

Conquest Should End When All Enemies Are Dead And All Caps Are Taken
#41
Posted 17 March 2016 - 06:02 AM
#42
Posted 17 March 2016 - 06:07 AM
SeaLabCaptn, on 16 March 2016 - 08:54 PM, said:
I'm trying to point out that coding this may not be so easy if "dead" mechs are able to rejoin.
It shouldn't matter if they "can" rejoin. If they do not present when all other members of their team are dead, it should be over.
I don't think discos and players who left should have special treatment in this case.
#43
Posted 17 March 2016 - 06:42 AM
He stopped and switched to another game, and proclaimed that he was done with MWO until they fixed this conquest issue. After a long, concise explanation of his view I have to completely agree with him. I have been watching and learning from him on Twitch for the past 6 months and he is a great internettainer when it comes to games. His views and mastery of the game was informative and encouraging to me.
Basically, he was completely unwilling to stop his twitchcast for 5 minutes for no reason whatsoever. There was no way his team could win, or do anything about the outcome of the game. So, it is completely a true, 100% waste of time to sit and look at a capping point for 5 minutes.
So here is a 'semi-professional' broadcaster that has said enough is enough. This doesn't fix the game or make people any more inclined to play the game mode. It is a failed attempt. PGI should accept this, and go back to find another solution that will not drive away some of their best advocates in the streaming media arena.
I don't know if it will be cbill incentives, or penalties for playing the map properly -but this solution simply is not working.
#44
Posted 17 March 2016 - 08:24 AM
Rededevil, on 17 March 2016 - 06:42 AM, said:
He stopped and switched to another game, and proclaimed that he was done with MWO until they fixed this conquest issue. After a long, concise explanation of his view I have to completely agree with him. I have been watching and learning from him on Twitch for the past 6 months and he is a great internettainer when it comes to games. His views and mastery of the game was informative and encouraging to me.
Basically, he was completely unwilling to stop his twitchcast for 5 minutes for no reason whatsoever. There was no way his team could win, or do anything about the outcome of the game. So, it is completely a true, 100% waste of time to sit and look at a capping point for 5 minutes.
So here is a 'semi-professional' broadcaster that has said enough is enough. This doesn't fix the game or make people any more inclined to play the game mode. It is a failed attempt. PGI should accept this, and go back to find another solution that will not drive away some of their best advocates in the streaming media arena.
I don't know if it will be cbill incentives, or penalties for playing the map properly -but this solution simply is not working.
i did take a break from mwo for some months after the horrible mech select came in, this is definitely one of the cases that makes people reconsider how to spend their time
#45
Posted 17 March 2016 - 08:50 AM
Ulris Ventis, on 17 March 2016 - 06:07 AM, said:
I don't think discos and players who left should have special treatment in this case.
I would agree if 100% of DC players left of their own choosing. This is not the case.
#46
Posted 17 March 2016 - 08:59 AM
#47
Posted 17 March 2016 - 10:23 AM
Dee Eight, on 17 March 2016 - 08:59 AM, said:
You have missed the point here - why should he? Why should he change his show to help justify a failed strategy. It would be much more understandable if it was a regular user. Don't get me wrong - I don't really have a problem with the chage - but it i affecting many this way. Why make your game less popular? Is that a direction MWO should be taking? Is there something that can solve the problem without people wasting time for no reason? These are valid questions.
After some thought, it came to me that simply holding the game in play until the team that has survived surpasses the resources of the losing team would be perfectly adequate, and save a lot of time in the process for the same results. If they have 146 resources, and the dead team has 145 then what is the point in waiting until 750 is completed.. Please tell me?
#49
Posted 17 March 2016 - 11:28 AM
happy mech, on 17 March 2016 - 08:24 AM, said:
I don't know about you but I vote with my wallet and all this does is make me keep it closed.
#50
Posted 17 March 2016 - 11:32 AM
Rededevil, on 17 March 2016 - 10:23 AM, said:
You have missed the point here - why should he? Why should he change his show to help justify a failed strategy. It would be much more understandable if it was a regular user. Don't get me wrong - I don't really have a problem with the chage - but it i affecting many this way. Why make your game less popular? Is that a direction MWO should be taking? Is there something that can solve the problem without people wasting time for no reason? These are valid questions.
After some thought, it came to me that simply holding the game in play until the team that has survived surpasses the resources of the losing team would be perfectly adequate, and save a lot of time in the process for the same results. If they have 146 resources, and the dead team has 145 then what is the point in waiting until 750 is completed.. Please tell me?
There is also a large group of player's who don't want to play Conquest to begin with so this just adds injury to insult.
#51
Posted 17 March 2016 - 11:54 AM
SeaLabCaptn, on 17 March 2016 - 08:50 AM, said:
I understand, since I know that as well.

