Wintersdark, on 05 July 2016 - 04:24 AM, said:
We don't have respawn in FW. Allow me to explain.
If you read WHY I don't like respawn in my posts above, it boils down to moving the cost of death, the burden of death, from the player dying to the team. You consume team resources in respawning; you cause the teams offensive to slow. But theres no real cost to the player, the cost is to the team.
In FW, you have 4 mechs instead of 1. But it's still just YOUR mechs. You dying costs YOU. It costs your team, too, but it costs you directly.
It's the allocation of responsibility that matters, much more than the fluff. And it does so both ways -
I'd hate FW if we just had 36 respawns per team, because then if I where playing carefully but billybob next to me didn't GAF, he could Rambo and just burn team (and thus my portion thereof) respawns.
From a game design standpoint, that's a good thing -if FW worked that way, it may even work better, as you'd avoid situations where you could have players permadead early - teams would basically remain at 100% until the last.
However, I just outright despise playing PvP games of any sort that way. I need that fear of death to get past the "This is stupid and gamey feeling" that I always get with respawn PvP games.
See:
Id also hate FW(well i already do) if spawn were a shared limited 36 respawn pool. The reasons respawn pool works in other games like Battlefield is because the number of "tickets" is so large that it is inconsequential when someone die and use one, you have to cap, it's the only way. I dont think ive ever played a game of battlefield where ive ever thought "damn we died too much" because of tickets. Technically they could remove the ticket for respawning. The side effect is you are more free to try things, play as a team with defenders and attackers and snipers etc. YES i said that, having respawn freeing you from permanent death actually put emphasis on winning the match with objectives, have a reason to fight. It opens more tactical options.
The single drop we have not does not in anyways remove ramboing, people disco after their death(why do you think?) and are in another match 2 minutes later. I spectate every match.
You assume if there was "respawn" it would be the standard instant fps respawn. Maybe because we have the standard TDM or because this is your first multiplayer fps or maybe someone wanted it that way in this thread?. It dont have to be, it can be worked. The respawn we get in CW isnt more engaging or fun or less rambo-enabling than to have factories on huge maps being able to pump out mech every 10 minutes. Lets say when captured, theres a cooldown to get it started to either repair/rearm or get battlemech ready for battle or it has the com to call a dropship. (disregard all numbers for now). Timer/cooldown and set of rule to be met to get mech in battleorder would effectively kill the "ramboing" because ramboes dont like to wait. Maybe you pay a fee for any of these things and you can only use the cbills you earn in THAT match, play better get more options, maybe even be the 1 Commander than calls Sat Scan or arty.
It creates en environment that can be worked with to get new people into the match and i mean people joining the current match. Forget your dropdeck, you now have a huge map for each planet, you have a long timer if any, maybe no timers, push them back, remove all their ressources and kil lthem all. You queue the spawn point on a planet and join the war rather than a small skirmish on a small map like CW. Forget any stats on this game mode, because in wars Statistics are those who dont come back so fk that.
im sure we can find problem with this system and we sure as hell can find solutions other than "nope i dont wana ><!". A timer pretty much takes care of alot of problem, a big map takes care of another part, sets of "rules" to be met to allow for the readying of battlemech or capturing of a base, satellite, comstar, cut resources from the OpFor. ultimately capture of a planet. This game could be deep and rewarding rather than just shallow quickplay/CW. 1 Life is great for quick small match with lots of restrictions like small number of mech, small map and low waiting time for instant action. I love it like that. It's however nothing more than an arena, a sport match, its not a battle and certainly not war with any consequences. You die and 2 minutes later you are in another map fighting another rigid 12 man.
I wouldnt remove the basic TDM 1life we have now but i certainly would have other game modes with depth and consequences that is engaging and requires teamplay.
Kubernetes, on 04 July 2016 - 11:19 PM, said:
I fear premature death way more in an FW match than in QP. If you die in QP, no biggie, spectate or go to the next match. If you die too quickly in FW, it can have consequences that cascade further down the line.
I agree. It applies to unlimited life game mode too when there's objective that matters. You die and have to regroup and get back to the front while you "let" the OpFor take hold of precious land can be desastrous, losing ressources, factories, base is far worse than losing your only life. You are not special, we all work for a common goal, your life should not take precedence over an objective in your mind. You should be afraid to find yourself in a losing battle and lose the match not your life.
Fade Akira, on 05 July 2016 - 04:29 AM, said:
Dont get me wrong i used to love battlefield, and had more fun on BFBC2
It was the last fun
and well crafted Battlefield game. At the time i didnt even consider it a BF game but i got as much if not more hours in it than bf3 and 4 combined.
wanderer, on 04 July 2016 - 07:50 PM, said:
Please, tell me the people I'm seeing with AC/2 King Crabs, TAG and MG Locusts, and other quality builds running around in my T2-tier games I keep seeing are experienced, legit top players.
Your post has inspired me to create an Executioner with
12 11different weapon system unchained. Gota push to finish scouting first and then, this could be my reason to log and quickplay.
Kael Posavatz, on 05 July 2016 - 08:25 AM, said:
On the other hand, I'm starting to see a lot of...strange things creeping into QP.
I can't speak for anyone else but me here but doing strange and stupid things in quickplay is the only fun things left to do in MWO. Sometimes it
works and sometimes it doesnt. It's more like an excuse to log into the game, like those events im doing. No i dont need that mechbay or the trinkets but i feel like it's a good excuse to play, "maybe that game mode is better now so ill try it again"... I dont really enjoy the game anymore but i want to play it none the less for some reasons i cant explain and i have to find excuses. I don't think it's a good relationship, which explains why i have to take so many breaks now.
Edited by DAYLEET, 05 July 2016 - 08:45 AM.