

Don't Ruin It For Everybody Else With Your Negativity
#41
Posted 05 December 2016 - 01:37 PM
#42
Posted 05 December 2016 - 01:44 PM
Toha Heavy Industries, on 05 December 2016 - 12:50 PM, said:
All hail our new gamemode overlord *play*.
That said, since modules going to get removed.. do we get a refund for our modules? I might get "slightly annoyed* if not... considering i've got like what... half a billion worth of c-bills of them..
Duh, PGI already said all modules amd GXP are going to be fully refunded. The real world PGI is not quite as bad as the forum's version of PGI.
#43
Posted 05 December 2016 - 01:53 PM
Shiroi Tsuki, on 05 December 2016 - 01:19 PM, said:
We don't know how Invasion and QP will work with the change, but the thing that we should all keep in mind is that PGI is working on changes so people will play CW. With the next update, we should NOT be looking at CW for what we were promised, but instead for what it is. It's not the CW that we were promised from years ago, and as such, we must not see it that way.
There's also this I guess
"Special event based Inner-faction skirmishes which happen outside of the main battle front"
"What it is" is still a mish mash of meaningless battles that don't really differntiate the mode from QP. Voting on attack vectors is pointless, it gives the illusion of choice without any real depth. The ability to attack Generic Planet 1 or Generic Planet 2 is neither fun nor interesting. There are no consequences for losing a planet other than having to attempt to retake it and no strategic benefit to holding a planet. It literally does not matter what planet you are attacking because there is no strategic layer.
I have accepted the fact that the original pitch for CW was overly ambitious and PGI does not have the ability to deliver that, but what they are about to implement is still not very good and fails to address the things that make the mode not fun and fails to add depth. Invasion mode should be used in video game development classes as an example of what not to do, it needs to be scrapped and reworked because there is nothing redeming about the gameplay or the maps in the current version. There needs to be a strategic layer so that holding a particular planet matters and taking the straightest path to Terra or wherever is not the default strategy.
#44
Posted 05 December 2016 - 02:04 PM
#45
Posted 05 December 2016 - 02:14 PM
Lostdragon, on 05 December 2016 - 01:53 PM, said:
And how does this differ from the CW that we currently have now apart from specific factions losing planets?
You are right, it does not have a strategic layer. What it will however have is a functional game mode (in theory at least. nothing is proven until tested), which was one of my original points. By having a single border, all factions will have the chance to fight. It's a compromise.
As someone has mentioned, it is a quick band aid fix, but it's a step that IMHO is going in the right direction. Can you imagine if your faction is down to two planets, your capital and an extra planet, surrounded by 2 factions that are dominating the board? Because that has happened to the FRR before. If I recall, the only way we got out of it was with the map reset. If they're gonna have a map reset whenever a faction is cornered like the FRR was, then the map will be resetting very frequently. It won't be fun when you're stuck fighting the same faction, especially when they are dominating, knowing that they will get back the planets that they have lost.
You're right. It doesn't have a lot of depth and strategic layer, but the important thing is that it will be a working mode. It can serve as a foundation for potential future features.
#46
Posted 05 December 2016 - 02:21 PM
Cathy, on 05 December 2016 - 01:37 PM, said:

I've been basically living on this for almost a year. Great with milk.
Honestly, I'd crush a couple of these into a bowl, pour milk all over it and eat it like cereal.
#47
Posted 05 December 2016 - 02:32 PM
Shiroi Tsuki, on 05 December 2016 - 02:14 PM, said:
And how does this differ from the CW that we currently have now apart from specific factions losing planets?
You are right, it does not have a strategic layer. What it will however have is a functional game mode (in theory at least. nothing is proven until tested), which was one of my original points. By having a single border, all factions will have the chance to fight. It's a compromise.
As someone has mentioned, it is a quick band aid fix, but it's a step that IMHO is going in the right direction. Can you imagine if your faction is down to two planets, your capital and an extra planet, surrounded by 2 factions that are dominating the board? Because that has happened to the FRR before. If I recall, the only way we got out of it was with the map reset. If they're gonna have a map reset whenever a faction is cornered like the FRR was, then the map will be resetting very frequently. It won't be fun when you're stuck fighting the same faction, especially when they are dominating, knowing that they will get back the planets that they have lost.
You're right. It doesn't have a lot of depth and strategic layer, but the important thing is that it will be a working mode. It can serve as a foundation for potential future features.
The whole bloody point is it is not really an improvement. The current FW is a working mode, it just is not very good and this update does nothing to address the real problems with the mode.
If anyone with two braincells to rub together had been asked for an opinion on how to do FW it wouldn't be in the mess it is in. The problem you describe about FRR getting surrounded is easily remedied. Give mercs short contracts, a week or two at the most. When their contract is up they must take on a new contract. Contracts are unavailable for the factions that are dominant. If FRR is getting their butts handed to them by CGB and Wolf then mercs have the option for a contract with FRR or a faction in a similar state but no option with CGB pr Wolf. Mercs having too much freedom is one of the biggest problems with the current design, mercs have to take what they can get, they should not always be able to work for any faction they choose and they should have to fight each other instead of all being able to join the same faction.
#48
Posted 05 December 2016 - 02:51 PM
Appogee, on 05 December 2016 - 01:09 PM, said:
"Protect the Pugtatos" missions.
You drop into your Tier 1 match and you have six pugtatos on your team. You have to encourage them to not hide behind rocks, or derp into the enemy guns, while escorting them to the capture point.
In fact, I already play this mission every day.

