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#1 Kin3ticX

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Posted 27 April 2016 - 08:43 PM

Posted Image

anyone else have healthy attack lanes right now?

#2 crustydog

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Posted 27 April 2016 - 08:45 PM

Sadly, this is much worse than before the patch - some rethinking needs to be done here.

#3 Carl Vickers

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Posted 27 April 2016 - 08:48 PM

One idea would be to reduce team size from 12 mans to 8 mans. Easier to queue and get games on something with such a low population.

Keep in mind this is coming form someone who would only drop FW if it was available when I am online.

#4 Kin3ticX

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Posted 27 April 2016 - 09:15 PM

View PostCarl Vickers, on 27 April 2016 - 08:48 PM, said:

One idea would be to reduce team size from 12 mans to 8 mans. Easier to queue and get games on something with such a low population.

Keep in mind this is coming form someone who would only drop FW if it was available when I am online.


theres always just not having 10 factions

Posted Image

when there are 10 factions, you need 120 people just to have 12 attackers on every attack lane. That means you need 240 players if you include defenders to fill all the queues with just 1 game. Not including scout missions.

For example, if there were hard alliances like in the image, you would only need 120 players and then every addition player just makes the queues healthier

#5 slide

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Posted 27 April 2016 - 09:36 PM

LiaoMarik get shafted by having no attack lane to the clans in that scenario.

This suggestion made months ago - here - is a better solution, restricts the factions to 4 but still allows for Clan v Clan and IS v IS matches. It is even lore friendly.

Factions:
Crusaders
Wardens
Federated Commonwealth (+FRR)
Keyptyn Accord members (Marik, Liao, Kuria)

Edited by slide, 27 April 2016 - 09:36 PM.


#6 Lyoto Machida

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Posted 27 April 2016 - 09:42 PM

View Postslide, on 27 April 2016 - 09:36 PM, said:

LiaoMarik get shafted by having no attack lane to the clans in that scenario.

This suggestion made months ago - here - is a better solution, restricts the factions to 4 but still allows for Clan v Clan and IS v IS matches. It is even lore friendly.

Factions:
Crusaders
Wardens
Federated Commonwealth (+FRR)
Keyptyn Accord members (Marik, Liao, Kuria)


I made a similar suggestion last year but even more aggressive...combine all IS factions into one and Clans into one. Since PGI doesn't really care for lore, this would allow for better queue times.

http://mwomercs.com/...56#entry4839856

I like your idea and while it IS lore friendlier than mine, I think a more robust CW population would be better for the health of the mode until the population increases to the point where they could refine it to your idea.

Really though...they should have just started at the 4th Succession Wars, slowly added tech as they balanced things with tier 1 tech at first and added the Clans later but that cat's already out of the bag...

#7 Kin3ticX

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Posted 27 April 2016 - 09:43 PM

View Postslide, on 27 April 2016 - 09:36 PM, said:

LiaoMarik get shafted by having no attack lane to the clans in that scenario.

This suggestion made months ago - here - is a better solution, restricts the factions to 4 but still allows for Clan v Clan and IS v IS matches. It is even lore friendly.

Factions:
Crusaders
Wardens
Federated Commonwealth (+FRR)
Keyptyn Accord members (Marik, Liao, Kuria)


no, it would be similar to how it is now

they CAN have a defense pact allowing marik to defend for steiner so long as they are allies as well

Edited by Kin3ticX, 27 April 2016 - 09:44 PM.


#8 Carl Vickers

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Posted 27 April 2016 - 10:04 PM

View PostKin3ticX, on 27 April 2016 - 09:15 PM, said:


theres always just not having 10 factions

Posted Image

when there are 10 factions, you need 120 people just to have 12 attackers on every attack lane. That means you need 240 players if you include defenders to fill all the queues with just 1 game. Not including scout missions.

For example, if there were hard alliances like in the image, you would only need 120 players and then every addition player just makes the queues healthier


Agreed, issue is role playing, thats why there is loyalists.

Hmmm, interesting names can be had for each faction you have outlined Kin3ticx. Jade Wolf is pretty simple, peeps wont have an issue with that from the books ;p Ghost Jags or Smoked Bears? Fedcom we know, Kurita is just moving back before the Comstar brokered split. LMarik or MLaio, im sure there are better ones.

Edited by Carl Vickers, 27 April 2016 - 10:08 PM.


#9 Appogee

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Posted 27 April 2016 - 10:16 PM

If only we had more types of new Mechs that we could buy in packs. That would save the game for sure.

#10 Kin3ticX

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Posted 27 April 2016 - 10:19 PM

View PostCarl Vickers, on 27 April 2016 - 10:04 PM, said:


Agreed, issue is role playing, thats why there is loyalists.

Hmmm, interesting names can be had for each faction you have outlined Kin3ticx. Jade Wolf is pretty simple, peeps wont have an issue with that from the books ;p Ghost Jags or Smoked Bears? Fedcom we know, Kurita is just moving back before the Comstar brokered split. LMarik or MLaio, im sure there are better ones.

as far as everyone keeping their favorite faction goes, its seems possible to just make it so you can still pick your favorite, but its just combined with another faction and they both behave/function as 1.

This thing also doesnt have to be 100% lore accurate. We also dont HAVE to replay the clan invasion on every restart.

