Long-time player (Founder, closed beta), but nowhere near "elite." Here's my thoughts.
Zakerystrife, on 27 April 2016 - 08:05 AM, said:
Aside from adding more ranks to the PSR (Tier) system, we also believe that group sizes MUST be limited back down to 4 maximum. Community Warfare is the place to run your 12 man groups, not public match making. By doing this, it will not only give us quicker matches, but it would reduce deathballing a considerable amount. 4 groups of 3 is not nearly as powerful as two groups of 6. Communication in this game is a huge advantage, and for the public group queue, its really hurting the casual / newer players.
The immediate response is "But I want to play with six of my group-mates for a 7-man drop!" Well, synch up or go FW, which is what I consider the "end-game" of MWO. I believe the quick-play queue should be exactly that: quick-play. Not "competitive quick-play" but "quick-play." It should cater to those who don't play for hours on end, who only have time for a few drops, who only want to level their new mechs, or who want to see what this game is about.
Faction Warfare is the "end-game" mode where people are supposed to use teamwork to achieve a specified goal. Quick-play is supposed to be fun. Fun isn't Meta-ing up with a 12-man group and roflstomping noobs (at least in my book). Fun is getting into matches quickly with different players in different mechs and having totally unexpected outcomes. A group limit of 4 players would help achieve that, IMO.
If people want to practice for their league plays, they should practice against either members of their own unit or schedule scrims with other units and do it in private matches. After all, these types of players are already members of large units and mostly have fully stocked inventories of meta-build mechs.
The Tier system was primarily designed to keep new players from being roflstomped by more experienced players. The problem is it doesn't work very well in the large group queue situation. By going to smaller groups, it works a bit better. I don't know if introducing more tiers helps, so I'm ambivalent on that particular idea.
Bottom line: I fully agree with you on bringing back 4-man group limits in quick-play. Modify the tonnage limits if needed to keep mech balance. More tiers... I don't know.
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Another feature we think would be amazing in this game is dynamic match sizes. Based on the PSR system / amount of time to get into a match, you could see match sizes anywhere from a 8v8 to a 12v12 (These numbers are only an example). That way you get into matches much quicker, and they are more evenly matched. I've seen other games do this, the first that comes to mind is War Thunder.
That sounds great, but I don't know if the MM engine could support it, or whether the logic would be overly complex to implement (I'm a software engineer, so I may have a unique perspective on this subject). If it can be implemented, I don't see why it shouldn't as it would allow for faster queue times in low pop situations.
I would also like to add a possible new play mode: Random 4v4. Players can either drop into this queue solo or in a group of 2-4. Upon entering, each player is assigned a completely random mech, unmodified, from the entire inventory of mechs available in MWO. One mech per class per side. Mode is Skirmish only, and for even quicker games have it be on the 4v4 map (but standard quick-play maps could be used).
Obviously would take both interface and regular programming to implement, but doesn't it sound fun?
Bottom line: I support this idea.
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A big issue I hear from many pilots is that they bought their first mech and just DO NOT like it. The issue here, is that it's a pretty huge purchase for a new player, and if its something they do not enjoy as soon as they are entering the grind phase of the game, they simply have no reason to keep playing. So what we suggest is that you allow players to build a loadout and TEST any mech in either the training grounds or against AI bots (I know they aren't in yet). That way the pilot is a lot better informed about the mech they are buying. (Also add mechlab tutorials).
The only way right now to test mech chassis is the training grounds, where only one version of a few select chassis are available. I agree that isn't enough.
Here's my idea: Change the training grounds' mech selection process.
The player moves into a circle labeled "Mech Hangar." Here, the entire list of mechs available in MWO opens up. Have options similar to the Camo/Colors box (All/Owned/Sale) on that list. A player selects their mech, then enters the mechlab to modify said mech (said modifications cost nothing). The player can then return to the Training Grounds with said mech and test it.
Additional: If they like it, they can return to the "Mech Hangar" and have a "Purchase" option available that has both the MC & Cbill cost for the base mech plus the CBill cost for the modifications.
This would let new players try mechs and builds at no cost, and let them purchase said mechs if they want.
