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Upcoming Faction Play Round Table


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#241 Ogvai Ogvai Helmschrott

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Posted 24 July 2016 - 08:33 AM

Where is your Advertisement Team? do you even have a Pr company to help promote this game? Why have you not reached out to big named streamers/youtubes to make content on their channels, or even smaller community's,

im not saying Do what WoT is doing, BUT DO WHAT WoT ARE DOING, get some big promotions going on youtube, Twitch, anywhere, pay for a damned TV add, do something, Dont just expect people to find the game, even if its a random add on a youtube channel, Yes it costs money to do, and its kinda obvious you only care about that, but to make money, it costs money.

#242 Navid A1

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Posted 24 July 2016 - 08:41 AM

Please discuss things such as maps with multi-directional approach paths.
Please do not discuss different versions of the same choke point and brawl bowl corridor maps.

Current FW map design is bad... Stop wasting resources on those... Do new maps with multiple approach vectors and dynamic LZs.

Design a more dynamic faction experience.... As an example... A liao pilot in a vindicator or raven should earn double cbills and xp. (I know paul is not happy with players earning cbills.. but that is the way to go... Sorry Paul)


Also unit leaders... Please discuss real things... Do not focus on just making Russ happy.

Edited by Navid A1, 25 July 2016 - 03:34 AM.


#243 DivBy0

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Posted 24 July 2016 - 09:08 AM

Hello Bombadil,

I am glad that PGI will discuss with the community, but are you aware, that 1 AM UTC means 3 AM in Germany, France, Italy, Denmark usw.? As the town halls at a complete terrible time. PGI will do this after work, right? But this is work!

2PM local time for PGI would mean 11PM in Middle Europe. This would be much! better.

Greetings
von Haudegen

#244 Frost Lord

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Posted 24 July 2016 - 09:13 AM

View PostMovinTarget, on 24 July 2016 - 02:46 AM, said:


This begs the question:

Is FP just another game mode or is this *THE END GAME MODE"

If its "just another mode" then the post above makes sense (though I can hear someone at pgi not being happy about missed sales).

If it is to be an EndGame Mode then we should not be worrying about new players other than how to get them stoked to join the FP fray once they've met some minimum criteria.

Maybe if queue times were shorter I wouldn't feel this way, but waiting 15 minutes to play a 30 minute game that ends up being 15 minutes because 2-3 players on your team are not ready to play FP is frustrating. There are people that really want FP games to matter, to mean something, left to watch some pilot run into the enemy firing line 4 times in 8 minutes.

If FP is the EndGame, there needs to be an "attunement" phase like in WoW or any other game. Whether this is merely hitting certain benchmarks before getting into the FP bucket or a new mode that eases players into FP I don't know.

this.

id like to add as a founder I was always given the impression that faction play was going to be not only the end game but the focus of the game and a single player mode would be more of a prelude during the bata period. yet it feels like we are still waiting for something that defines MWO. if someone asked me what is MWO about? I want to say its immersive it makes you feel like you are taking part in a piece of Mech warrior lore, that we are able to change that law and feel like we are contributing to something, not its a mech warrior game with typical shooter game modes .
it really feels like PGI cater to the Quick play group even when they have announced they would be focusing on faction play. some things have been good as of late like re-scale, decals, but what has been done specifically for faction play? scouting which feels jarring along side the stranded base assault mode that really needs to be more divers but even that would be redundant once the long tom is up in its current form. then there's the fact that events tend to focus around quick play, then when faction play is put in the mix it is still better to play quick play from a reward point of view.

#245 HadleyHope

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Posted 24 July 2016 - 09:19 AM

  • Long Tom, only once or at the most twice in a match, if possible called by the drop commander.
  • More lore, planet descriptions, maybe loyalists have to employ merc units, what happened to having to use unit coffers for things like drop/jump ships.
  • More (and open maps), not all planets have all maps.
  • More game modes like escort a convey or VIP, a sort of domination, maybe a drop ship has crashed at a location both teams have to rush to it and defend or attach until the ship can repair itself.
  • More rewards to ALL units that participate for example a factory planet win giving all players that participated a percentage c-bill or mc discount on a certain mech or weapon.
  • One frigging attack cycle, you could have the cycle stagger across planets, but it is silly that for example EU players may only have a couple of hours at the most before a cycle changes.
  • More persistence in FW (not sure how).

