

#21
Posted 25 September 2016 - 03:26 AM
#22
Posted 25 September 2016 - 03:43 AM
#23
Posted 25 September 2016 - 03:46 AM
I would love this game if it gathered depth and made me want to play it. As it currently stands I can get more depth from a kiddie pool, and that was irritating. Over time as people missed the point so hard it wasn't funny that turned to salt. Now it's just can't be bothered.
I plan on dropping in occasionally to get a reading on the game but so far it looks like things will continue to spiral (granted I could h wrong).
#24
Posted 25 September 2016 - 04:58 AM
We had a blank InnerSphere starmap without House/Clan boundaries. You had 3 days at the start of the event to register your Clan for "Planet Wars". After that time, the webmaster entered all participating Clans into the system, which then divided the available planets equally and randomly amongst all of those Clans... And then we were set loose upon one another. Each Planet had predetermined drop settings: Temperature, Map, Gravity, etc.
If you wanted a planet, you issued a formal challenge over the website to the Clan holding it, which had 12 hours to Accept or automatically lose the planet. You pledged a minimum, and maximum, of 3 players. Your number of issued challenges, requiring 3 players each, could never exceed your Clan's total registered member roster, you couldnt exceed the number of players in your opponent's roster nor could the combined challenges issued collectively against one Clan exceed that respective Clan's registered member roster. Once a challenge was accepted, representatives (The warriors participating in that battle) met to agree upon the customization restrictions, tonnages allowed for the drops... It was a best of 5 battles win condition with a first player to 10 kills ends the match, team with most kills wins the match rule.
The results of each battle were submitted on the website by the winning team and verified by the losing team, also on the website (This was heavily monitored and moderated). After which point the planet would exchange ownership and could not be attacked again for 24 hours. The Clan with the most planets at the end of this month-long event was declared the winner.
#25
Posted 25 September 2016 - 05:30 AM
Bringing the solo queue maps and modes in will help that, I think. The lack of a matchmaker isn't helpful. No wants to get ROFLstomped by the top comp teams every time you drop, as that isn't fun, and "git gud" is a stupid answer, people will simply go do something fun with their free time. The lack of a PvE mode is bad, in my opinion. I cut my Mechwarrior teeth on Multiplayer Online Battletech, which had a faction play mode just like ours...but it was set in 3024, it was all PvE, and you joined canon house units. For PvP we had Solaris. The only time I was in Solaris was as unit rep for an organized tournament between the House militaries during a declared cease fire, otherwise I was leading my lance (later my regiment, the 17th Rasalhague Regulars) in the field.
If we had MPBT's faction mode here I probably would play that mode the most. In Armored Warfare I don't play PvP because if you think WE have salty bittervets, jerks, and griefers on the field, let me tell you that our a-holes are mild in comparison to the tank games and World of Warships. I uninstalled WoT on day 1 and WoWS after the first week. MWO's PSR system may be flawed but it is much better, in my mind, than the vehicle tier system the tank games and WoWS use to control who plays who. There is a lot more farming and general BS in those games.
Edited by Chados, 25 September 2016 - 05:32 AM.
#26
Posted 25 September 2016 - 05:36 AM
DrxAbstract, on 25 September 2016 - 04:58 AM, said:
We had a blank InnerSphere starmap without House/Clan boundaries. You had 3 days at the start of the event to register your Clan for "Planet Wars". After that time, the webmaster entered all participating Clans into the system, which then divided the available planets equally and randomly amongst all of those Clans... And then we were set loose upon one another. Each Planet had predetermined drop settings: Temperature, Map, Gravity, etc.
