one was reading them. Then all the PhD's and Masters Degrees researchers would come to our offices to ***** us out because something ****** up, and when asked if they read the prompt every last one said the same thing: no.

And honestly? There needs to be a mandatory CW tutorial as well. The number of players shooting the gates themselves, shooting the gun itself, thinking that killing Omega is all you need to win counterattack, etc. is astounding. And these aren't even new players, these are guys wearing Phoenix package and Founders badges.

View PostDoomerang, on 16 December 2015 - 01:18 PM, said:

We need Balance now more than anything, an it is now my opinion that until the rest of the Community Warfare framework is developed and released, we won't really have a proper context for understanding the form that balance should take. So people just need to be patient. It'll be done when it's done.


This isn't a balance discussion, this a lopsided matching discussion because there are too many brand new players being pitted with/against veteran players and it's leading to stomps and frustration.

As a vet, having brand new players on my side is frustrating. Incredibly so, as it means I need to carry them.

As a vet, having brand new players on their side is frustrating. Incredibly so, because often times an AI puts up a better fight than a brand new player. It's even evident in the picture on the front page: they had 2 kills and we had 8 deaths. Six of those deaths are from the AI driven dropships.

View PostLupis Volk, on 16 December 2015 - 01:44 PM, said:

As a steam user that's been playing since day 1 for steam release. only yesterday did i give CW a try. First match my team won, we had some guys from a unit on comms leading us. Second match we we're up against a large clan unit and most of the players on the clan side were using the new Clans mechs. They Steamrolled us hard. I was disheartened but i knew i wouldn't be up to the skill anyway but i gave CW a try. I'll try again when i'm more confident in my builds.

Right now it seems like playing with solo pugs is like trying to herd cats. Impossible.

Thankfully before MWO release onto steam several units were on it's forum trying to recruit new member's and help steam players. Now i don't know how many accepted these offers but i think having a unit's help would make the Steam mass bearable. I do agree that even if they just remove trail mechs from CW would go a long way to trying to fix the issue.


This is good input, also since you're currently FRR I'd like to recommend stopping by their Teamspeak if you have Teamspeak downloaded:

Address: 162.243.239.158:9725
Password: Dragon (it is case sensitive)

There's a lot of teams there wanting to take you in.

#54 Lupis Volk

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 2,126 posts
  • LocationIn the cockpit of the nearest Light Battlemech.

Posted 16 December 2015 - 03:45 PM

View PostLord Scarlett Johan, on 16 December 2015 - 03:25 PM, said:

This is good input, also since you're currently FRR I'd like to recommend stopping by their Teamspeak if you have Teamspeak downloaded:

Address: 162.243.239.158:9725
Password: Dragon (it is case sensitive)

There's a lot of teams there wanting to take you in.

Yeah just visited their TS and join a guy in some quick play. It'll be good since early in the day the unit that's training me aren't active.

#55 pwnface

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,009 posts

Posted 17 December 2015 - 02:07 PM

View PostKjudoon, on 15 December 2015 - 12:04 PM, said:

If you just make it "no trial mechs" that will be a large impediment. Why? Gotta buy 4 mechs, and that, as far as I know still can't be done with only the cadet bonus. But maybe I'm wrong now.


New players NEED this impediment. If you don't have 4 mechs outfitted and ready to go, you really don't belong in CW dropping against teams that will eat your lunch on the daily.

View PostKjudoon, on 15 December 2015 - 12:04 PM, said:

Honestly, this no holds barred stuff is a portion of what's hurting this mode.


Not really, some people enjoy it quite a bit, new players just have no idea what they are getting themselves into and "casual players" aren't willing to actually try to win.

#56 zortesh

    Member

  • PipPipPipPipPipPipPip
  • The Merciless
  • The Merciless
  • 624 posts

Posted 17 December 2015 - 05:41 PM

I hate to say it but we need a quickplay for cw drops, leave the ability to choose to drop on a specific planet, but also allow players that don't care where they drop(ie me 99% of the time), or are disorganized pugs to be consolidated into one queue.

There would then theoretically be capable of doing some matchmaking..... so the matchmaker can put groups vs groups where possible and only do groups vs pugs as a last resort.

Or at the very least... a global chat next to the faction chat so large groups can find, and murder each other... atm ingame we can't say to enemy factions things like "ns 12man on shithole planet 248 come get us" as mass murdering pugs that don't shoot back is great cbills but not very much fun, and currently if groups wan't to find each other we'd have to constantly hop about through teamspeak channels asking... which noone does cuz that would be a hassle.

#57 Yankee Kitsune

    Member

  • Pip
  • Bad Company
  • Bad Company
  • 17 posts

Posted 17 December 2015 - 06:04 PM

Am I the only one to think it is incredibly odd to require someone to download and use a COMPLETELY different program just to play a game properly? Am I just too old?

Anyway the lack of any kind of tutorial for CW is glaring, especially when they knew they would be getting a huge influx of new players with the steam launch. Hell, just having a useful chat room when you first slip into CW with VOIP that vet players could use to snag rookies before they could get slaughtered would be a boon right now.

We've got all those periphery worlds on the map, why not use'em? Let new players who are just joining CW be set to one of those instead of picking a faction. Allow a few faction players to join them to help teach but they would receive no rewards. It would basically be a chance to recruit and hopefully stop the influx of baby seals.

#58 Jun Watarase

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,504 posts

Posted 17 December 2015 - 06:11 PM

The exact same thing happened at launch due to PGI allowing 8 man teams to drop vs random newbies.

It's funny how they never learnt from that mistake....

#59 MechWarrior3671771

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,021 posts
  • LocationGermantown, MD

Posted 17 December 2015 - 09:17 PM

View PostTWIAFU, on 16 December 2015 - 01:32 PM, said:

So, you want to drop solo into CW without any chance, ever, of holding a planet and gaining rewards for playing in CW, outside of the low hanging fruit of Loyalty Rewards?


No, he's right. I'm a solo dropper with a good elited/moduled IS deck - Stalkers, Tbolts, Griffins, Blackjacks, Ravens. Been playing here for almost a year now. Your solutions to the CW problems discussed here ("extremely rudimentary checklist") don't address the actual problem.

You want more players in CW? You have to quit stomping all over them. The problem is less about noobs and more about bratty vets that need to club seals to boost their self-esteem. Sure, they will *say* they aren't enjoying the stomp... as they race each other to spawncamp the new players 3rd and 4th mechs.

The solution is to segregate the solo new player from the premades. When the new player is ready, he can join faction comms or a unit and get immersed in holding planets, loyalty rewards etc. Until then, let him play against other new solo players - else you will be occupying barren terrain as CW reverts to being a Ghost Town again.

I saw a bunch of IS newbies go up against a comp team last week. I don't think I will see half of them in CW again. You guys are killing off the very playerbase that would have saved CW.

Edited by Fen Tetsudo, 17 December 2015 - 09:30 PM.


#60 pwnface

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,009 posts

Posted 18 December 2015 - 11:52 AM

View PostFen Tetsudo, on 17 December 2015 - 09:17 PM, said:


The solution is to segregate the solo new player from the premades. When the new player is ready, he can join faction comms or a unit and get immersed in holding planets, loyalty rewards etc. Until then, let him play against other new solo players - else you will be occupying barren terrain as CW reverts to being a Ghost Town again.



We should do this by EXCLUDING them from CW until they are ready, exactly what the OP suggested.





4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users