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Russ Claims To Be Working On Doing Something About The Big Merc Units.

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#481 Tesunie

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Posted 15 January 2016 - 11:29 AM

View PostSandpit, on 15 January 2016 - 11:13 AM, said:

They do?
I cant seem to find one


I know Guildwars did. I think it was 100 gold per invite (essentially nothing), rather it was accepted or denied. A couple other games did as well, but I can't recall them.

If it's reasonable invite fees, okay. If it's bank breaking... then no. Like, 1,000 to even 40,000 C-bills per invite (40,000 probably being a bit too much maybe) wouldn't be a problem. Makes one think before spamming the invites. However, I have not heard of any unit spamming invites to players, so we don't have this issue.

#482 Sandpit

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Posted 15 January 2016 - 11:55 AM

View PostTesunie, on 15 January 2016 - 11:29 AM, said:


I know Guildwars did. I think it was 100 gold per invite (essentially nothing), rather it was accepted or denied. A couple other games did as well, but I can't recall them.

If it's reasonable invite fees, okay. If it's bank breaking... then no. Like, 1,000 to even 40,000 C-bills per invite (40,000 probably being a bit too much maybe) wouldn't be a problem. Makes one think before spamming the invites. However, I have not heard of any unit spamming invites to players, so we don't have this issue.

The only thing I've ever seen was a fee to start up a unit. That was to keep everyone from forming 1man groups and such and keep the spam down (Which is exactly what PGI stated they wanted CW to be like, exactly)

Now, they're pulling a COMPLETE 180 on that without ANY information to the community, feedback, discussion, etc.
again

deja vu
Posted Image

#483 Lupis Volk

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Posted 15 January 2016 - 12:12 PM

So let me get this straight. Solo droppers in CW who refuse to act as a team have successfully lobbied PGI to punish units?

IS this what's happened with this thing? Units are getting punished since we coordinate and use teamwork?

#484 Sandpit

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Posted 15 January 2016 - 12:13 PM

View PostLupis Volk, on 15 January 2016 - 12:12 PM, said:

So let me get this straight. Solo droppers in CW who refuse to act as a team have successfully lobbied PGI to punish units?

IS this what's happened with this thing? Units are getting punished since we coordinate and use teamwork?

yup
just about exactly how it's currently playing out.

#485 DarklightCA

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Posted 15 January 2016 - 12:27 PM

View PostLupis Volk, on 15 January 2016 - 12:12 PM, said:

So let me get this straight. Solo droppers in CW who refuse to act as a team have successfully lobbied PGI to punish units?

IS this what's happened with this thing? Units are getting punished since we coordinate and use teamwork?


You are correct, in Community Warfare a game mode without a match maker about Unit conquest of planet's for faction's is punishing unit's and premade group's for playing Community Warfare as is designed. Apparently because the games are way too hard for most solo quer's who only want to play Community Warfare against other unorganized solo qued team's for easier games because that's apparently what Community Warfare is all about now.

#486 Jenovah

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Posted 15 January 2016 - 02:00 PM

View PostLupis Volk, on 15 January 2016 - 12:12 PM, said:

So let me get this straight. Solo droppers in CW who refuse to act as a team have successfully lobbied PGI to punish units?

IS this what's happened with this thing? Units are getting punished since we coordinate and use teamwork?

View Postl)arklight, on 15 January 2016 - 12:27 PM, said:


You are correct, in Community Warfare a game mode without a match maker about Unit conquest of planet's for faction's is punishing unit's and premade group's for playing Community Warfare as is designed. Apparently because the games are way too hard for most solo quer's who only want to play Community Warfare against other unorganized solo qued team's for easier games because that's apparently what Community Warfare is all about now.



http://imgur.com/mOObS7S

Found it.

#487 Sandpit

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Posted 15 January 2016 - 02:03 PM

View PostJenovah, on 15 January 2016 - 02:00 PM, said:


Should read
"their services are unappreciated and so we're going to make sure we continue to segregate them from you to protect you from them"Posted Image

#488 Nick Makiaveli

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Posted 15 January 2016 - 02:16 PM

Being accused of something doesn't mean you are guilty.

#489 C E Dwyer

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Posted 15 January 2016 - 02:23 PM

Units that are above a certain size should be locked into a house or clan, and not be able to leave very easily, or at all for a campaign season.

Only solo's or small units should be able to change from house to house easily and quickly.

None should be able to switch from clan to Is or visa versa, in the same season

Edited by Cathy, 15 January 2016 - 02:24 PM.


#490 Kjudoon

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Posted 15 January 2016 - 02:25 PM

Of course, it would be better if we could just match Mech's Battle Value. Then at least we'd see real skill versus real skill.

#491 Sandpit

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Posted 15 January 2016 - 02:45 PM

View PostCathy, on 15 January 2016 - 02:23 PM, said:

Units that are above a certain size should be locked into a house or clan, and not be able to leave very easily, or at all for a campaign season.

Only solo's or small units should be able to change from house to house easily and quickly.

None should be able to switch from clan to Is or visa versa, in the same season

That's not a bad idea either. If a unit hits a certain number, they have to make a decision to become a loyalist unit. Interesting, though none of the hard caps are going to stop large units from doing what they want
RMA
RMA1
RMAA
RMAJ
RMAN
That's 5 RAM sub-units I just created in 2 seconds. Now they all have channels on our TS server under the RMA branch. Now they simply are broken down into smaller RMA units.

Still solves nothing in the long run :(

#492 Gorgo7

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Posted 15 January 2016 - 08:30 PM

Big units not the problem. CW is the problem.