I love MWO, but the whole game feels like it is going backwards, 3+ years and still weapon balance and mech buffs/nerfs every patch, poor quality control, look at the silly obvious bugs that needed a hot fix after the last patch. I really think everyone's patience is wearing thin, and those that are still hear are only waiting till next year to jump ship.

#246 HadleyHope

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Posted 24 July 2016 - 09:31 AM

I have to agree with some other posts, CW is not the place for trial mechs, perhaps you should be restricted to mastered mechs only, which will also give another reason to master a mech other than the extra module slot.

Perhaps a totally impractical suggestion to stop so much seal clubbing, if a team or perhaps and individual player is being really badly beaten (say only 500 damage on first two mechs) introduce infantry or tanks to help the side that is being clubbed. It will add more firepower against the stomping team, which they can eliminate.

Again small words but lore, immersion and meaning to CW/FW or whatever you are going to call it next!

#247 quantaca

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Posted 24 July 2016 - 09:32 AM

BUCKETS
to reduce the buckets there are several things you can do.

1. you introduce (votable) alliances between houses. number of alliances allowed could be limited to 2 or based on ACTIVE population

2. you just keep it (houses and clans) as it is, but instead of seperate atk/def que's for x-amount planets, everybody gets thrown in a giant que only seperated depending on wether they wanted to defend or attack and chose IS VS IS, IS vs Clan or Clan vs Clan, so yes in this case you can get some strange things like a kuritan unit attacking a davion planet defended by a steiner unit, while that steiner unit is defending its own planet as well, but i'm sure one could give a spin to that so it fits the narrative (although im sure haters will use that same reason to hate) the results of this game counts for both planets involved. (although even just attack/defense is possible but that would lead to even weirder situations with fi clans seemingly defending an IS planet) not only would this cut down wait times but this system would even allow for a simple matchmaker to be used (provided there's enough players left to save CW)

this bings us to a bit of a lore extension, both options above allow for more houses/clans and maybe even lore merc units (wolf's dragoons anyone? ) to be introduced to the game without introducing more buckets,

you could even extend upon the option above and have (big) (merc) units pay to have their name in the actual game as a mayor power instead of just a unit, even at the cost of 50-100K MC i'm sure units would jump to that chance, you do have to add the option to donate MC to a unit's coffers then (i would happily donate a few 1000 MC to MercStar's coffers for us to be represented on the battlefield in our own colour.

LONG TOM
i would agree with everybody that's saying that the long tom mechanic doesnt work, it just drives people away, yes there is that 1 in a million game where the long tom makes for a memorable victory/turn around against a much stronger opponent, but we are here to fight each other not try to survive some random nuke.

now i know it has cost time and money to develop this feature and thus you are reluctant to just throw it away, so lets keep it but change up how its used

1. starting with the easiest thing increase the timer on the long tom, make it drop every 7-9.5 minutes.
2. nerf its dmg/range even further
3. increase the smoke -> impact time with 0.5-1.5 sec so you have a little bit more reaction time (and maybe make the smoke plume a bit bigger so its easier to see)
4. this is a bigger change, use the LT impact animation but instead of 1 big boom dealing massive dmg its 4-10 booms (with the same big animation for all i care ) spread out like a huge arty strike and doing low (1/10th) dmg and obviously with a lower impact range (so you can take the arty coding and "just" change around the value's) it also allows you to put in some great sound effects with those shells coming in and exploding adding a bit of immersion. (but still with a 4-5 minute timer)
5. this is a alternative to number 4. having multiple big boom animations can wreck havoc on lower spec machines so make the LT a big boom with cluster ammo, so you have the LT big impact doing x amount of dmg in a drasticly reduced radius (something like 1/5th) and around that you have 3-7 regular arty strikes going off. (but still with a 4-5 minute timer).

