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Faction Play Poll

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Poll: Faction Play Poll (109 member(s) have cast votes)

What is the main problem in FP?

  1. long waiting times (38 votes [12.34%])

    Percentage of vote: 12.34%

  2. low population (54 votes [17.53%])

    Percentage of vote: 17.53%

  3. too many factions (20 votes [6.49%])

    Percentage of vote: 6.49%

  4. unbalanced distribution of players (37 votes [12.01%])

    Percentage of vote: 12.01%

  5. some units are too big (24 votes [7.79%])

    Percentage of vote: 7.79%

  6. Clan vs. IS unbalanced (14 votes [4.55%])

    Percentage of vote: 4.55%

  7. choke point map design (45 votes [14.61%])

    Percentage of vote: 14.61%

  8. long tom too powerful (31 votes [10.06%])

    Percentage of vote: 10.06%

  9. not gated towards beginners (14 votes [4.55%])

    Percentage of vote: 4.55%

  10. large mercenary groups control the map (31 votes [10.06%])

    Percentage of vote: 10.06%

In order to achieve a balanced distribution of players PGI should...

  1. limit unit size with a cap (33 votes [16.67%])

    Percentage of vote: 16.67%

  2. limit available Mercenary Contracts to a certain number (30 votes [15.15%])

    Percentage of vote: 15.15%

  3. make contract bonuses/penalties higher (21 votes [10.61%])

    Percentage of vote: 10.61%

  4. add more bonuses and rewards for Loyalists (underpopulated get more) (59 votes [29.80%])

    Percentage of vote: 29.80%

  5. remove recruitment costs for small units (30 votes [15.15%])

    Percentage of vote: 15.15%

  6. reduce payout proportional to the number of members in your unit making smaller groups more lucrative (22 votes [11.11%])

    Percentage of vote: 11.11%

  7. none of the above, it is perfect the way it is (3 votes [1.52%])

    Percentage of vote: 1.52%

In order to reduce waiting times PGI should...

  1. allow Invasion Matches to start 4vs4 and have every next lance drop as reinforcements (25 votes [13.44%])

    Percentage of vote: 13.44%

  2. remove Quick Play (5 votes [2.69%])

    Percentage of vote: 2.69%

  3. combine Quick Play and Faction Play (24 votes [12.90%])

    Percentage of vote: 12.90%

  4. make Faction Play payout higher with every minute that passes while you wait, uncontested drops have a base amount. (38 votes [20.43%])

    Percentage of vote: 20.43%

  5. have allied forces attack and defend together (51 votes [27.42%])

    Percentage of vote: 27.42%

  6. reduce the number of factions (29 votes [15.59%])

    Percentage of vote: 15.59%

  7. only have Tukkayid and Solaris Mode (6 votes [3.23%])

    Percentage of vote: 3.23%

  8. none of the above, it is perfect the way it is (8 votes [4.30%])

    Percentage of vote: 4.30%

In order to improve Scouting Mode ...

  1. Drop Deck Tonnage should be lowered from 55 to 45tons (39 votes [18.48%])

    Percentage of vote: 18.48%

  2. Gathering Intel needs to be more important (54 votes [25.59%])

    Percentage of vote: 25.59%

  3. Scouting should not be "4vs4 Skirmish, with alternative win condition" (36 votes [17.06%])

    Percentage of vote: 17.06%

  4. the dropship needs to come in faster (3 votes [1.42%])

    Percentage of vote: 1.42%

  5. the HUD needs a Intel Location Scanner with a set radius (12 votes [5.69%])

    Percentage of vote: 5.69%

  6. all quick play maps should be made available to scouting (31 votes [14.69%])

    Percentage of vote: 14.69%

  7. Trial Mechs should be banned from scouting (24 votes [11.37%])

    Percentage of vote: 11.37%

  8. none of the above, it is perfect the way it is (12 votes [5.69%])

    Percentage of vote: 5.69%

In order to improve Invasion Mode...

