Scratching My Head Over What Cw Could Be
#41
Posted 26 February 2016 - 05:26 AM
A good start for PGI to salvage CW would be to integrate every queue there is into CW, even if the reward is just a small %-number on a faction leaderboard or something. Immersion can mask a lot of flaws if done right.
#42
Posted 26 February 2016 - 05:53 AM
So why should they be able to magically produce a good CW when they haven't done anything right in the last 4 years? (Apart from Alex' work on the art department, obviously, but even those cool designs get messed up during production with dynamic weapons and really bad animations).
#43
Posted 26 February 2016 - 07:10 AM
Alistair Winter, on 24 February 2016 - 05:41 PM, said:
A lot of the players who want the game you want... have left MWO. And a lot of the players who want the rail shooter model are still here. This is especially evident when you look at Polar Highlands. That map is exactly what a lot of people asked for when PGI started pumping out all those "grind zone" maps with very limited movement. But in 2016, it's like a huge portion of the players have been so accustomed to fighting on those Crimson Strait-type maps where your choice is basically left or right (and you still end up in the same god damn place no matter what), they really hate the new map.
This comment helps me understand why I hated Crimson and HPG so much at first. Still can't stand Frozen City.
I'm less than 4 months in and am 100% on board with this discussion. Hopefully there's a solid % of other newcomers who are as well.
Karamarka, on 26 February 2016 - 03:23 AM, said:
Yep. Even though there are "nuanced" differences between the CW maps, they are absolutely repetitive in that they are all the same game mode, and therefore have the same chokepoint style. It is a huge missed opportunity (as others have said in this thread), where each map could a completely different set of objectives and playstyle (sort of like Polar Highlands vs. Frozen City). I think Polar Highlands was a good indicator in that they are willing to try something new, bigger, that provides for more nuanced gameplay.
Regardless of the logistical reasons behind the current CW's 6 maps x 1 game mode (because ultimately all four variations are the same), I'd rather see that effort expended to produce 3 maps where each has its own, completely separate game mode. Fewer maps. But more real variety in gameplay.
#44
Posted 26 February 2016 - 08:45 AM
GoodTry, on 25 February 2016 - 05:36 PM, said:
Adding 4 minutes of walking on top of all of the other delays just isn't fun. If we had a different system - one where you could play again after a win/loss without going through all of the crap, or one where you could respawn mid-map, etc - then it would be definitely workable. But that is not what we have. There just isn't room to add tons of empty walking to this game as things stand now
What you call 4 minutes of walking, others call manoeuvring, positioning, using actual tactics.. I believe many players are sick and tired of the same old formula of "proceed to C5 and brawl it out" like always.
By the way, excellent post OP.
#45
Posted 26 February 2016 - 08:48 AM
Navid A1, on 25 February 2016 - 08:32 PM, said:
As long as planets remain the same dots you need to paint, nothing will mean anything.
I remember different planets with mech factories on them was supposed to offer several advantages back in 2012 PGI's vision.
How can planets ever be made to mean something when the owning unit can, and usually does switch sides every seven days?
#46
Posted 26 February 2016 - 08:53 AM
#47
Posted 26 February 2016 - 09:06 AM
Honestly, if this was the design philosophy for the CW maps I might play it more...
Please make this happen.
#48
Posted 26 February 2016 - 09:37 AM
In our current CW format of four mechs each, this would organically promote role warfare and players using multiple classes. They could step out of those classes and go with three heavies and a light if they really wanted, they'd just have to pay the price in walking time. (But it could still be fun if that person is able to catch an enemy light lance by surprise at a battle stage they weren't expecting.)
I repeat my video proposal:
#50
Posted 26 February 2016 - 10:30 AM
Rebas Kradd, on 26 February 2016 - 09:37 AM, said:
Another good proposal.
PGI, please build two new maps:
1. Open-ish desert-ish map with objectives like what OP suggested.
2. Map with parallel AOOs such as mountain valleys and progressive spawn points like what Rebas Kudd suggested.
#51
Posted 26 February 2016 - 12:02 PM
RedDragon, on 26 February 2016 - 05:53 AM, said:
So why should they be able to magically produce a good CW when they haven't done anything right in the last 4 years? (Apart from Alex' work on the art department, obviously, but even those cool designs get messed up during production with dynamic weapons and really bad animations).
I love that you think that load of opinion is in any way objective, I encourage you to look up the meaning of that word, and another, hyperbole.
I like CW, I've had matches which were skittle stomps, tight matches between well matched teams and times when I dropped against -MS- where we got handily face rolled. Cheers guys.
The OP's suggestion looks like fun to me, it reminds me of some of the open world fighting we used to get in WWII Online, many years ago. My main concern is that a mobile defender, read anyone using Clan heavies, will be able to project forcefully and crush any dispersed IS units.
I don't think you people are considering the asymmetric balance of the two factions when you are planning your new and improved modes. Battlefield has identical sides, only the graphics change. It also has strictly limited equipment, and all the "units" move at the same rate. It's not a good analog for MWO and the complexity of balance should not be underestimated.
Currently the two sides are in pretty good balance with Clans generally being better at poking, and long range and the IS generally being better up close and in your face. However that means that any defender needs to be able to generate a long range, or brawling defense, and any attacker needs to be able to generate a long range or brawling defense. The large open maps you want directly favor clan mechs. They are faster. How do you offset that? Can you do it without pitching out four years of balancing? Polar works because both sides are mixed groups and no one knows it's coming.