BASES
everything i've read about the new assault mode had me thinking why isnt this being made for CW ?
it may require some rebuilding of the maps but frankly they could use a bit of a overhaul anyway.

add those:
-ECM towers 1 to 3 destroyable and 1 conquerable (put a LRM turret on them, annoying great reach but not deadly)
-UAV towers 1 to 3 destroyable and 1 conquerable (taking over starts a 1-2 minute timer for an incoming big airstrike, like 5-7 planes in a V formation doing a devastating bombing run, bonus points for giving the planes hitboxes and HP so they can be taken down)
-bunkers at "strategic positions" harder to take out than reg turrets but limited in field of view for the big gun (or guns), and give them other weapons than large lasers, bonus points for make them manned by infantry units that shoot with small laser/machine guns when you get close
-destructable wall's and tank traps.
-capturable repair/rearm station.

bonus points for future update, units that "own" the planet can use unit coffers to fysicaly improve defenses, ie build more turrets/towers/bunkers/walls. Maaaaybe even limited alterations to the actual map but that may be going a bit to far

more bonus points?: let people earn points (not transferable between games) during the game (based on achievements like fi kills, KMDD, x assists, 250/500/750... dmg done) and give them the option to use those earned points in game to do things like repair a turret/gen or even a mech (other than their own), call in a (limited) ammo supply drop, call in a big arty/air barrage (like 3-4 reg arty's) possibly even some arena shooter style timed boosters like reduced dmg taken / increased dmgoutput, fast fire, improved cooling, increased speed maybe all with a timed disadvantage afterwards.

REWARDS
-they really need to be reasesed (as in increased), especially for the losing side (atleast give them 50% of the bonus).
-add rewards for dmg to turrets/gens (but not omega because of those fools on counterattack that leave the group 1 or 2 down to kill a useless omega, no need to reward stupidity)
-at the end screen (team overview), show us more info like KMMD/solo kills/components, gen/turret dmg, and dmg taken.
-everyone that participates in taking a planet should be rewarded (to keep it easy lets make it just based on #drops and not actual performance) i think it would be nice to log in after i played 3 CW games and get a message saying i was awarded 600K cbills and 30MC (150K and 10MC per drop dont seem like a lot to me) because planet X was taken/defended.

MAPS
-we do need some more maps for CW seriously just make them with the art assets you have in place now, we dont need more different/alien looking maps, we just need more variety in maps, i dont care if i have to play on helebore 2/3 or 4 just as long as the map itself plays differently. source it out to the community for all i care, i'm sure you'd get some interesting stuff (that needs polish but then again ... so do your own maps).

-not just that but existing maps need a little redesign, i know you like lane-gameplay so i'll stick with that.
1. 3 gates is a minimum (we need those options)
2. you could use some hard(er) to access goat paths through the mountains to add a bit of flavour and a way to scout and/or use light snipers. or maybe even move a whole 12 with great risk but potential surprise element
3. no way to oversee/guard and certainly not ambush all 3 gates from 1 spot, even 2 gates should'nt be doable with repositioning less than 100 meters like you can on grim portico and boreal vault, examples of where its right, hellebore springs and vitric forge, sulphurus rift and emerald taiga are OK because the gates are far enough apart that you cant ambush from 1 spot but gates are guardable from 1 spot.
4. there needs to be more room to manouver inside the gate, 1-2 lanes is not enough if you have to do lanes atleast give us options.
5. give us way's to get round/behind the enemy. to duck under or behind things or take the high route and jump up (just keep it as accessable as possible to discourage hiding), you have to be creative so we can be creative with how we play (again outsourcing to the community may help with this).
6.multiple and selectable drop points to go with the (bigger) maps that give us more options, to cut down on walk time and improve on play time.

