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How To Do Pve?

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#61 Lazor Sharp

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Posted 12 November 2016 - 02:22 PM

NO, not release for free. I am saying to make it Pay to Play Early, and then release Free to Play 3 to 6 month's later, this gives them a unlimited Story Line Income Stream, vs the very limited mech Income Stream they have now.......

#62 XxXAbsolutZeroXxX

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Posted 12 November 2016 - 03:26 PM

View PostTheArisen, on 09 November 2016 - 02:46 PM, said:

I would love it if they remastered all the old mechwarrior games. They could even add a the hero mechs to the campaigns to put a more personal touch.


Good idea!

Final Fantasy VII is being remastered.

The time could be ripe for a MW comeback.

#63 mistergutsy78

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Posted 12 November 2016 - 09:38 PM

the easiest option would be something similar to grinder mode from MechAssault where a team of players fight against slowly increasing waves of enemy mechs or something along the lines of frontier defense from the first titanfall. Something simple to implement and still fun. It could use the existing maps and mechs and the AI wouldn't need to be too complex. Then when they had the basic set up working they could begin adding complexity

#64 Anjian

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Posted 13 November 2016 - 01:48 AM

View PostAttank, on 10 November 2016 - 03:31 AM, said:

I don't imagine how PvE should be in a game like MWO.
It is far easier to think how PGI can introduce PvE elements in MWO.
The answer is: start with something very easy. Close to League Of Legends minions: a couple of light tanks per side, nothing too hard to program.
Just to start with.

And multiple objective could help a lot too.
I'm fairly impressed about Armored Warfare and how they design Global Operations: it can work amazingly bot in PvE or PvP.
Ai enemy mechs? could be good, but it would require a ton of work and skill...how probable it is that PGI could handle this?



MWO could certainly learn from AW's Global Operations, but players will need to realize that they have to shift from team attrition as an objective to multiple dynamic objective modes with respawns, which is where I think PvP games in general should migrate. GO itself was originated to help solve a problem that MWO players are familiar with, and is also a problem with AW --- how the loss of a few members leads to a cascade and stomp for one team. This sort of play experience is a cancer to the player base interest.

Edited by Anjian, 13 November 2016 - 01:50 AM.


#65 MW Waldorf Statler

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Posted 13 November 2016 - 02:24 AM

its no a problem with the money ,its a PGI Problem with the Personel ressources for MWO ...to many leave , to little come with experience in gaming Design and programming

#66 TheArisen

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Posted 13 November 2016 - 02:33 AM

View PostOld MW4 Ranger, on 13 November 2016 - 02:24 AM, said:

its no a problem with the money ,its a PGI Problem with the Personel ressources for MWO ...to many leave , to little come with experience in gaming Design and programming


I think they'd have to hire a PvE team or people with experience to do it. Ppl will still want progress on the PvP side of things.

#67 Killhunger

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Posted 13 November 2016 - 03:35 AM

I think they should aim for a MW4 Mercs type game, where the PVE is a completely separated economy (From PVP). Also make it an unforgiving hardcore mode where you run a small Merc corp. No saves, all losses are permanent.

You get to pick from random missions, with difficulty settings that reward skill and risk. This would also require the least actual story creation. Some missions would be defense, seek and destroy, patrol, some would have extreme tonnage limits some you may have to pilot waiting at destination stock mechs. There are ton's of options.

But make everyone start out with a stock crap Locust or variant light and work up to bigger mechs. Let your friends be able to decide their pay rate to work under you, or you work under them. Do missions with 1-8 in a group coordinating to complete the mission.

No there wouldn't really be a story, but the story in most MechWarrior titles was never impressive to me anyway.

Once they got this type of game going, they could work towards sellable mission packs where you could play historical battles and things from lore as a "Simulation challenge" Even with a PVE Solaris 1-4 vs AI competitions for Merc rewards and higher pay demands.

They could use this to develop PVP Solaris...Something that baffles me wasn't planned to be in the game years ago.

Anyway that's what I'd like, and it could use many in game assets/maps etc.

#68 Dogstar

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Posted 13 November 2016 - 03:45 AM

The co-op PVE missions in Armored Warfare are excellent, that's what PGI should be aiming for to start with.

#69 Johnny Z

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Posted 13 November 2016 - 06:04 AM

View PostDogstar, on 13 November 2016 - 03:45 AM, said:

The co-op PVE missions in Armored Warfare are excellent, that's what PGI should be aiming for to start with.


I have not tried that but a couple other have said the same thing. I am sure MechWarrior Online has taken a peek at that.

#70 xVLFBERHxT

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Posted 13 November 2016 - 06:29 AM

Mount and Blade Mechwarrior!

#71 Peter2k

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Posted 13 November 2016 - 09:30 AM

View PostJohnny Z, on 12 November 2016 - 06:43 AM, said:


Its a good point. But aliens in space really isn't unrealistic. But good point. Maybe those aliens are star fish like the screen shot the guy showed above but they are still aliens. :)

Ehh
I just look forward to seeing that movie since the
"We have to kill them before they kill us" is kinda getting old
Make it with a lot of lens flares ;-)

Interstellar
You had a world under extreme gravitational effects from the black hole
They landed, came back to the ship in orbit and like 20 years or so went by in real space time because of time dilation
Had some solid science behind it
Made it fun

The Martian had some real drama and science behind having him survive on Mars under those circumstances
Posted Image

In arrival you have an alien live form being extremely different
Using those circle things as language
Having a linguistic expert trying to decipher stuff



If we're talking weird aliens
Posted Image

mmm
I don't know
Still seems better then tetatae


#72 TheArisen

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Posted 13 November 2016 - 11:39 AM

I used to favor a campaign pack style but now I think an episodic approach would be better to cover the costs. I think it also allows greater freedom of creation. There could be 10+ missions in a campaign or it could be a single standalone.





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