\o/ I'm an escort, yay!
Also you guys keep failing on escorting me

#50
Posted 05 December 2016 - 03:43 PM
Do I still get to choose whether I ca use an IS mech or Clan mech during QP?
Or is QP tied to my selected faction now, albeit for a limited period of time.
are decks going to be added to quick play?
Some general questions I'm hoping some people know the answer to. Couldn't find it in any white knight / salt posts so far.
How will escort fair against having been narced and missiles come streaking away? That is one challenge I find. Unless the AI knows how to make use of cover. The difficulty for the AI is when to move and when to take cover.
Edited by Chuanhao, 05 December 2016 - 03:46 PM.
#51
Posted 05 December 2016 - 04:07 PM
#52
Posted 05 December 2016 - 04:28 PM
Shiroi Tsuki, on 05 December 2016 - 01:31 PM, said:
Actually, with the skill tree and quirks that you get from said tree, the issue could become much much worse but time will tell for sure.
#53
Posted 05 December 2016 - 04:37 PM
If its all the maps instead of 3 and the scouting mode that's good. Second biggest problem faction play has always had.
If more modes are added that's good to.
Still missing the Battletech atmosphere is a problem for me.
Edited by Johnny Z, 05 December 2016 - 04:39 PM.
#54
Posted 05 December 2016 - 04:39 PM
Johnny Z, on 05 December 2016 - 04:37 PM, said:
If its all the maps instead of 3 and the scouting mode that's good.
If more modes are added that's good to.
Still missing the Battletech atmosphere is a problem for me.
Who are you and what have you done with the real Johnny Z?
#55
Posted 05 December 2016 - 04:42 PM
Carl Vickers, on 05 December 2016 - 04:39 PM, said:
Who are you and what have you done with the real Johnny Z?
I have always had complaints. Tell me that MW5 gameplay demo didn't look good. Tell me MechWarrior Online isn't the best battles around especially if tanks and gunships and mines are added.
I just don't complain about the good parts is all.
I was saying lobbies were a bad idea a year or 2 before FP was even released. Relying on guilds for an entire game mode was a huge mistake.
I seen a game make the best thing attainable in a HUGE budget game be made for guilds only, a massive ship, and not one was ever built, they say one was built but no one ever seen it used.
Edited by Johnny Z, 05 December 2016 - 04:46 PM.
#56
Posted 05 December 2016 - 04:44 PM
Johnny Z, on 05 December 2016 - 04:42 PM, said:
I just don't complain about the good parts is all.
I was saying lobbies were a bad idea a year or 2 before FP was even released.
Thats the more normal Johnny talking we all know and something.
#58
Posted 05 December 2016 - 04:47 PM


Edited by Johnny Z, 05 December 2016 - 04:48 PM.
#59
Posted 05 December 2016 - 04:48 PM
Mystere, on 05 December 2016 - 12:16 PM, said:
I dunno dude, what's the point of Faction play if you can't get a game?
This 4.0 update is obviously consolidating the playerbases so people who want to try it can actually get into a lobby and do something. Every time I tried faction play I got the same empty lifeless lobby and I'm sure a lot of other players felt the same and went straight back to quick play.
#60
Posted 05 December 2016 - 04:53 PM
KoalaBrownie, on 05 December 2016 - 04:48 PM, said:
I dunno dude, what's the point of Faction play if you can't get a game?
This 4.0 update is obviously consolidating the playerbases so people who want to try it can actually get into a lobby and do something. Every time I tried faction play I got the same empty lifeless lobby and I'm sure a lot of other players felt the same and went straight back to quick play.
QFT
I made replies about this exact thing in open beta. Well before faction play came out.
Others made replies saying lobbies were a good idea and all sorts of things like that. I said "Make matches quickly!" basically. Players can always screw around if they want, don't need to have that part of getting a match.
I think others wanted to build atmosphere in a way with the lobbies, in their defense. Preping for a battle and all that. But theme and atmosphere aint that easy. It isn't waiting around in a lifeless lobby like the guy up top said.
More on topic, this is just another step in making a good faction play and a good one. Like they said its not done yet.
At least its playable and not in Star Citizen limbo.... and it will be a lot more playable next update.
Edited by Johnny Z, 05 December 2016 - 05:12 PM.
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