GENERAL (GAMEPLAY)
1. votable commander, somebody wants to take group/lance command everybody gets a yes/no popup majority wins (obviously only before game)
2. add the directional arrows to the new mini map mech display, and make group/lance commanders visible here (ie give them some other colour) so you can easily find them when they say something stupid like group up around me Posted Image you could even give them the same colour arrow in the game to make it even easier (and while you're at it add the weight symbols there as well if only for consistancy)
3. make the difference loyalist/merc more pronounced, they should each have their ups and downs and not just in the way they acquire "loyalty" points
4. faction specific bonuses (and drawbacks) could add some flavour
5. play with changing dropdeck tonnage and/or dropdeck limiters, like max 2 heavies, could tie in with faction bonusses (like take an atlass when you're steiner and gain 10 tonnes max tonnage or liao gets 5 mechs to drop with but need 3 mediums and cant take an assault) (and yes i know that last one messes with mixed groups but if you don't try ... )
6. look into faction specific mechs and bonusses, ties in with #4&5 (again like take an atlass when you're steiner and gain 10 tonnes max tonnage)
7. look into more way's to play, 8v8 10v10 14v14 even 16v16 if there's enough players.
8. ties into #7 but requires less buckets to cut down wait time: to stop big units 12-mans from stomping all over, limit the game to 8 man groups (and maybe even put a filter on it so that no more players from that unit can join as a solo) but like i said this one NEEDS faster games because thats the biggest + from dropping 12 man its not the stomping like everyone believes its that it hugely cuts down on wait time , you dont need to wait for your group to fill up you just need to wait for an opponent to show up (and that can take long enough) on the up side, this should also cut down on the wait times for solo players (and yes i'm saying that as a member of mercstar, contrary to popular believe we do want a good game).

i had a lot more but ... i've been typing a while and im getting hungry Posted Image also i cant remember everything i've thought about to improve this game or even CW in particular.

EDIT
those doubting the ability of big units to make good decisions for everyone check out Mercstars roundtable discussions where xavier, sader and fbj talk with representatives from other units both merc and loyalist, talking about their ideas for/about CW first episode (of 11)

EDIT 2.
the whole point system and buying things like strikes/repairs/rearm, would probably require that the usual consumable slots be emptied, so you're not doubling up on things and it also allows for people to buy stuff when in cover/out of the fight and have it available under a known button to use when they need it

Edited by quantaca, 27 July 2016 - 08:18 AM.


#248 VoodooLou Kerensky

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Posted 24 July 2016 - 09:34 AM

FP needs HUGE maps(30 minutes or more to cross map from corner to corner), no lanes, user controlled DZ choices, planetary conditions that match the planets Lore (The changes that the Airless HPG Map has with sound for example, could be adjusted to increased heat dissipation and heat sink efficiency due to the Vacuum of Space is Absolute Zero in Shade and Baking hot when not here in our own solar system). All the other MechWarrior games had these abilities, dont pull a Microsoft and continue to take functionalities that were common away (Like they keep doing with their Operating systems. Win 10 has less full user control than Windows 95 did, and still Win10 has to pull a DOS 6 trick and reboot for every damn thing) taking away the paper doll mech building and doing the 'You have to have these style of weapons here and no where else no matter that you allow IS mechs to have access to their leg crit locations but for no rhyme nor reason dont allow clans to do so. Yes the Clans assigned Mechs to pilots to match bids and the load outs would be fit to the Pilots strengths and from Intelligence gathering. The Clans wouldnt put a Brawler into a Missile boat or have a 'balanced' (aka a lil bit of this and that) Mech that is a general purpose use and not role/strengths centric, unlike IS pilots who most of Inherited their mechs and whose upkeep is done by Techs who jury rig things to maintain functionality instead of Full knowledge and proper maintenance of all the Mechs Tech. If the Leagues of the past games have proven over and over this keeps from having conflicts being the same old thing over and over. That kind of monotonous Combat makes Battle Field tacticians who think on their feet while the battle field maintains its fluidity instead of just ambush lanes. The scouting maps making use of all available maps should be repeated for invasion with adjustments once again made to match the Lore of the planets (A frozen world isnt going to have a Volcano map or sulfourous but only the frozen maps)