MW222, on 17 March 2016 - 11:32 AM, said:
Yes! I've expressed my opinion as well, that maybe a 3 point capture style of game would be more appropriate for 3 lances in each team to have clear targets to fight for lance vs lance, rather than make it a chaotic run around the map.
In it's current state I wish to ignore the mod completely.

#52
Posted 17 March 2016 - 12:11 PM
kka, on 16 March 2016 - 08:52 PM, said:
Tetris was very successful game in its time. Why? Because as soon as the GAME WAS OVER, you could INSTANTLY START AGAIN. The programmer Aleksei Pazitnov understood this in 1984.
For every rare (10 %) case where the new conquest mode makes situation interesting after the death of the other team, the majority of the cases (90 %) FORCES AT LEAST 12 PLAYERS TO BE LOCKED FOR 1 - 5 MINUTES.
Please learn from Tetris.
*sign*
If the tax were not so horrendous, I would send a box of vodka to Finland for this comment!
You made my day!
Edited by Einaescherin, 17 March 2016 - 12:12 PM.
#53
Posted 17 March 2016 - 12:32 PM
MW222, on 17 March 2016 - 11:28 AM, said:
i do like to support the game, though probably not as much as folks here

what i liked and considered a big progress:
last mech select screen
all-in-one-screen mechlab
group tonnage limits added and 3/3/3/3 removed
match voting
ingame help screen
camo preview
mech in store preview
releasing of old mechs
generous events, sales
no turrets in assault mode
crosshair update
revisiting old content (maps, mechs, menus)
weapon changes (srms, gauss)
gradually increasing communication with the community
reduced effect of skills
what i am still waiting for:
scrollable chat and let it stay on screen
custom crosshair (its so hard to play with arms)
better visual feedback from the ui (bigger and contrasting font on distance meter) and ability to customize it (allow the players to play the game, not fight with controls)
static minimap toggle
ability to turn off ecm
better weapon doors status indication
more customizable chainfire
more testing of new features
balancing the clan and IS mechs and equipment together (how long is it since the release of clans? and some of their weapons are still better for no reason (ssrm and narc range), some are quite useless (acs compared to uacs, upgraded mechs vs unupgraded and with junk equip you cannot build around))
no ghost heat
no consumables
no lock without line of sight
from my point of view the game needs balanced equipment and mechs (performance/tonnage), big maps (like polar highlands) with progressive objectives (no 1 minute rush and done) and respawn mechanic (tonnage pool but not number of mechs), and ui that gives you any information you might want with a simple glance (any map, any vision), combined with good main menu and social tab
those are the core things for me, before adding new mechs
#54
Posted 17 March 2016 - 08:25 PM
I mean seriously why have everybody wait until it reaches 750 ?????
LORD FRACK
ggclose
#55
Posted 18 March 2016 - 08:38 AM
Look at the effect on comp matches: https://youtu.be/T6Z6Q1Eb9IY?t=3m28s
How could anyone with working brain cells think that this was even remotely acceptable to go out to the live server as is?
#56
Posted 18 March 2016 - 09:49 AM
#57
Posted 22 March 2016 - 06:06 PM
OK! PGI thanks for correcting the time issues with Conquest and Domination -- TWO steps forward.
Now can we have the game mode selection back as well? That would make it a Hat trick.
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