  1. long Tom needs to be toned down even further (46 votes [11.41%])

    Percentage of vote: 11.41%

  2. long Tom Strikes are too frequent (49 votes [12.16%])

    Percentage of vote: 12.16%

  3. Maps should be bigger and offer more variety (51 votes [12.66%])

    Percentage of vote: 12.66%

  4. choke point map design is too predictable (61 votes [15.14%])

    Percentage of vote: 15.14%

  5. the amount of mechs and the match timer should be cut in half (2 votes [0.50%])

    Percentage of vote: 0.50%

  6. Drop Zones need to be protected stronger on both sides (20 votes [4.96%])

    Percentage of vote: 4.96%

  7. you should be able to see the enemy queue numbers (28 votes [6.95%])

    Percentage of vote: 6.95%

  8. Destroying the Mobile Field Base on Counter Attack needs to be more important (38 votes [9.43%])

    Percentage of vote: 9.43%

  9. Planetary Rewards need to be distributed among all Units that helped capture the planet, not just the unit that has most players (49 votes [12.16%])

    Percentage of vote: 12.16%

  10. Trial Mechs should be banned from Invasion Mode (29 votes [7.20%])

    Percentage of vote: 7.20%

  11. none of the above, it is perfect the way it is (1 votes [0.25%])

    Percentage of vote: 0.25%

  12. One World per Front, One Queue per Front (29 votes [7.20%])

    Percentage of vote: 7.20%

Should Faction Play be gated?

  1. Yes, Players should be gated by their Tier Level. (16 votes [11.11%])

    Percentage of vote: 11.11%

  2. yes, Faction Play should unlock after a certain amount of Matches (45 votes [31.25%])

    Percentage of vote: 31.25%

  3. Yes, Players should only be able to drop in FP with mastered Mechs (10 votes [6.94%])

    Percentage of vote: 6.94%

  4. Yes, other reasons (6 votes [4.17%])

    Percentage of vote: 4.17%

  5. No, Players with a low Tier and all Trial Mechs can do good as well (14 votes [9.72%])

    Percentage of vote: 9.72%

  6. No, we need as many Players as possible to play FP (46 votes [31.94%])

    Percentage of vote: 31.94%

  7. No, other reasons (7 votes [4.86%])

    Percentage of vote: 4.86%

while waiting in the Queue Players should be able to...

  1. tinker all mechs that are not locked in the current dropdeck (95 votes [62.91%])

    Percentage of vote: 62.91%

  2. test mechs in Testing grounds pulling them to the drop screen when the match starts (19 votes [12.58%])

    Percentage of vote: 12.58%

  3. play some sort of mini game while waiting (24 votes [15.89%])

    Percentage of vote: 15.89%

  4. waiting is not an issue (13 votes [8.61%])

    Percentage of vote: 8.61%

In order to improve Unit management PGI should...

  1. add a last login Display available to those that have the "rank management" permission (69 votes [42.07%])

    Percentage of vote: 42.07%

  2. add subdivisions, to help large units organise players (39 votes [23.78%])

    Percentage of vote: 23.78%

  3. add a payment Plan function for the Unit Coffer. Automated booking off your C-Bill account with a set percentage per match (43 votes [26.22%])

    Percentage of vote: 26.22%

  4. Unit management is great it needs no improvements (13 votes [7.93%])

    Percentage of vote: 7.93%

Was this Questionaire helpful?

  1. Yes, PGI should use something like this to asses needs of the community (102 votes [93.58%])

    Percentage of vote: 93.58%

  2. No (7 votes [6.42%])

    Percentage of vote: 6.42%

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#41 BashT

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Posted 29 June 2016 - 05:51 AM

View PostMech Amphetamine, on 27 June 2016 - 08:19 AM, said:


That means he knows other Players in Person who share his opinion on this topic.

As for your point about smaller Units; yes quality weighs more than quantity if getting a win is your Goal. BUT, if a smaller yet better unit attacks a planet with a 12-man Premade, and a Bigger Unit hops in with 4x12 Premades (yes i know, rarely happens). The bigger Unit will get the Tag, even if the smaller Unit wins every game.

There for I am for Splitting the Giant Units so everyone has the Chance to place their Tag once in a while.


And u think having a meaningless tag besides a meaningless plante will solve all fp issues?
splitting big units will resolve even more in playerbase decay. The highly fp active will Form a unit. The not so active will stop playing because no one to drop or either form a unit that joins the samr faction to still drop together.
as a doc would you cure pestilence with cholera?
Ppl should open their mind that splitting units in smaller bits does not resolve anything.


#42 Mech Amphetamine

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Posted 29 June 2016 - 09:03 AM

View PostBashT, on 29 June 2016 - 05:51 AM, said:

And u think having a meaningless tag besides a meaningless plante will solve all fp issues?
splitting big units will resolve even more in playerbase decay. The highly fp active will Form a unit. The not so active will stop playing because no one to drop or either form a unit that joins the samr faction to still drop together.
as a doc would you cure pestilence with cholera?
Ppl should open their mind that splitting units in smaller bits does not resolve anything.