#493 Tesunie

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Posted 15 January 2016 - 08:58 PM

View PostSandpit, on 15 January 2016 - 11:55 AM, said:

The only thing I've ever seen was a fee to start up a unit. That was to keep everyone from forming 1man groups and such and keep the spam down (Which is exactly what PGI stated they wanted CW to be like, exactly)

Now, they're pulling a COMPLETE 180 on that without ANY information to the community, feedback, discussion, etc.
again

deja vu
Posted Image


In Guildwars, I believe there was a cost of starting a guild of 1 plat. To invite any potential member, it was 100 gold per invite. That was to keep unit spamming invites down.

This game does not seem to suffer from spammed invites into a unit, and it doesn't matter if there are thousands of small 2-3 man units in the game. So neither one of these "solutions" solves much of anything, besides to be a hindrance in this game.

View PostCathy, on 15 January 2016 - 02:23 PM, said:

Units that are above a certain size should be locked into a house or clan, and not be able to leave very easily, or at all for a campaign season.

Only solo's or small units should be able to change from house to house easily and quickly.

None should be able to switch from clan to Is or visa versa, in the same season


So, you'd rather a whole CW season (any given length of time) where 228 and MS (as current examples) may end up in the same faction, and can not change factions? Wouldn't this only compound the problem of "big units intentionally going out of their way to avoid each other" issue some people are claiming to be happening?

The problem here isn't the large units. It isn't them being able to change factions. The problem as I've seen it is their ability to determine where they are going to go, and whom they are going to attack. They basically dictate to their "employer" what they (the Employee) are going to do while under their contract. This gives merc units too much control. Simply having the voting for attack lanes by loyalists is a simple solution to this problem. It's the best of both worlds. It lets the mercs still move and do their thing, and be as large as they want. And it lets Loyalists look out for their faction, and give their faction direction (including any mercs who have signed up with them).


Do recall, and I say this with the general understanding from people that I really like lore, that this is a video game. As much as lore is amazing, we sometimes have to (carefully consider) place lore to the side for consideration of game play and game balance. Letting players freely switch factions I feel is something important in the game, and good for the game play and balance of the CW game mode. (Otherwise, 228 and MS would be stuck only on the Clan side right now. Would you want that really?)

#494 Kjudoon

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Posted 16 January 2016 - 02:55 AM

Gonna just leave this right here to get mercs back into their proper place among the factions...


http://mwomercs.com/...mercenary-unit/

Refinement needed, concept essential.

#495 Jenovah

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Posted 16 January 2016 - 03:15 AM

View PostKjudoon, on 16 January 2016 - 02:55 AM, said:

Gonna just leave this right here to get mercs back into their proper place among the factions...


http://mwomercs.com/...mercenary-unit/

Refinement needed, concept essential.



BLUF (Bottom Line Up Front)- Too much room for abuse. Now, simply put if your FACTION has a majority vote to establish a mutual defense pact/treaty with a particular faction then it would restrict ANYONE (merc included) from violating it for the duration of the term of contract. Being able to expel a merc unit and impose penalty on a unit, effectively removing them from play for... how long? up to the faction? is way to open for abuse.

Besides, I don't think PGI will implement either. If the faction can obtain a majority vote on attack lanes that should be sufficient restriction to prevent violation of a "treaty." Just ensure that the attack lane doesn't allow a merc unit to attack someone you have a treaty with.

#496 Kjudoon

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Posted 16 January 2016 - 03:44 AM

that assumes we can reduce a battlefront attack lane to '0' which is not assured.

#497 MechWarrior3671771

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Posted 16 January 2016 - 04:15 AM

Quote

So let me get this straight. Solo droppers in CW who refuse to act as a team have successfully lobbied PGI to punish units?


Yes thats it.

The solo newbs who dont read forums and can't co-oridinate enough to bring down a gate gen have somehow organized themselves into a lobby to punish units. And all the organized and experienced units were completely blindsideded and caught flat-flooted. Poor wittle units, getting bullied by steam newbs...

You people are hysterical.

#498 Jenovah

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Posted 16 January 2016 - 04:41 AM

View PostKjudoon, on 16 January 2016 - 03:44 AM, said:

that assumes we can reduce a battlefront attack lane to '0' which is not assured.


Or perhaps rather than attack lanes having anything to do with planets, the attack lane is vs a faction or specific clan

#499 Lupis Volk

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Posted 16 January 2016 - 04:44 AM

View PostFen Tetsudo, on 16 January 2016 - 04:15 AM, said:

Yes thats it.

The solo newbs who dont read forums and can't co-oridinate enough to bring down a gate gen have somehow organized themselves into a lobby to punish units. And all the organized and experienced units were completely blindsideded and caught flat-flooted. Poor wittle units, getting bullied by steam newbs...

You people are hysterical.

I'm one of these "steam newbs"

But i seem to be a rare breed. i actually play a teambased game mode as a team (or to the best of my ability to). I must have never gotten the memo to act like a braindead nine year old. sorry bout that.

#500 Jenovah

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Posted 16 January 2016 - 04:53 AM

View PostLupis Volk, on 16 January 2016 - 04:44 AM, said:

I'm one of these "steam newbs"

But i seem to be a rare breed. i actually play a teambased game mode as a team (or to the best of my ability to). I must have never gotten the memo to act like a braindead nine year old. sorry bout that.



1- don't feed those who don't offer constructive input; 2- while new to the game I wouldn't call you a "newb," since at least you understand how a team based game works.

But if you need any help, hit me up.





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