#249 JasonIIC

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Posted 24 July 2016 - 09:41 AM

First off, I'm super stoked PGI is doing this. There is an exceptionally negative tilt to the forums, for the most part. It's actually understandable. MWO is based on Battletech, an IP that a lot of us grew up with in one form or another. Despite the negativity, there's a lot of love for this game and this universe. It must be daunting at times for the devs to participate in these discussions, no matter how filtered (or not) they are. No one wants to spend their day (at work or at home) being told they're ruining all their customers lives. I'm sure there are much more lucrative ways to make a living within reach for most of the team. I think it's safe to say they love the universe as well.

That being said, I think this first round table will be a good stepping stone to future, more focused discussions. I don't think we should be looking at specifics just yet (add 15 points structure to this chassis, nerf LT to X circumference, etc.). Focus on broad spectrum stuff, then drill down in the future.

Two points I would like to see discussed:

1. New or redesigned maps, with different play styles in mind. Have a mix of closed corridor and open area fights. Honestly, I think a straight up FP match on Polar Highlands would be interesting. It would encourage build diversity if we never knew what style of fight we were going to be in. Right now, it's brawling, almost to a fault. Maybe some longer range on Boreal, but even then, brawling. I have quite a few mechs that I love playing QP that just don't work in FP.

2. Population and queue times. There's a ton of suggestions above. This would be a good time to throw things at the dart board and see what works. As a community, we need to be more open to trying out things without crying apocalypse every time it doesn't work. Split Group / Solo queue didn't really work out, but it was at least an attempt to address the problem. Keep rolling things out, see what sticks.

Anyway, thanks for the roundtable. Thanks for the game. For this issues it has, I've still dropped enough hours in to it to probably warrant some marriage counseling at some point. It's pretty fun. Good job.

#250 Frost Lord

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Posted 24 July 2016 - 09:55 AM

View PostNavid A1, on 24 July 2016 - 08:41 AM, said:

Please discuss things such as multi-directional approach p maps.
Please do not discuss different versions of the same choke point and brawl bowl corridor maps.

Current FW map design is bad... Stop wasting resources on those... Do new maps with multiple approach vectors and dynamic LZs.

Also unit leaders... Please discuss real things... Do not focus on just making Russ happy.


cant agree more with this, players need Attack options not only that but you could brake up the all push as a wave mentality buy making lances only able to attack in serton ways. so a map could have 8 attack points

*Edit* i had a diagram that didn't come out right but imagine the base is a circle and the gates are compass points

each attack lance could have 3 options of attack lance A can go threw w, nw, n, ne, B. lance ne, e, se, s and C. lance s, sw, w, nw.
so each lance has the opportunity to join another lance but not 3 lances it would also have the disadvantage of taking longer for the lances to join up compared to going it alone.
another interesting addition would be to give the commander more responsibility buy allowing him to alter drop locations, kind of think of a sports game where you can change your teems starting positions before a match/play. the commander could set how each wave is going to proceed before the first drop and then be able to change the drops as the battle progresses. this might need some restrictions imposed on the defender so they cant fight the attackers as a single blob around omega but something like this would brake up the repetitive game play. it could also open up interesting set ups for counter attacks, where both sides set up around the base rather then having one side defending and one attacking.

also what about secondary objectives that are random every drop? and base assets?

Edited by Frost Lord, 24 July 2016 - 10:25 AM.


#251 patataman

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Posted 24 July 2016 - 09:57 AM

I see good suggestions in the thread, many of them pointing in the same directions. Players always knew what they wanted from CW, and posted it here in the forums hundreds and thousands of times, but... well, here we are and this is the current status of FP. I hope the round table focus on real problems for both units and solos. My 2 cents:

A long standing issue is the premade vs pug matches. Not only that, some "pugs" can be well coordinated, using TS and being grouped, and premades can be just a group of friends playing together with their fun builds, so keeping the matches balanced is very problematic. One posible workaround could be to show both teams the composition of the enemy (the number and size of groups) and allow them to retreat from the queue.

