Bonger Bob, on 17 January 2016 - 06:46 PM, said:
no, im not going to be **** retentive and go multi quoting my own posts, as you are well aware of the ideas outside of ques splitting that I have touched on, but as they start to drift off the thread topic, I leave them to be expanded on in other places.
Some ( not all ) of the ideas i have briefly touched on are :
- real team management and building tools added to the client.
- VOIP lobby functionality for teams after grouping, but before dropping into a round so that builds can be discussed before the drop lock. This could extend to having a leader nominated at this point before the chaos begins.
- A team panel that lets you view what each players drop deck is comprised of, not necessarily detailing the loadout of each mech, but at least the mech types, this would go hand in hand with the voip function for the team prior to dropping in a round to allow people to alter their drop deck to suit what the team is taking into the round.
- CW galactic control map to have rewards for capturing a planet, and sustained timed rewards for keeping it. Give the CW map real meaning, not just the window dressing that it is currently.
there some, if you go back and read, there are more, and as i said, not often expanded on or discussed heavily because it drifts off topic. The thread was about splitting the CW ques with a good luck and go home if im not mistaken. Not how to overall improve on CW as a whole.
so, iv'e stood up to your request, can you now do so for mine ??? or did you skip past that again.
First let's go with a couple of things we know.
Russ specifically stated to me in regards to lobbies they're looking into it but don't even know if it is feasible for it to happen.
I think everyone across the board agrees we need a lobby system. A function social lobby system that makes it easy for players to quickly and easily find other players they're interested finding, ignoring those they're wanting to ignore, and active moderation to keep things "civil" in live discussions.
That's a lot of infrastructure and based on what PGI has stated, they don't know if it's feasible yet nor not, but they're looking into it.
So lets move beyond lobbies and voip.
CW galactic control of the map would help resolve a lot of issues with MM in general. That's how you can easily control match making without trying to shoehorn people into segregated queues. PGI needs to think of CW as more of a campaign than a persistent universe that will go on indefinitely. They do not have anywhere near the infrastructure needed for that. Real time economies, logistics, R&R, dropships, etc. Even based on what we've seen about Phase 3 it's nowhere near as in-depth as it would need to be in order to sustain a persistent setting.
So that means they have to acknowledge they are going to have to have regular intervals to reset the map and run Battle for Tuk. That naturally fits into treating it as a single season of CW from start to finish. That resolves a lot of the issues with "what's the goal". Until there is an official end date, the only "goal" is whatever the players decide they want it to be. Whether that be cbill rewards, planet tags, stirring up some on the forums in the faction threads, etc. Without a definitive ending and goal, there is no goal other than what we the players feel like making the goal at the moment.
By controlling the map PGI can control the queues themselves by simply throwing in some fluff just like a tabletop GM would do. "Today, Steiner and Davion announced a formal alliance in lieu of this new clan invasion, they have formed a united front. All mechwarriors are to report to their individual unit command for further instructions"
You can do the same on the other side for clans. Khan Wolf and Khan Falcon agrred to mutual batchall of (insert drop deck weight), all warriors report to your commanders for border incursion attacks commencing at 0600 hours.
That completely controls the map and attack and defend avenues and ensures that units can't dictate in completely unlimited terms the shape of the entire inner sphere.
Just have players choose a side in the war when they enter that season of CW. Then that prevents units from being able to switch during that season. It helps PGI have a solid number to look at when helping to determine those alliances and such to share borders and such when needed.
One thing every player needs to remember is that none of our units, no matter how big or small, loyalist, merc, or lone wolf one and all work for the factions. That means every "order" for attack and defend you get comes from that command. PGI simply needs to look at that and use that to help determine where and when attack avenues come open.
Those 2 changes nearly eliminate every queue and wait time issue they have. WIthout requiring anything extra in the way of coding or massive reworking of the system. It allows players the ability to still jump around factions, just not jump sides of the war, it helps narrow attack and defend queues to help have a more natural feeling funnel for player to keep it from being the uncoordinated mess it is now. It's a very simplistic approach.
As for new players, and helping slow down players rushing into CW before they're "ready" is to extend the cadet bonus period. They have to complete both the cadet bonus period AND training grounds before they can select CW queue option.
Upon graduation from the cadet bonus period, give the player a mech bay, a free mech of their choice, and xx amount of cbills to customize the mech or buy another mech, etc.
Then you put them into a "new CW drop queue", Make it a fairly quick and painless CW drops for players doing these first five matches. PGI could easily ask for community volunteers to help moderate it as well. There are plenty who would not mind pitching in to help with that at all. Once they complete that 5 drops they're released into the wild to fend for themselves.
There is a steep learning curve for a new player to take in the first time the play MWO. Toss in difficult to read and understand directions upon entering the CW queue. This puts in a very soft roadblock to players from just jumping into the deep end right off the bat and being a bit unprepared for CW sometimes.
That solves that entire issue and requires a separate queue (there's where that magical term isn't a "bad" thing) that funnels all new players into their first x games in a cw drop style that doesn't affect the actual planetary map. Give them a badge and achievement and another mech bay.
That right there gives incentives for new players to check out CW, gives 2 mech bays that would normally cost them real $$, gives them 6 mechs to work with in the future, gives them a much better and more comprehensive first time experience in CW.
That's going to do much more than simply implementing a segregated queue that just filters out anyone with tags and think that's going to solve anything.
That's an opening shot into my ideas for CW in general. Get specific with your ideas, put some thought into what specifrically you think could be implemented that would help improve it. Stick within the realm of what we know of about MWO and the limitations when coming up with ideas on what to implement.
JaxRiot, on 17 January 2016 - 07:21 PM, said:
Ya but we've already been over this.
Youre not interested in ideas.
.
yea ok