If you wanted a planet, you issued a formal challenge over the website to the Clan holding it, which had 12 hours to Accept or automatically lose the planet. You pledged a minimum, and maximum, of 3 players. Your number of issued challenges, requiring 3 players each, could never exceed your Clan's total registered member roster, you couldnt exceed the number of players in your opponent's roster nor could the combined challenges issued collectively against one Clan exceed that respective Clan's registered member roster. Once a challenge was accepted, representatives (The warriors participating in that battle) met to agree upon the customization restrictions, tonnages allowed for the drops... It was a best of 5 battles win condition with a first player to 10 kills ends the match, team with most kills wins the match rule.
The results of each battle were submitted on the website by the winning team and verified by the losing team, also on the website (This was heavily monitored and moderated). After which point the planet would exchange ownership and could not be attacked again for 24 hours. The Clan with the most planets at the end of this month-long event was declared the winner.
It would take an impressive level of involvement from the devs in both the day to day management of the game as well as real interaction with the community playing the game for this to be a reality.
Now think of PGI.
A dream ever remains a dream without the will to act on it.
#27
Posted 25 September 2016 - 06:01 AM
Bud Crue, on 25 September 2016 - 05:36 AM, said:
It would take an impressive level of involvement from the devs in both the day to day management of the game as well as real interaction with the community playing the game for this to be a reality.
Now think of PGI.
A dream ever remains a dream without the will to act on it.
Actually the entire system was automated and maintained by 1 webmaster... So virtually 0 day-to-day responsibilities for PGI. A 'Council' comprised of 1 representative from each participating Clan handled the peacekeeping and any issues/disputes that arose, like accusations of false battle report submissions and win trading, which the webmaster attended... Which would be PGI's only involvement other than the monthly system/map resets. It'd take 1 staff member from PGI to operate with even less involvement and responsibility than the typical Community Manager position.
Not that I think such a system would be ideal for MWO - Far too many Units. Just an example of a previous iteration of 'FW'.
#30
Posted 25 September 2016 - 06:30 AM
Chados, on 25 September 2016 - 05:30 AM, said:
Bringing the solo queue maps and modes in will help that, I think.
In the sense of more players doing "FW" yeah you are right. It'll just be more of the same super solomatch play though, with still no community building.
QP is pure poison frankly, it teaches selfish traits and style-something painfully obvious in current FW matches. I prefer WOT to this these days, toxicity and all. At least there isn't a portion of the playerbase actively trying to "not multiplayer."
To be honest, they could replicate WOT's clan wars formula, make the rewards REALLY worth it to encourage participation. Make it so you have to be in an actual unit to play the mode..but...have different worlds for different size teams/dedication. Some worlds could be meant for the smaller units and more "casual" groups and the bigger worlds could have rewards scaled for the likes of MS/NS etc.
The focus on solo only play is really damaging to game longevity. Armoured Warfare style pve is only good for the odd half hour or so, it gets boring really, REALLY fast. There is very little challenge and it's more of a participation-nation effort, I get more satisfaction from watching a dvd. It's good but only for very short bursts.
But the main problem with this game is, it's not aimed at the majority of the playerbase. The follow on issue though is I doubt the majority of the playerbase are the majority f the payers...
#31
Posted 25 September 2016 - 06:38 AM
BLOOD WOLF, on 24 September 2016 - 10:40 PM, said:
In roundtable speak, the remove-the-factions-from-faction-play option was referred to (and continues to be referred to) as tug-of-war. You're right, someone on the panel introduced it. It was introduced at the roundtable by King Arthur himself.
Don't go trying to put that "stupid decision" on the community.
#32
Posted 25 September 2016 - 06:50 AM
Could be the thing it needz
#33
Posted 25 September 2016 - 06:57 AM
Jack Staff, on 25 September 2016 - 06:30 AM, said:
We all think we are the majority.
The founders who thought they were getting a MW5 like experience but in an immersive MMO setting.
The founders who thought they were getting a fist person version of BattleTech.
The folks who insist this is or should be a shooter with robots ("thinking man's" or otherwise).
The folks who insist that "lore", BT and any other aspect of the setting that impacts actual game play should be removed.
The folks who just want a match.