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Since so many mechs are now in the game (over 300+) we also believe that the amount of starting mech bays either needs to change, or allow the player to EARN mechbays for playing casually.
Perhaps have the ability to buy mechbays with GXP. Thus it requires a grind for those who won't pay, or gives players the incentive to buy MC for XP->GXP conversion
(psst... PGI... $$). I have no idea what the cost should be, or whether it should be on a gradually increasing scale (e.g. start at 20K GXP for first mechbay, with 2.5k more GXP for the next mechbay).
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One more thing we would like to see is a salvaging feature, collecting parts of mechs / weapons / engines, and allowing the player to build or sell this salvage, with a "Factory" section. Giving the player something to look forward to keeps the player engaged, and wanting to play more. "I just need the Cicada 2A right torso, and I could build the mech in the factory!". Something along those lines. Keeping new players engaged, and give them goals, means more long term commitment. A great example of this is Warframe.
I've wondered since "Salvage" was introduced whether or not this could be implemented. One way of implementing:
- Upon the end of game, for each player (or X players with highest match score) on the
winning team, randomly select a mech section that had
zero damage to internal structure. Start with player with the highest match score and work down until all available sections are distributed, or all players (or X players) get a section.
- Pop up a dialog (most likely after exiting the match) asking if the player wishes to buy that section for a GXP amount (e.g. "Salvage: CDA-2A Right Torso. Do you wish to purchase for 10k GXP").
- If the player doesn't buy it, it's discarded and ignored.
- If the player does buy it and doesn't have the mech in his inventory, a mech is added, but is labeled "Incomplete" until they collect all the sections available.
- An "incomplete" mech can be completed for the New cost of said mech minus the CBill salvage value of the currently possessed sections.
NOTE: The salvage system will only apply to mechs available via CBills. No Hero/Champion mechs can be salvaged.
The obvious downside of this will be some CT sections may never be available. But that's the thing with salvage: you go with what you can... salvage.
Hrm, that's the second time GXP has come up. Perhaps there's something there re: using GXP for other means?
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Lastly is the pilot skill tree. As it is now, is well, not good. But what we decided would help, is a buyout option for the skills. Instead of investing A LOT of cbills into mechs just to mastery them, you could also have the option to buyout the 2x / elite / mastery slot with a lot of mech EXP. We wanted to remove the 3 chassis limit altogether, but since some people do want 3 of a certain chassis, instead decided a buyout option would be better.
Example - make it so you have to earn the basic tree, then to unlock the next section, the TOTAL amount of the basic tree to unlock the next section, etc etc. This would allow the free to play players to keep mechbay space, but grind a bit more to get skills. There is a trade-off, but I think it would be worth it.
So, if I understand correctly:
- Pilot levels basic tree normally.
- To unlock the next tree, pay the total amount of the basic tree AGAIN to unlock the Elite tree.
If this is implemented, I would suggest requiring GXP be used for the unlocking of the next tree. This means more grind time, but it would open up the possibility for the F2P player, and possibly force that player to make a decision ("Get that next tree, or get a mechbay in 3k more GXP? Perhaps buy some MC
(psst... PGI... $$) to transfer some of my Mastered mech's XP to GXP to unlock this mech's elite tree?")
And again... GXP... That seems to be a good idea for a common currency that can also be "purchased" using MC for XP->GXP transfer
(psst... PGI... $$).
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One last thing that I literally just thought of, is the mechlab. When a new player is experiencing the mechlab for the first time, it can be extremely overwhelming. Obviously a tutorial would help, but on top of that, how about a "Suggested Loadout" button? I know for every mech that would be a lot of work, but adding a simple button into the mechlab, allows the player to have a fairly decent loadout for the mech they just bought, and be an enjoyable experience with little effort. Then they can decide to tweak the loadout, or completely change it, when they feel a bit more comfortable in the mechlab.
That would be a lot of work to make a suggested loadout for every mech. It would also imply that the default loadout, well, sucks. I say table this one and go with the aforementioned Training Grounds idea, where a player can toy with loadouts to their heart's content.
Edited by vortmax, 28 April 2016 - 01:19 PM.