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Lower Planet Sections To 7?


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#1 Lily from animove

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Posted 14 November 2016 - 01:35 PM

it seems with the current population of most factions just rather impossible to switch planets due to the sheer amount of slots to be conquered. Ontop when sometimes 2 or 3 are conquered the amount of counter attacks binds so many dropdecks that tehre is hardly any advancement possible as winnign a defend for the attcker just means not proceeding in the planets progress.

We just came back from winning ONE section, yet both other previous conquered sections are in a match. with this match distribution and the current population at this daytime, all progression will be wiped at the 23:00 ceasefire and thats it.

Posted Image

Edited by Lily from animove, 15 November 2016 - 06:33 AM.


#2 Count Zero 74

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Posted 14 November 2016 - 01:37 PM

"With the current population of most factions" ?

U surely mean with the current skill level of most factions.

#3 Lily from animove

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Posted 14 November 2016 - 02:00 PM

View PostCount Zero 74, on 14 November 2016 - 01:37 PM, said:

"With the current population of most factions" ?

U surely mean with the current skill level of most factions.


no thats not a skill level thing, it's a popultion thing. theres simply no enough groups and atm we even have a faction event. when thats over FP will be dead again because unless soem faction cna bring 5 groups + theres no chance with the typical evening population to ever flip a planet.

#4 Carl Vickers

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Posted 14 November 2016 - 04:02 PM

It will still come down to the same type of play, teams dropping in the last couple of hours of the phase to take the planet.

I do like the idea though, makes sense with the current population levels

#5 Aylward

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Posted 14 November 2016 - 05:26 PM

@Count Zero... I believe you've lost your perspective, sir.. I know you're having fun with the rowdy kids and all, but surely you know better than that.

@OP....I feel your pain, but one, they arent going to adjust anything between now and "two clans, one cup"... Certainly not the number of slices on a planet. To hear Russ tell it, that would take months of research, followed by several more months of coding and testing before releasing a bugged version that doesnt keep track of how many you've taken more than two hours at a time apart... Two, continuing to pare down the parameters of the game due to declining pop is the wrong direction to go....(something we will most likely see first hand after we see how the next release they have coming does)... We need to be adding depth, not removing ladders from the pool because it keeps getting shallower... If PGI doesnt figure this out at some point, we're done here... Simple as that.

#6 Carl Vickers

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Posted 14 November 2016 - 05:28 PM

Mechcon should tell us what PGI have figured out and whether we will even have a FW left to play.

#7 Count Zero 74

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Posted 14 November 2016 - 06:59 PM

Here are some pro tips:

1. To win a Planet you have to win some matches

2. Scouting doesn't a win a Planet

Carry on *******

#8 naterist

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Posted 15 November 2016 - 01:14 AM

actually lowering the amount of slots needed will discourage gen rushing, because it isn't as much a timed rush to get enough slots to turn the planet. maybe 1 slot per map for fw? or 2? and if someone shows up to defend, if their ghost drops counted for something, it would make life easier so units cant rage quit and leave the planet mostly conquered, without giving the defenders a chance to regain control....

#9 Lily from animove

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Posted 15 November 2016 - 03:57 AM

View PostCarl Vickers, on 14 November 2016 - 04:02 PM, said:

It will still come down to the same type of play, teams dropping in the last couple of hours of the phase to take the planet.

I do like the idea though, makes sense with the current population levels


not really, currently the EU timeslot starts activity at around 18:00 till 20:00 thats when people are home form work and finished dinner. It's less related to "the lats hours". It just turns out like this because of peoples daily Life. But with the current amount of slots its near impossible to flip any planet as the conquered parameters start draining a playable amount of groups into defense. Witht he current low popualtion yes early activities would actually matter, but theres no one playing to fill the queues at these times. people work and are at school.

View PostCount Zero 74, on 14 November 2016 - 06:59 PM, said:

Here are some pro tips:

1. To win a Planet you have to win some matches

2. Scouting doesn't a win a Planet

Carry on *******



I am not talking about scouting, whats wrong with you?
The issue started after having conquered like 4 areas, as suddenly the majority of the attackers getting bound to the defend mode which means in bets case al they do is stay at a around 30% quote on the palnet, so even if people keep invading and winning the real progression is superslow as only a minority of dropping groups actually even have the chance to conquer further slots, given they are the gifted ones allowed to drop on an unconquered slot.

So for you: here a deisgn tip, to win a planet you need to win BLUE areas, which isn't possible if the game throws you at RED areas, no matter how many defends you win you cannot proceed in conquest, you just keep sitting on the current progression. You seem to be rather mad without any reason.


