http://www.twitch.tv...r325/v/52211764
Sader Explains Domination To Hans Davion.
#1
Posted 03 March 2016 - 06:52 PM
#2
Posted 03 March 2016 - 07:20 PM
Doesn't help they didn't show it with 12v12 gameplay yet which will be significantly different. I advise anyone sane to wait until tomorrow when they do a larger stream to judge it.
#3
Posted 03 March 2016 - 07:27 PM
#4
Posted 03 March 2016 - 09:39 PM
#5
Posted 03 March 2016 - 11:42 PM
#6
Posted 03 March 2016 - 11:50 PM
#7
Posted 03 March 2016 - 11:52 PM
Edited by NextGame, 03 March 2016 - 11:53 PM.
#8
Posted 03 March 2016 - 11:55 PM
IT REQUIRES ONLY THIS MUCH TO NOT FEEL COMPLETELY WRONG
#9
Posted 04 March 2016 - 04:09 AM
NextGame, on 03 March 2016 - 11:52 PM, said:
I imagine they realized this when they realized mid stream how boring it was to sit there after they won.
#10
Posted 04 March 2016 - 04:16 AM
It if would exist, people would be speaking about it here in the forum and not wait for crypuppies to listen how they talk with each other about it.
Edited by TexAce, 04 March 2016 - 04:16 AM.
#11
Posted 04 March 2016 - 04:24 AM
mostly because if they do, after they discover what PGI did NOT say - it turns out it was a waste of time
best to just read patch notes and the occasional post about something relevant, but you're always going to end up slamming into that wall anyway
#12
Posted 04 March 2016 - 04:33 AM
TexAce, on 04 March 2016 - 04:16 AM, said:
It if would exist, people would be speaking about it here in the forum and not wait for crypuppies to listen how they talk with each other about it.
"If it would exist"
Are you implying I made this up?
#14
Posted 04 March 2016 - 04:38 AM
Sigilum Sanctum, on 03 March 2016 - 11:50 PM, said:
The rolled up dollar bills you people sent them for new shiny pixels...
TexAce, on 04 March 2016 - 04:36 AM, said:
I'm implying I want a source. And yes.
http://www.twitch.tv...ames/v/52189164
#REKT
#15
Posted 04 March 2016 - 04:45 AM
VorpalAnvil, on 04 March 2016 - 04:38 AM, said:
http://www.twitch.tv...ames/v/52189164
#REKT
LOL if you think someone can feel "rekt" by you posting a link, you did not go though much in your life, kid.
Thanks for the link by the way.
Next time it belongs into the OP.
#16
Posted 04 March 2016 - 04:50 AM
TexAce, on 04 March 2016 - 04:45 AM, said:
LOL if you think someone can feel "rekt" by you posting a link, you did not go though much in your life, kid.
Thanks for the link by the way.
Next time it belongs into the OP.
You implied the OP was a liar, I proved you wrong but I'm the jerk? lol Ok...
#17
Posted 04 March 2016 - 04:52 AM
TexAce, on 04 March 2016 - 04:16 AM, said:
It if would exist, people would be speaking about it here in the forum and not wait for crypuppies to listen how they talk with each other about it.
It's on their official Twitch page
http://www.twitch.tv...ames/v/52189164
Look, I'm usually one of the more optimistic people to jump in and play devil's advocate on PGI's behalf. I think a lot of people in this community have clear biases and like to jump to conclusions.
That said, what I saw on stream is probably the single worst execution of a shooter/action game mode I've seen for a major release.
All of the flaws people are shouting about appear very real and blatant. There appears to be no way to win on the objective without killing the entire enemy team. Once this is done there is literally no way the exterminated team can win through the objective, but the victorious team still needs to spend a sum total of 5 minutes in the circle. And since damage taken disables your ability to cap for 5 seconds there will be little to no cap built up before one team is dead.
If you want an example of a good king of the hill mode in a similar format, look to Star Conflict. Here's how it works there:
- cap point appears, teams fight over it
- capping can be done under fire
- at set intervals the cap position instantly changes to a distant location
The changing location thing is great because it means one team can recognize and accept they've lost one engagement and choose to preempt their opponents in moving to the next location. The team that's ahead could also do this, but they risk either splitting their forces or leaving the current node undefended. I think something along these lines could suit MWO well as it'd give a clear role to mobility while not excluding traditionally slow heavy hitters.
#18
Posted 04 March 2016 - 04:53 AM
Troutmonkey, on 03 March 2016 - 11:42 PM, said:
I think technically if team A were to run up their clock to like 4mins+ and then all die, if Team B did not run up their clock as much and the overall game clock was under 5mins, then Team A could still win even though they are all dead.
Not advocating this functionality, just saying that a win by the all dead team is technically possible.
If they are really sold on this "match isn't over till the objective is played", the least they could do is double time the clock once one team is dead.
Edited by Hobo Dan, 04 March 2016 - 04:56 AM.
#19
Posted 04 March 2016 - 04:54 AM
Why should I play Domination when they themselves don't seem willing to play it and speed up the timer to win? Sitting on a cap doing jack all is a failure of design.
I seriously hope they don't release this as is because it won't matter with 12v12 or 1v1 because it'll be everyone go to the circle, fight it out, and the survivor team wasting time for a countdown.
Guess we didn't buy enough mechpacks for them to figure out capping things with no effort is a waste of time for players and worst of all, BORING
Edited by Parnage Winters, 04 March 2016 - 04:56 AM.
#20
Posted 04 March 2016 - 04:58 AM
Shalune, on 04 March 2016 - 04:52 AM, said:
http://www.twitch.tv...ames/v/52189164
Look, I'm usually one of the more optimistic people to jump in and play devil's advocate on PGI's behalf. I think a lot of people in this community have clear biases and like to jump to conclusions.
That said, what I saw on stream is probably the single worst execution of a shooter/action game mode I've seen for a major release.
All of the flaws people are shouting about appear very real and blatant. There appears to be no way to win on the objective without killing the entire enemy team. Once this is done there is literally no way the exterminated team can win through the objective, but the victorious team still needs to spend a sum total of 5 minutes in the circle. And since damage taken disables your ability to cap for 5 seconds there will be little to no cap built up before one team is dead.
If you want an example of a good king of the hill mode in a similar format, look to Star Conflict. Here's how it works there:
- cap point appears, teams fight over it
- capping can be done under fire
- at set intervals the cap position instantly changes to a distant location
The changing location thing is great because it means one team can recognize and accept they've lost one engagement and choose to preempt their opponents in moving to the next location. The team that's ahead could also do this, but they risk either splitting their forces or leaving the current node undefended. I think something along these lines could suit MWO well as it'd give a clear role to mobility while not excluding traditionally slow heavy hitters.
Oooo i don't remember much about my time in star conflic. But i DO remember this game mode, and it WAS actually quite fun to play.
Technically star conflict also allowed you to bring a "dropdeck" a system we have in place already in this game. Look at that, we already have a game mode in this thread thats more fun than PGI's "domination" gamemode.
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