Well no, this will not solve all FP issues, you´re right.
But it could solve this one Problem. At least ist a Problem that bothers me. As M A N T I S wrote, the gamemode Needs a Goal, or a number of Goals.
Getting your unit´s TAG on a Planet is one of those!

Of Course you´re right that Players will group up and Play together even if their TAG isnt TCAF or MS etc. And they should!
I dont want to have big Units split for them not to Play together, but for the smaller Units sake, so they have the opportunity to achive that "Goal".

And ist funny that you mention it. I am a Doc, and yes there were historical cases where Neurosyphilis was treated and healed by vaccination with Malaria-Infested Blood Posted Image

#43 Danjo San

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Posted 29 June 2016 - 01:05 PM

View PostBashT, on 29 June 2016 - 05:51 AM, said:

And u think having a meaningless tag besides a meaningless plante will solve all fp issues?
splitting big units will resolve even more in playerbase decay. The highly fp active will Form a unit. The not so active will stop playing because no one to drop or either form a unit that joins the samr faction to still drop together.
as a doc would you cure pestilence with cholera?
Ppl should open their mind that splitting units in smaller bits does not resolve anything.

yeah, aside that the not so active already have resigned. Small Units have no Goal in the End-Game Content.
Why do you think NFL-Teams are limited in numbers? As other Team-Games are... To assure your team has the best players and not just all the players... if a rich team could buy all the star players, how would any other team stand a chance at all?
NFL is limited to 52 Players, with 11 on the field at the same time ... Do you think NFL would be half as interesting if there were teams that hogged 300 players? meh...
Units should have a cap

#44 justcallme A S H

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Posted 29 June 2016 - 03:31 PM

Danjo go and look at the top 20 Merc units as at today. I did last night, it told a story, one I already knew.
The top 20 is a 50/50 split between big units (60+) and small units (60-). If large units were actually the real problem, the top 20 would be more likely a 80/20 split, wouldn't you agree?

If a 25 member unit can have just as many planetary wins as a 150 person unit, that clearly refutes your argument that large units are a problem. This game rewards active players, like basically every game.
The only reason you have an issue with it is because one time at band camp, you tried to tag a planet and failed. Now you're upset.

Your sole issue here is you do not understand the underlying cause, despite many peoples attempts to do so.

Big units are not an issue, they weren't a problem in phase 2, so why are they "suddenly" a problem now? Why are big units perceived to be an issue, is only because of how FP3 was designed.

1st issue - single attack lanes which causes large units to "appear" to flood a planet because they literally have nowhere else to go. This is a result of FP3 implementation and nothing else.

2nd issue - the MC for a planet TAG.
If this was altered (for eg) to 1MC for every successful match victory, per player, capped at 5MC per cycle (60 games, free mechbay) and for the Unit that TAGs it they get maybe 20MC a cycle as an extra reward capped at say 40MC (stops mass rushing planets).

There is more to it, but that about rounds it up.
This is the last time I'll try and help you understand the underlying/root causes of the end result you're complaining about constantly and the essentially knee-jerk reaction of destroying big units to "fix all", which it will not.

Big units play an important role in keeping MWO going, this needs to be preserved and a balance found.

Edited by R31Nismoid, 29 June 2016 - 03:34 PM.


#45 El Bandito

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Posted 29 June 2016 - 06:00 PM

Too many factions ATM. PGI should let people choose a faction badge, but keep the fight between IS and Clans only--only two opposing factions. Later on they can divide it a bit into Warden and Crusader Clans etc...

#46 Danjo San

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Posted 30 June 2016 - 03:04 AM

View PostR31Nismoid, on 29 June 2016 - 03:31 PM, said:

Danjo go and look at the top 20 Merc units as at today. I did last night, it told a story, one I already knew.
The top 20 is a 50/50 split between big units (60+) and small units (60-). If large units were actually the real problem, the top 20 would be more likely a 80/20 split, wouldn't you agree?

If a 25 member unit can have just as many planetary wins as a 150 person unit, that clearly refutes your argument that large units are a problem. This game rewards active players, like basically every game.
The only reason you have an issue with it is because one time at band camp, you tried to tag a planet and failed. Now you're upset.

