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Pgi Demonstrates Domination Gamemode In Stream


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#21 Triordinant

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Posted 04 March 2016 - 08:46 AM

View PostTeslar Kain, on 04 March 2016 - 06:25 AM, said:

Tina sounds just so cute talking about the water Posted Image

Tina always sounds cute. She could talk about unclogging the crapper and she'd still sound cute. Posted Image

#22 meteorol

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Posted 04 March 2016 - 08:46 AM

Will end up as TDM just like the other 3 modes. Within the current frame of this game, every gamemode without respawns will be TDM.

#23 Aresye

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Posted 04 March 2016 - 09:00 AM

1. Why is there a King of the Hill type game mode with no respawns?
2. Why (considering there are no respawns) must teams wait to complete the objectives once either team is fully dead?
3. 12man group? Don't worry, they'll just stomp your team normally, then pull out of the perimeter and force you to wait the full 15min. Welcome to the newest and greatest form of trolling!

No, this new game mode does not look interesting in the slightest. In fact it's borderline moronic.

#24 meteorol

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Posted 04 March 2016 - 09:09 AM

View PostAresye, on 04 March 2016 - 09:00 AM, said:

1. Why is there a King of the Hill type game mode with no respawns?


Because respawns are not allowed in the realm of neckbearded grognards.
Hence we will continue to play gamemodes that crucially need respawns to be anything but TDM without respawns. Enjoy your TDM.

#25 Johnny Z

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Posted 04 March 2016 - 02:00 PM

I didn't see the new pilot model although it was mentioned.

#26 Afuldan McKronik

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Posted 04 March 2016 - 02:21 PM

Looked, laughed, shook head in disbelief, stared in shock that it isnt a joke.

Creates new game mode, forgets to add the fun part.

#27 Saint Scarlett Johan

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Posted 04 March 2016 - 02:32 PM

View Postmeteorol, on 04 March 2016 - 09:09 AM, said:


Because respawns are not allowed in the realm of neckbearded grognards.
Hence we will continue to play gamemodes that crucially need respawns to be anything but TDM without respawns. Enjoy your TDM.


Funny part is they all "b-b-b-but <insert reason MWLL was better>" while ignoring the fact MWLL had respawns.

View PostAresye, on 04 March 2016 - 09:00 AM, said:

1. Why is there a King of the Hill type game mode with no respawns?


So many issues in this game could be solved by proper maps and modes set up for respawns.

#28 Appogee

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Posted 04 March 2016 - 02:35 PM

I can't see how this will be more than a skirmish in/around the capture zone, followed by the winners having to stand there for 10 minutes until the match ends...?

#29 Kodyn

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Posted 04 March 2016 - 02:57 PM

Nothing about this mode looks enjoyable, just looks like an excuse to ignore goals and skirmish, then be forced to stand around doing nothing for minutes on end...the whole reason CW is so hard to get people to play- Boring and waste of time.

Please design modes that won't punish players for getting stuck in them. Skirmish is so popular because it's easy to just play the game, make CBills, rinse, repeat. Conquest is good because you make more CBills, win or loss. Assault is currently a waste of space, you make less CBills than other modes, it either turns into a normal skirmish, or cap win happens early causing no one to earn anything. Unless the earnings for this new mode are astronomical, to make up for the boredom, you just created another pointless mode.

#30 Quicksilver Aberration

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Posted 04 March 2016 - 02:59 PM

View PostSaint Scarlett Johan, on 04 March 2016 - 02:32 PM, said:

So many issues in this game could be solved by proper maps and modes.

FTFY :P

Edited by Quicksilver Kalasa, 04 March 2016 - 02:59 PM.


#31 Afuldan McKronik

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Posted 04 March 2016 - 03:27 PM

Even just for a change, and to get people used to the way it works in CW, have drop decks for public play. Frees up the tonnage queues, so its just PSR finding for MM. Its not unlimited CoD respawns, makes matches last longer, greater chance to come back from being down.

Plus fun.

#32 Alistair Winter

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Posted 04 March 2016 - 03:29 PM

Dynamic game modes, please.

Dy-nam-ic.

You know, objectives that move around by themselves and/or are moved around by players? Yeah, that'd be pretty cool. CounterStrike had it in the 90's, but whatever.

<sigh>

I mean, I'm glad that we get a new game mode, but it's just... I wish they looked at the feedback from the players. So many great ideas gone to waste.

#33 Mcgral18

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Posted 04 March 2016 - 03:42 PM

At least the map should be fun.

Maybe

#34 GernMiester

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Posted 04 March 2016 - 03:49 PM

It's skirmish with an objective that no one will care about, We have that already and it's called assault. It was hard to watch and even worse to listen too..

Why would I ever do something stupid like cap? All capping does is screw you and every other player in the match out of rewards..

I will have to see how it turns out but right now it's garbage and looks like it cant get worse so I will hope and wait..

#35 ScarecrowES

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Posted 04 March 2016 - 03:51 PM

View PostTexAce, on 04 March 2016 - 05:16 AM, said:

Here is the video: http://www.twitch.tv...ames/v/52189164

Probably it was not finished yet and everything was subject to change. I hope.