Newbies learning how to play FP are a problem too. I mean no offense to them, every one of us was a newbie at some point, but the experience can be bad both for them and their team. I think FP needs an alternative queue for this, call it training or whatever. To keep it balanced, i would suggest trial mechs only, and limited to IS v IS or Clan v Clan. Ideally, one FP veteran in each team could help a lot teaching the newbies (ofc using trial mechs too).

As an inmediate solution for the low population problem, as many others,i think the easier is to merge factions and attack lanes. The current 10 factions could be reduced, imho the sweet spot is to 4 (2 clan factions and 2 IS factions). This way, we are still able to play IS v IS, Clan v Clan and IS v Clan. I'd really like to keep all the factions, but with the current FP population, that is a dream.

However, merging factions is a bandaid, and the root of the problem will still be present. FP needs to keep players interested and wanting to play. Imho that means it needs content (different kind of invasion maps, strategy elements outside of a match, more modes, variable drop deck tonnages for each planet... etc etc etc etc etc), a better way to balance teams (premades vs pugs, NPE) and factions (mercs drastically changing the balance of power when they move to another faction).

The main problem is that many players prefer to play in the solo/group queue. Events and free stuff can work now and then as bribes, but the day after the event, FP is empty. So, how do we go from "I got the free mech and went back to QP" to "We must conquer that planet!"?

Also, the BT lore is quite rich, why not use it?

#252 Count Zero 74

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Posted 24 July 2016 - 09:58 AM

View PosttheJason, on 24 July 2016 - 09:41 AM, said:


1. New or redesigned maps, with different play styles in mind. Have a mix of closed corridor and open area fights. Honestly, I think a straight up FP match on Polar Highlands would be interesting. It would encourage build diversity if we never knew what style of fight we were going to be in. Right now, it's brawling, almost to a fault. Maybe some longer range on Boreal, but even then, brawling. I have quite a few mechs that I love playing QP that just don't work in FP.


Just LoL, open area fights? Build diversity? Never new what style od fight?

You want to know what style of fights you will get on open area maps? Long range camp fests, period.

#253 JasonIIC

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Posted 24 July 2016 - 10:15 AM

View PostCount Zero 74, on 24 July 2016 - 09:58 AM, said:


Just LoL, open area fights? Build diversity? Never new what style od fight?

You want to know what style of fights you will get on open area maps? Long range camp fests, period.


It's not a perfect solution, but I think it would work if the decks were locked before map reveal.

#254 AngelusDD

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Posted 24 July 2016 - 10:21 AM

Altough i didn´t want to reply here a second time, there are some things i noticed in this thread, which add to the complexity of the FP problem.
This post has no content suggestions, but formal suggestions.
And it shall offer an incentive for readers to express their ideas and may help them to clearly put their intentions.

I hope Bombadil keeps track of the proposals and sorts them into categories!

Type of Players:
BattleTech/MechWarrior fans vs. FPS Mech-Shooter Fans

These two groups have (sometimes but not always) diametrically opposed ideas of what ideal FP should be.
FPS Mech Fan seems to have problems with long waiting queues to assemble teams, and want to play a quick and dirty mech action. Irregardless of Factions, Lore or any BT related stuff.
BT/MW Fans want as much as lore as possible, and even want board game features like repair, resupply or other logistic which makes it BT.

I am not sure which group PGI wants to adress with FP ... i´m not even sure which group add the most to the game population.