Your sole issue here is you do not understand the underlying cause, despite many peoples attempts to do so.

Big units are not an issue, they weren't a problem in phase 2, so why are they "suddenly" a problem now? Why are big units perceived to be an issue, is only because of how FP3 was designed.

1st issue - single attack lanes which causes large units to "appear" to flood a planet because they literally have nowhere else to go. This is a result of FP3 implementation and nothing else.

2nd issue - the MC for a planet TAG.
If this was altered (for eg) to 1MC for every successful match victory, per player, capped at 5MC per cycle (60 games, free mechbay) and for the Unit that TAGs it they get maybe 20MC a cycle as an extra reward capped at say 40MC (stops mass rushing planets).

There is more to it, but that about rounds it up.
This is the last time I'll try and help you understand the underlying/root causes of the end result you're complaining about constantly and the essentially knee-jerk reaction of destroying big units to "fix all", which it will not.

Big units play an important role in keeping MWO going, this needs to be preserved and a balance found.

On the contrary, large units ghostdropping were a problem in Phase 1, the result was PGI made it harder tho ghostdrop.
then in phase 2 large Merc Units roaming around freely screwing up NAP's and such were a problem, so PGI moves down to one attack Lane and gives Loyalists the sole voting right on the attack lanes.
Now in Phase 3 all the large Groups started to cluster in Falcon and Steiner. creating no form of balance... In all three Phases so far you can boil down to large clusters creating imbalance.

Yeah tried to tag a planet once... that one time at band camp. We have tagged a planet once. TCAF was busy attacking Davions and we managed to hold off 2-3 Dropships that tried to attack us. And we got a Tag, that was in Phase 2, when two attack lanes meant you could do that, now you can have that if the opposing team decides to attack you as well.
Your Top 20 argument regarding Planets therefore is hard to be accurate. One succesfull match can be enough. even a Solo Player can tag a Planet, by defending it once and just dropping with random freelancers. just because the system allows it it does not mean it works out for everyone.
Just because there are active and effective 20-30 sized Units does not mean that others are being held back by the fact that sheer numbers at anytime can void all your efforts by overrunning you at any given time.
We set up skrims, kickstarted matches, last night we organized with another davion team for matches... 0/0 all evening until our set time, couple matches in guess who wakes up and claims the tag again?
It's not "that one time at bandcamp" its a daily routine. And trust me when I say I know a bunch of players that quit for that exact reason, and they would have most likely stayed if a "fair" competition for the grand prize was given and not just "you buy more tickets, your win is guaranteed"

#47 rox5tar

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Posted 07 July 2016 - 02:17 PM

Nice questionnaire. I believe it responded to a lot of issues, minor and large.

#48 multisoul

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Posted 21 July 2016 - 07:00 AM

make contract bonuses/penalties
LOWER lower!
even no penalties like before. its a game! I want to fool around with it, alhtough you can do a tour around faction only at faction rank 20, then you loose only the title
i hope it takes in account i dont agree with most of choices and even no choice i would choose
http://mwomercs.com/...__fromsearch__1
http://mwomercs.com/...__fromsearch__1

i too complain about team mates that do not help in cw, but hey, its part of war.
even if you are completely new (AFTER FINISHING TRAININ GROUNDS) come to try CW and then try it later when you have better mechs again, but please be a team player
stay together focus fire (shoot the most damaged enemy or the one at which others shoot), its enough
call targets, its the next level
you are welcome in trials, but please you have 4 mech bays at start, choose a mech based on your trials experience and buy 3 variants and always use as many as possible of them in cw, also use all c-bills to improve them and try new load-out, strip a mech before selling it

its normal that in a war completely untrained and unprofessional civilians are forced to jump in war machines and start shooting, also the reactions are normal: panic, suicide, stroke, e.t.c.
hence if someone behaves like that you can report him to the command, they will send him to the labor camps immediately, after all someone has to produce the resources for building these fine war machines.
so when in the midst of battle you see some mech not moving do not be alarmed, some recruits who have bypassed or cheated at the medical tests will perish due to, but not only: stroke, heart attack, shock, numbness
if you see someone rushing in the fight without any result dying in a manner of seconds - it is the big old PANIC, stay out of their path to avoid team damage
if they move or act against orders and common sense, beware, stay out of their way: its overconfidence and lesser forms of panic, let them die in a pointless attack to avoid team damage

the quality of mechs matters, but team work much much more





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