My personal opinion: Change the timer to 3 minutes, make it a highly dinamic mode with only 1 second pause when getting shot and increase the timer for a destroyed omage for 90-120 seconds. The current implementation just won't work. And of course, standing around after the enemy team is dead, is just...come on.


I'm pretty sure some of this will apply to any game more with capture points... the pause when getting shot, and completely eliminating the enemy team NOT being a condition for the match ending are supposed to be added to Conquest and Assault too, if I remember correctly. So what you're seeing is a sign of things to come for 3 out of the 4 game modes that will be in the game in the coming months.

#36 Wolfways

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Posted 04 March 2016 - 04:04 PM

i'm not even sure what I just watched...

But, we finally get a map (Polar) where everyone doesn't just run straight to the center and start shooting...and then we're getting a game mode that is running to the center and start shooting?
Also, Grim Portapotty is the ugliest map I have seen in any game ever! What the hell are those blocky...lumpy...purpley things anyway? Not sure if buildings or rubbish piles...

#37 Shalune

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Posted 04 March 2016 - 04:17 PM

View PostSjorpha, on 04 March 2016 - 07:02 AM, said:

The basic idea is not bad

Unless you mean 'having a king of the hill mode' then I'd argue it objectively is bad.

- Capping is only possible when no enemies are in a giant circle AND you have not taken damage in the passed 5 seconds
- No competent opposing team is going to let this happen for more than several seconds unless they're already losing on kills

- The side objectives take away from the opponent's cap time and do nothing to your own.
- So the only reason a team ahead on cap would care about this is if they are not ahead on kills. That means the opponent -is- ahead on kills and chose not to just press the advantage... Again, no competent team would make that choice.

What you end up with is a game mode that only serves to offer a specific focal point to team deathmatch. Now objective game modes in competitive action games serve 2 purposes:

(1) Offer an alternative victory condition and potential comeback mechanic for a team behind in combat
(2) By virtue of the first point: they implicitly apply additional rules to combat that significantly change how you play.

Well (1) is off the table. As I outlined above you win this objective -by- killing the enemy, not as an alternative to it. So how about (2)? Well there might be something to this at least except that the cap area is both static, and huge making it both predictable and very generous. The only result on gameplay is that fights will necessarily revolve around, if not always in the cap.

But how will fights play out? However fights always play out in a given meta. Your goal to win by elimination? Shoot the enemy team. Your goal to prevent a loss on the objective? Shoot the enemy team.

The actions to reach each victory condition should not be the same.

View PostAlistair Winter, on 04 March 2016 - 03:29 PM, said:

Dynamic game modes, please.

Dy-nam-ic.

You know, objectives that move around by themselves and/or are moved around by players? Yeah, that'd be pretty cool.

Star Conflict has an amazing example of how to do a very simple King of the Hill mode that's still dynamic. At known and announced intervals the hill is moved to a new, known location across the map. A team that can't find a good engage on the current hill can go and set up at the next.

#38 SQW

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Posted 04 March 2016 - 04:19 PM

lol, the new timer.

The one thing PGI thought of to fix conquest and it made it unequivocally worse. As long as the nodes are all about the points, people will skirmish. Make the nodes themselves provide minor bonus like radar, ability to call artillery by all controlling team etc and people will treat them as actual objectives.

At least Domination and the new map is here.

#39 Spawnsalot

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Posted 04 March 2016 - 04:22 PM

Oh good grief. This is just Skirmish with everyone firing into an 800m cricle.

You want to make some interesting game modes? Here's a start:
  • Add respawns. Just do it. Preserve a last team standing mode with one life if you want.
  • Everyone has a 'Loadout' of 4-5 'mechs they set up in the Mechlab before any match.
  • Players in matches respawn in timed waves.
  • Players get to choose a 'mech from their Loadout each respawn.
  • Assault win condition changed to force attackers to destroy gates to access cap zone courtyard. Assault is plagued with far less people complaining about fast caps as they wont be focused so much on killing the enemy team to win as a concerted push to the enemy base is required for a win instead. More objective play *and* more fighting.
  • Increase ticket count in Conquest. Each point will now have an element of back-and-forth for control as killing everyone is again no longer the quick way to win. Again, more objective play *and* more fighting.
  • Skirmish is now first team to X kills.
  • Increase capture timer slightly in Domination and remove timer stop on being shot at. Players now forced to fight for control and then hold the position against a counter-attack. You now have an interesting back-and-forth instead of just killing 12 'mechs then standing around for 3 minutes.
  • *New game mode* Really large map. Really, really *large* map. Random objectives at random spots on the map. Possibly more than one objective active at a time. First team to complete X amount of objectives wins. Objective can include: a mini-Skirmish/Conquest/Domination match, escort/destroy a rescue convoy to crashed transport and the destroyit/escort it off map, kill/defend a specific member of the team, defend/destroy an armed dropship, capture an item and return it to a point on the map/stop the capture of the item.
There. It's not perfect but it's a start.

#40 Mechsniper

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Posted 04 March 2016 - 04:31 PM

PGI. This is MechWarrior eh? PLEASE give us bases, turrets, etc we can SHOOT and destroy with these big shiny battlemechs we spend so much time leveling up. Not squares and circles to stand in!





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