Type of proposed fixes for FP:

Fixes for Mech-Gameplay: Should be fixable short-term, and most posts here have reasonable ideas. Most ppl may agree on those, so no danger of implementing them
e.g. Long Tom issues, Drop Deck Tonnages

Fixes for Operational Gameplay: Fixes and improvements are medium-term but require no deep changing of the game system
e.g. Effects transferring between game modes as in scouting and invasion like satellites; more game maps; more game modes; reduction of attack "lanes"

Fixes for Strategic Gameplay: These have extreme and lasting effects on the community and how the game is perceived. Solutions are rather long-term. Also, they have the chance to divide the community instead of uniting them.
Also, some may require a deeper redesign of current mechanics.
e.g. Faction diversity reduction, Planetary campaigns instead of galaxy conquest etc.


What i want to say (mostly addressed at PGI):
It should be taken into consideration, which "fix" has what effect and for what kind of players.
Maybe PGI should first recognize which type of players we currently have, and which type of players they want to adress with the game and FP.
Also, any future "fixes" should lead to a coherent solution. Don´t pick one or two random ideas out of each category.
Make a clear schema/plan of where you want to go, then check back with the community and only then start implementing it.

#255 R0gal D0rn

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Posted 24 July 2016 - 10:30 AM

Long Tom. I can´t conceive something more discouraging for the new players. To be lost in CW when you´re realtively new in this game is hard enough, but lose 3 mech without being able to do even 1 damage point is really reason enough to send CW to hell to never try it again. Being slaughtered by experienced players can, maybe, teach you some lessons about how to fight. Being insta killed by a random impersonal lolweapon is just add the insult to the injury... yes , you can spread the group when LT is active... But the newbies NEED to be near the experienced players, they don´t know exactly where to be in the maps, where to go, where to shoot...
LT us frustrating for all, but specially for the rookies. They try to spread, but the most part of the time they spread... together. And sometimes are blamed for it.
To be killed is a part of the learning process, but if you´re killed so absurdly, you only learn one thing: "CW is not for me, is not my place, is not fun and i don´t feel learning anything or improving my gamestyle..."
There must be another ways to reward a good scouting that don´t make the invasion mode almost umplayable.

#256 Pat Kell

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Posted 24 July 2016 - 10:47 AM

View PostDaFrog, on 24 July 2016 - 05:37 AM, said:

Forgot to mention:
Green
Regular
Veteran
Elite

Should be a mention that if you are in a Green or Regular team ( 12 men pug for instance ) and you are about to drop on a planet currently defended by an Elite unit ( NS ), then you should be given the opportunity to abort invasion. Or in defence speak, fall back and regroup, before the fight even takes places.

It handles the DCs, AFKs and ODed in the first minute of a match. You decided to drop nonetheless, face the music.


Elite units will likely moan about this: they won't be playing nearly as many matches as they'd like. But it will limit the seal clubbing and if a match takes place, both parties know fully what they are getting into. As opposed to the 'oh crap, not those guys' attitude once the timer counts down.


Seriously...you want people to be able to run and hide in a corner...I know it sucks to fight good teams sometimes but that is how you get better and at the very least learn a bit of humility. No no, you want to play CW, you need to go into it knowing that there are great big giant sharks out there that may strike at any moment. For me, that's part of the thrill and allowing people to be all safe and warm and comfy is not right at all. Take your lumps and move on to the next match. Maybe bring a team next time and if you are a solo player, maybe learn where the sharks tend to wander at a higher frequency and avoid those areas if you want but allowing people to see their enemy or even the general skill level of there next opponent and then allowing them to drop out of that match is just wrong.

#257 Pat Kell

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Posted 24 July 2016 - 11:06 AM

Few more items to add to my Christmas wish list.

1. Start tracking damage to turrets, generators and omega. It's really dang hard to convince people to shoot these things on a regular basis even though they know that they are going to core them out if they don't. It defies all logic yet I continually see people run right by live turrets, not shooting anything and just getting wasted. Would be nice to see it count for more.

2. More maps would be nice and doing some work on the current ones would be great too. More avenues of attack, wide lanes as we all know that pushing single or double file through a gate is brutal if the enemy is smart enough to defend at the gates. More maps though cause 6 is just not enough.