Well mechchon may reveal something, in the end, PGI could get rid of the current mechanic and simply flip and redicrect to a new palnet once 75% or a planet is conquered. That would allow all matches to matter and prevent the tight slot between people home form work until ceasifres start to erase all effort.

Edited by Lily from animove, 15 November 2016 - 03:57 AM.


#10 Vincent Lynch

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Posted 15 November 2016 - 04:31 AM

We know what this is actually about, one specific faction with extremely high population captures switches their attack target daily and captures planets from most of the bordering factions while those are engaged in bickering with each other. Even if the population of the faction attacked is sufficient to deliver at least some resistance, that super-populous faction can easily roll over them because they have no other threats to deal with, because almost every other faction (or all of them most of the time) actually, soils their pants about how "they are so good" and picks other targets, where they often don't get battles anyway.
Almost every other faction borders this super-populous factio by now, and if they only would stop that bickering and all turned on that one faction, even with 3 or 4 times the population that faction won't have the numbers to defend 5 or 6 planets at once. And more important, won't have the numbers to attack a planet when they are occupied with defending.
As long the player bases of the other factions always vote for supposedly "easy" targets - which they often don't attack anyway because they are occupied with trying to fend off that super-populous faction somewhere, or where they don't get battles because that other faction is occupied with the same thing - that one faction will continue to have the time of their lives and kick behinds all over the inner sphere map because they never face any real threat in their own garden.

7 sectors only would be nice on every border between two other factions, but it would make sweeping all over the inner sphere even easier for that one faction, and that would probably drive off more "desperated" (= whiny) players from other factions.

TL,DR: Inner Sphere should FINALLY gang up on the strongest clan, like is usually INTENDED in such games (in multi faction games you team up on the strongest enemy. period.) and if they don't, it's the player bases own fault for their crappy voting.

Inb4: yes, this includes admitting that those in my own house who always vote for kurita as target while not even dropping there anyway are morons.

#11 Lily from animove

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Posted 15 November 2016 - 06:42 AM

View PostVincent Lynch, on 15 November 2016 - 04:31 AM, said:

We know what this is actually about, one specific faction with extremely high population captures switches their attack target daily and captures planets from most of the bordering factions while those are engaged in bickering with each other. Even if the population of the faction attacked is sufficient to deliver at least some resistance, that super-populous faction can easily roll over them because they have no other threats to deal with, because almost every other faction (or all of them most of the time) actually, soils their pants about how "they are so good" and picks other targets, where they often don't get battles anyway.
Almost every other faction borders this super-populous factio by now, and if they only would stop that bickering and all turned on that one faction, even with 3 or 4 times the population that faction won't have the numbers to defend 5 or 6 planets at once. And more important, won't have the numbers to attack a planet when they are occupied with defending.
As long the player bases of the other factions always vote for supposedly "easy" targets - which they often don't attack anyway because they are occupied with trying to fend off that super-populous faction somewhere, or where they don't get battles because that other faction is occupied with the same thing - that one faction will continue to have the time of their lives and kick behinds all over the inner sphere map because they never face any real threat in their own garden.

7 sectors only would be nice on every border between two other factions, but it would make sweeping all over the inner sphere even easier for that one faction, and that would probably drive off more "desperated" (= whiny) players from other factions.

TL,DR: Inner Sphere should FINALLY gang up on the strongest clan, like is usually INTENDED in such games (in multi faction games you team up on the strongest enemy. period.) and if they don't, it's the player bases own fault for their crappy voting.

Inb4: yes, this includes admitting that those in my own house who always vote for kurita as target while not even dropping there anyway are morons.



the issue is that even small factions attacking the large factions wouldn't be able to take planets as there is not enough full teasm available to conquer a planet in the populted timeframe of a day. Thats also a reason why many have quit, unless your faction cannot bring up enough players there will not be any progress. PGI can track the factionsizes, so they could adjust the amount of locations according to the faction size a contested planet has. when both factions involved have a low amount of players they could make a plent, 5, 7 or 9 and it keeps fair as skill between the factions matters. But currently attacking is pointless for even the most factions with their population.

The battles were nice the last days but the entire CW setup feels still pointless as theres hardly any progress no matter how often you win or lose.

But yes old days of DAoC had a better system where the dominator was the one who got ganged uppon. MWO needs a better more dynamic payout so that fighting at palnets and for planets of larger factions and better populated ones is rewarded MUCH more. so much more that even running into 12man premades becomes a wanted scenario. But the so strongly damage/win based payouts simply do not motivate many players to do so.

#12 LordNothing

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Posted 16 November 2016 - 05:07 AM

what if:

unit v unit games are worth 4 sectors.
unit v pug games are worth 1 sector.
match scheduling is a thing.





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