The casuals who play this game only because it is "A Battletech Game".
etc.
Who's the majority here?
In the end the game is directed to whatever Russ and PGI want it to be. He/they have suggested that the future is esports. The essential elimination of faction play appears to fit with a road map to that presumed future. I think that as long as they are going down this road, more and more of us in the remaining "minority" will continue to leave the game. I do wonder though how viable the population will be when the minority, whomever they may be, have all left the game. No point in worrying about the inevitable though...especially since the future appears to be set.
#34
Posted 25 September 2016 - 07:02 AM
DrxAbstract, on 25 September 2016 - 04:58 AM, said:
We had a blank InnerSphere starmap without House/Clan boundaries. You had 3 days at the start of the event to register your Clan for "Planet Wars". After that time, the webmaster entered all participating Clans into the system, which then divided the available planets equally and randomly amongst all of those Clans... And then we were set loose upon one another. Each Planet had predetermined drop settings: Temperature, Map, Gravity, etc.
If you wanted a planet, you issued a formal challenge over the website to the Clan holding it, which had 12 hours to Accept or automatically lose the planet. You pledged a minimum, and maximum, of 3 players. Your number of issued challenges, requiring 3 players each, could never exceed your Clan's total registered member roster, you couldnt exceed the number of players in your opponent's roster nor could the combined challenges issued collectively against one Clan exceed that respective Clan's registered member roster. Once a challenge was accepted, representatives (The warriors participating in that battle) met to agree upon the customization restrictions, tonnages allowed for the drops... It was a best of 5 battles win condition with a first player to 10 kills ends the match, team with most kills wins the match rule.
The results of each battle were submitted on the website by the winning team and verified by the losing team, also on the website (This was heavily monitored and moderated). After which point the planet would exchange ownership and could not be attacked again for 24 hours. The Clan with the most planets at the end of this month-long event was declared the winner.
We had something like that in MW2: Mercenaries. I recall somewhat that in our particular system (unless we are somehow talking about the same one), having certain planets also determined what 'mechs we can field.
It was a really immersive experience. Going into a battle felt like going into a chess tournament. When the battle started, you feel like you really are fighting tooth and nail for your good of your unit.
http://www.oocities.org/gbtarl/MNSL/
Edited by Sylonce, 25 September 2016 - 07:02 AM.
#35
Posted 25 September 2016 - 07:08 AM
Bud Crue, on 24 September 2016 - 10:21 PM, said:
http://www.nogutsnog...hp?topic=4168.0
Take the factions out of faction play.
Remove all aspect of immersion and lore by having the mode focus on IS v Clan only on 4 planets (with occasional special IS v IS and Clan v Clan events on some weekends).
Turn FP into QP with respawn.
That is what is now being promised. That, my dear OP, is what PGI thinks will make FP come alive again! That is the new "content" we are to get. I am sure it will be great!!
So essentially, watered down and recycled content that's repackaged. Awesome. Talk about innovative and engaging. I can't wait to see how this goes. I know we're all suppose to recycle and reuse, but does that include minimum viable products too?
#36
Posted 25 September 2016 - 07:10 AM
RestosIII, on 24 September 2016 - 09:27 PM, said:
WHAT?! Watch what you ask for new content for FW from PGI has been Long Tom and we all know how that is going. I am interested in what Russ said in the last NGNG podcast.
#40
Posted 25 September 2016 - 07:23 AM
Bud Crue, on 25 September 2016 - 07:13 AM, said:
linked above
Yeah listened to it 4 times and it is still confusing ... I think it is one of those Nancy things. "We won't know whats in it till it passes." In this case though we will not know how it works or what they are saying till we see it. Maybe a PTS or as they mentioned a stage release of fixing FW.
Green Mamba, on 25 September 2016 - 07:22 AM, said:
Meck packs are content aren't they?

Yes ... yes they are. I prefer new maps but meh PGI has to make money.
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