3. Need to make some sort of unending FP loyalist and Merc rank or at least so high that it can't realistically be reached. Maybe after rank 20, the rewards could decrease and become solely C-bills and GXP or something like that but right now the only option loyalists have is to leave their friends that they have developed over the past few months. If you want a more stable population, try to take away some of the reasons people leave such as being maxed out in loyalty points. Give them something to continue working towards.

4. Stop nerfing mechs the moment I buy them Posted Image. I may be paranoid but I swear that every time I buy a mech because I see people doing well with it, it gets nerfed within 1 to 2 patches.

#258 Radkres

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Posted 24 July 2016 - 11:13 AM

Well I Guess some ideas for FP.
1. Camo for mech's changing for Map. So Winter camo for Snow covered maps Etc. If they do not want that then whatever their Default paint is. Make it a by the mech selection. Maybe a box in the Camo section with different maps listed so you can pick what for what map. O.o

2. take the old maps and tile them 4x4 that would make them larger and all you would have to do is some cleanup to stitch them together for larger maps. Then you could Play around with placement of Goal and landmarks to make it unlike the other maps.

3. Player must pick a Home World. With picking a Home World They get a small Land grant that produces a few c bills every week. Unless the planet is taken then the Money does not come. also the player is flagged every time his home world is taken to defend or become a Resistance for that planet give player an option to attack or defend behind the lines of the front.

4. Make loyalty Buy stuff or give us a method to use it for some thing like modules or mech parts, etc..

#259 KingCobra

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Posted 24 July 2016 - 11:25 AM

To Russ and PGI I will try to help you with CW-FW if you listen?

#1 MWO needs a tab or tabs IE (Home-SocialLobby1-SocialLobby2-Mechlab-Skills)ETC. in the UI menu that says Social lobby when players hit this UI tab they are taken to a open chat area with private rooms inside 100 private rooms per lobby for Team recruiting general information about MWO game play Role play and to set up and launch FW games from in groups or to launch MWO free private league matches from.

That way MWO players have a central Social lobby system for new players to gain knowledge about the game and get live help from veteran players. It also offers recruiting opportunities to units in a live chat environment and new players can drop for free with other players 2v2-12v12 out of these private lobby rooms for fun private practice games and FW practice games at no cost to build up the player base.

This is the way MechWarrior or BattleTech was meant to be played and it was the most successful way to gain more players to your game for MWO FW-MWO Solo MM play or Private Leagues. It is a proven method built by Microsoft themselves as in the MSN Gamming Zone lobby system and is still used today by Microsoft with over a billion gamming users.

#2 Build this system for MWO and players will come back play and pay into the game if you make MWO private drops free and make them like we hade in MechWarrior4 with minimum 10 game modes a few more maps and let private leagues and the community make a comeback.

#3 Don't try to make MWO a E-sport as its primary function work on what I listed above for FW-Multiplayer and reintroduce PVE campaign modes for solo drops or group drops based on all the MechWarrior2-MechWarrior4 Campaigns and expansions and guess what?

#4 MWO will turn it self around be popular and prosperous and the MWO community will thrive and be happy with what you are doing with this game.

#5 Lobby example below



Edited by KingCobra, 24 July 2016 - 11:31 AM.


#260 Mcgral18

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Posted 24 July 2016 - 11:29 AM

View PostEl Bandito, on 22 July 2016 - 10:35 PM, said:

Too many corridors in the FW makes queues empty due to small population. Make it only 3 corridors max for IS and Clans as a whole.

View PostWintersdark, on 23 July 2016 - 02:43 PM, said:

As much as I don't like it, I really think they need to seriously consider moving to a two faction system. We've got so many factions, and so few players, it's really not sustainable.

I get why people won't like that, but I really can't see a way around that. Keep individual factions in name, but make CW purely IS v. Clan.


That's how the Solo CW queue should have been, without a doubt.

IS VS IS
IS VS Clam
Clam VS Clam

Solo population could have probably supported that fine, but PGI went and threw a Long Tom at it instead.





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