#11 vocifer

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Posted 27 April 2016 - 10:20 PM

That is what you get when you spread the population evenly. 10% is not enough to break the treshold for attack line.
It was bad in CW P2 when ~20% of players stacked in SJ, but it was the best option to have solid attack lines.

So now we either make those 20% possible or we have 12v12 gameplay only on weekends and events.

#12 Rushin Roulette

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Posted 27 April 2016 - 10:21 PM

View PostAppogee, on 27 April 2016 - 10:16 PM, said:

If only we had more types of new Mechs that we could buy in packs. That would save the game for sure.

Ahh, that would be haven... maybe intelligent new "features" such as a one shot instakill autoaim Cannon every 2,5 minutes... that would surely revive FW.

#13 slide

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Posted 27 April 2016 - 10:22 PM

View PostLyoto Machida, on 27 April 2016 - 09:42 PM, said:


Really though...they should have just started at the 4th Succession Wars, slowly added tech as they balanced things with tier 1 tech at first and added the Clans later but that cat's already out of the bag...



I have to agree wholeheartedly on that, bringing in the clans at the time they did was the worst thing they could have done. They needed to work on balance and getting CW functional for at least another year, then they needed to bring in the clans. But as you know they had a chance to to sell gold clan mechs and any sort of reason went out the window for the next 2 years.

#14 Joey Tankblaster

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Posted 27 April 2016 - 10:42 PM

Hmm. Logged in for faction play yesterday.

Steiner vs Clan Jade Falcon: Long tom 91% for clanners.
Steiner vs Clan Wolf: Long Tom 95% for clanners.

Quit faction play and went for quick play.

#15 102_devill

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Posted 27 April 2016 - 10:53 PM

They could make a continuous time passage in FW. Say you start the FW in the year 2700 and this initial phase lasts for 3 weeks. You have to use only equipment available in this age.


Then you go to phase 2 and the map changes to the lore situation at the moment of the Helm memory core discovery. You get to use ERL LBX, ERPPC, PLs, etc. And we play for 3 weeks like that.

Then you reset the map again and go to the clan invasion phase. Play for 3 weeks like that.

Then you re-start.

For each phase they could adapt the number of factions so to reduce the divide.

Phase 1: great houses, no FRR, no clans. (5 factions)
Phase 2: Federated Commonwealth, FRR, Keyptyn Accord members (3 factions)
Phase 3: IS vs clans (2 factions)

Also I think you should get faction loyalty bonuses if you play any FW match but only using faction-preferred mech(s). Some mechs should be universal (no bonus for anyone) while others can give bonuses to various factions.

This is all easy to implement since it doesn't need any major changes in the game engine or the tactical game. Its just different "book keeping" in the FW framework.

#16 xX PUG Xx

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Posted 27 April 2016 - 10:54 PM

I'm so jaded by the whole train wreck that CW/FP has become along with the massive (and numerous) opportunity that has been missed to build an immersive, entertaining meta game that would give a glimpse of the rich and detailed universe that Mechwarrior is based in.

In fact i'm so scunnered (google it) that I can't even motivate myself to make some suggestions, let alone actually play the game. Considering the literal encyclopedia of great ideas that have been posted on these forums over the last 4 years and apparently ignored, I can't find it in me to put any brain power into trying to solve the problems.

For the sake of those determined enough to stick it out, I hope things turn around and improve but personally i've had enough.

GGClothes PGI.

#17 iLLcapitan

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Posted 27 April 2016 - 10:54 PM

I absolute would favor a pooling of the factions, good proposals above - concentrate the action.

People please stop complaining about the longtom in every threat, there are enough dedicated threats.
#stopbitchery2016

#18 DarklightCA

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Posted 27 April 2016 - 10:54 PM

I like the idea of merging factions into alliances that combines the populations of those factions and allowing players to still represent one of the 10 factions, otherwise PGI would have to refund a lot of the faction swag. I did not think it was necessary before but these ghost drops are getting insane.

I've been in Kurita which was nothing but ghost drops upon ghost drops and now in CJF which is the same. Even scouting takes 10 minutes to find a game... for a 4v4. 8vs8 honestly wouldn't be bad either, faster drops is a lot more preferable to bigger matches.

#19 Appogee

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Posted 27 April 2016 - 11:11 PM

View PostRushin Roulette, on 27 April 2016 - 10:21 PM, said:

Ahh, that would be haven... maybe intelligent new "features" such as a one shot instakill autoaim Cannon every 2,5 minutes... that would surely revive FW.


I'm sure the new pilot model alone attracted thousands of new players to Faction Play.

I can only imagine how many new players will arrive when they have access to decals!

#20 slide

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Posted 27 April 2016 - 11:25 PM

View PostAppogee, on 27 April 2016 - 11:11 PM, said:


I can only imagine how many new players will arrive when they have access to decals!



Thousands I am sure!

In defense of Decals though, the ability to put my unit shield on the side of my mech is probably about the last thing they could do to get me to spend any more money on this game.

Back to topic. Map voting was supposed to concentrate players into fewer queues, this doesn't seem to be working because it has actually taken away the option to attack a faction that might actually be active at a given time.

Alliances would allow a given faction to choose one of their ally's attack lanes also. FRR could attack JF through Steiner even though they may have voted Wolf, for example.

Either that or put the attack queues back the way were. That way you might be able to entice another faction out to play if your chosen one is dead.

Edited by slide, 27 April 2016 - 11:27 PM.






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