I like a lot of the ideas above, but they need to be thought of within the constraints of the game. The salt above, I can do without. All it does is poison the well, and bias the reader.
Finally, scouting is good. Having a few scout mechs is great and great fun when situations call for it. However planning a game mode where the attacker splits their forces is bad. It will encourage the defender to blob up and crush the isolated attacker groups. If you want to encourage separation, you need to find a way to force both sides to do it. Something like a really fast timer, that can not be abandoned. Of course, if you have such a thing you will get the feints, and speedy caps that everyone hates in Assault mode, so be careful what you ask for.
#52
Posted 26 February 2016 - 03:26 PM
Stelar 7, on 26 February 2016 - 12:02 PM, said:
I encourage you to name me one major feature they implemented that wasn't half arsed and was liked by a majority of players. It would be okay if only some people didn't like it, you can't always make it right to everyone. But for this game, par on course is "Well, could have been worse, at least they didn't break the game this time".
And yes, I dare say measured by the things they promise, what they deliver IS objectively bad.
#53
Posted 26 February 2016 - 04:05 PM
Stelar 7, on 26 February 2016 - 12:02 PM, said:
The OP's suggestion looks like fun to me, it reminds me of some of the open world fighting we used to get in WWII Online, many years ago. My main concern is that a mobile defender, read anyone using Clan heavies, will be able to project forcefully and crush any dispersed IS units.
I don't think you people are considering the asymmetric balance of the two factions when you are planning your new and improved modes. Battlefield has identical sides, only the graphics change. It also has strictly limited equipment, and all the "units" move at the same rate. It's not a good analog for MWO and the complexity of balance should not be underestimated.
Currently the two sides are in pretty good balance with Clans generally being better at poking, and long range and the IS generally being better up close and in your face. However that means that any defender needs to be able to generate a long range, or brawling defense, and any attacker needs to be able to generate a long range or brawling defense. The large open maps you want directly favor clan mechs. They are faster. How do you offset that? Can you do it without pitching out four years of balancing? Polar works because both sides are mixed groups and no one knows it's coming.
I like a lot of the ideas above, but they need to be thought of within the constraints of the game. The salt above, I can do without. All it does is poison the well, and bias the reader.
Balance is a very fair point and should certainly considered, however, I feel like my philosophy differs here. I believe that maps shouldn't ever be the balancing factor to an extreme level, especially in a MechWarrior game. I know this is tricky because MWO straddles the line between a competitive shooter and a MechWarrior game, but I feel like this should still ring true.
It just doesn't feel right that artificial choke points, closed in paths and dedicated grind areas are the methods for balance. I think the ISvClan can still be balanced on the stats side of things.
I should point out that my map idea was really just meant to represent the overall layout, and features zero terrain features or barriers. I sort of envisioned a lot of rocky structures, ridges and such to provide a lot of cover in a lot of areas. So it wouldn't be quite as open as it might look.
Stelar 7, on 26 February 2016 - 12:02 PM, said:
Again, a fair point and certainly something I considered fairly heavily. I did design this specifically to encourage a team to split itself up, but here's why I think that's going to work:
- If the defenders choose to blob up and remain in their base, they will allow the attacker to destroy both objectives thus making is significantly easier for the attackers to destroy the Command Center.
- If the defenders choose to blob up, they can only work on a single area of the map, thus leaving other areas undefended. The objective focus would mean there's more consideration that just destroying the other team.
- Similar to what we've seen in Highlands, a large enough map with enough cover can really screw with a death ball. A loose team can still skirmish with a blob and limit the blob's effectiveness.
- The turrets defending objectives would be enough to deter a couple of lights from tapping an objective and require a dedication of at least a single heavier lance. And cap time would be enough for the defenders to mount a counter attack.
#54
Posted 26 February 2016 - 04:49 PM
As long as PGI caters to the elite units, the game will stay small, and probably financially underwhelming.
Russ, fix the pug queues, make tier 5 only face tier 5, stop feeding your new customers to the elites, I guarantee you will make more money. Casuals spend money, but nobody wants to spend money getting one shot every game.
#55
Posted 27 February 2016 - 05:05 AM
Hope someone tweeted OP to Russ.
#56
Posted 27 February 2016 - 05:58 PM
#57
Posted 28 February 2016 - 12:55 PM
#58
Posted 28 February 2016 - 04:20 PM
Am I the only one that gets the impression he is quite... stubborn on what he wants in the game? Kind of like stock mode. Instead of saying, "Oh hey, you guys keep asking for it, we can't do a new bucket but we can chuck in a private match option for you guys", he instead tries to come up with every reason imaginable to why we shouldn't want it.
I'm just going to say this though. I'm betting that the new assault mode he keeps talking about is more like the Community Warfare we want than CW itself.
#59
Posted 29 February 2016 - 03:14 AM
A quick win, something that wouldn't require much development and might bring some fun would be:
- Make week long campaigns, one planet per day, 3 windows per day (maybe 2 or 3 hours each window, this may need adjustment to cover all TZs)
- All Clans factions vs All IS factions
- Winner of two windows in a day takes the planet
- Weekend planets are worth twice as much
- Whoever has more wins by Sunday, last time slot, wins the campaign and all 7 planets
- One map per planet (depending on the lore description of the planet)
Benefits:
- Easier to get fights since all the player base will fight for the same planet
- PGI can create a narrative for each campaign, which will satisfy lore fans (e.g. "Road to Luthien", "Periphery Incursion", etc)
- Simplify the model, only have attack and defend. Wins by the end of the day determine the winner
#60
Posted 24 July 2016 - 04:14 AM
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