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Give Us 4 Drops In Quickplay


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#21 1453 R

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Posted 14 December 2016 - 01:00 PM

View PostRestosIII, on 14 December 2016 - 11:20 AM, said:


Thing is, you need to have some sort of way to keep an entire team from repairing and re-arming and making the match last forever. Making it take awhile to repair your mech is the only real way to do that outside of limiting how many repairs the bay allows. And that would cause the "fun" of people getting angry that someone used up the last repair when clearly they should have gotten the honor of using it thsemself.


Easy way to do that is to have the repair system only able to restore lost armor, and not all of it at that. Any structure damage is permanent, including lost sections. It makes some sense lore-wise, as well - mad-dash field repairs executed literally in the middle of a battle aren't going to be able to fix the machine's mangled superstructure, the best you'll get is a tech bolting armor plates on with a rivet gun as fast as he can and praying he doesn't get AC/20'd while jurry-rigging your happy ash.

For the same mad-dash pit crew scramble reason, armor can't ever be restored to greater than 75% of 'fresh' levels, and I'd go so far as to say that every time you head back for rearming, or if you've lost a lot of structure in that spot, the amount of slapdash armor your repair crews can manage goes down, as well. After all, if there's barely any 'Mech left in a given spot, what're they bolting the slapdash armor to?

#22 Snazzy Dragon

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Posted 14 December 2016 - 01:01 PM

No, because then it is no longer quick play.

#23 RestosIII

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Posted 14 December 2016 - 01:03 PM

View Post1453 R, on 14 December 2016 - 01:00 PM, said:

Easy way to do that is to have the repair system only able to restore lost armor, and not all of it at that. Any structure damage is permanent, including lost sections. It makes some sense lore-wise, as well - mad-dash field repairs executed literally in the middle of a battle aren't going to be able to fix the machine's mangled superstructure, the best you'll get is a tech bolting armor plates on with a rivet gun as fast as he can and praying he doesn't get AC/20'd while jurry-rigging your happy ash.

For the same mad-dash pit crew scramble reason, armor can't ever be restored to greater than 75% of 'fresh' levels, and I'd go so far as to say that every time you head back for rearming, or if you've lost a lot of structure in that spot, the amount of slapdash armor your repair crews can manage goes down, as well. After all, if there's barely any 'Mech left in a given spot, what're they bolting the slapdash armor to?


Honestly, I've just been wanting an in-match R&R for a long time. I miss having to defend MFBs in MW3. And honestly, I'd like a system where it only gives you back a % of your total armor, and I had thought about suggesting no structure repair, but I wasn't sure about it. One thing that would be extremely important though is that it wouldn't repair damaged weapons/equipment, so things like MGs stay relevant due to crits.

#24 Jubblator

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Posted 14 December 2016 - 01:54 PM

Well my point is if i play quickplay, why the hell would i bother to play my light mechs that probably will get blown to scrap alot sooner then my assaults?
Because the queue and loading time for matches is so long i never even bother playing my mediums, there is simply no point in it for me due to the fact that i can have more pewpew on my assault.
The dropdeck made me:
1. Think more strategically what to bring
2. Made me play different sizes of mechs that i outside of faction warfare usually rarely touch
3. The Faction Warfare matches with extended points/time systems whathave you work well imo for 4 drops. The skirmishes are A TON of fun. Thats actually what im after more of. I would play skirmish only with dropdeck if i could (with mixed clan and IS on both sides, with clan vs is division it gets to onesided)
4. Way more C-bills potential, also experience on multiple mechs in one go (the skirmishes were not that long really and gave alot more C-bills and exp then quickplay=) )
5. PGI just has to add a new queue system to the already existing code for that, they have already got drop decks and maps done etc. they just need to add a queue for specifically this outside of FW.

Cons:
1. Yes the matches can drag on, but lets face it all losing games drag on usually, if people die quickly then its no problem.
2. Spawn camping. Is this a problem? Yes, why then wont they just make the drop ship lasers instakill inside spawn area? I Found the additions of walls a nice touch, i see no problem there tbh its fixable easily. All games suffer this when you have respawns btw. Minor drawback imo, since you whittle down the enemy and actually can get more kills in etc. then you would if you just get roflstomped the first time and end the round since then they sit in damaged mechs near where you spawn.
3. Longer games, well yeah i can agree on that, but then again some people prefer them. Why not have a queue for both?
I mean other games let you queue for several modes at once and go with the first one. Imo if anything it should be a choice.

To people screaming NO DONT TAKE AWAY MY QP AS IT IS NOW; YOU SHOULDNT FORCE PEOPLE, i say CHILL THE **** DOWN.
This isnt about forcing anyone, its about putting an idea forward, its about using what has become to me a nice part of the game more.
This could be a separate queue from the 1 mech quickplay. No reason why you shouldnt be able to queue for both and pick the first one up.

You cant learn faction warfare because you get roflstomped by premades all the time, so outside joining one there is no room to test or learn how to utilize the dropdeck properly (read as this mode would not let groups join, it would be Pug vs Pug)

So have i missed anything? Leave a comment down below.

#25 Tarogato

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Posted 14 December 2016 - 01:56 PM

No.


If people wanted respawns, they'd go play CW. So let them make that decision for themselves.

Edited by Tarogato, 14 December 2016 - 01:57 PM.


#26 Jubblator

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Posted 14 December 2016 - 01:58 PM

View PostTarogato, on 14 December 2016 - 01:56 PM, said:

No.


If people wanted respawns, they'd go play CW. So let them make that decision for themselves.

Read above post you naysayer =)

#27 Prof RJ Gumby

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Posted 14 December 2016 - 01:58 PM

No.

Because reasons already stated above, by many people.

Edited by Prof RJ Gumby, 14 December 2016 - 02:00 PM.


#28 Mole

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Posted 14 December 2016 - 02:01 PM

View PostJublator, on 14 December 2016 - 01:54 PM, said:

This could be a separate queue from the 1 mech quickplay. No reason why you shouldnt be able to queue for both and pick the first one up.

You cant learn faction warfare because you get roflstomped by premades all the time, so outside joining one there is no room to test or learn how to utilize the dropdeck properly (read as this mode would not let groups join, it would be Pug vs Pug)

So have i missed anything? Leave a comment down below.

I like this idea, man, I really do. And it would work on a game that had a nice and huge population. But... I'm sorry to say...

Buckets, man...

Edited by Mole, 14 December 2016 - 02:01 PM.


#29 Jubblator

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Posted 14 December 2016 - 02:04 PM

View PostMole, on 14 December 2016 - 02:01 PM, said:

I like this idea, man, I really do. And it would work on a game that had a nice and huge population. But... I'm sorry to say...

Buckets, man...

I think it would actually bring people back, it has had me excited to play again tbh.
Just doing quickplay all day long with samey modes gets tiresome. Faction Warfare is so skewd to the benefit of the Clans it has become tiresome real quick.
But this dropdeck mode on QP maps with extended points, i think this would seriously bring more people into the mix.
As it is now i kinda lost the will to play more since the skirmishes only happen in the middle of the take over bar and you get roflstomped by premades. I want more of this but Pug vs Pug

Edited by Jublator, 14 December 2016 - 02:05 PM.


#30 Besh

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Posted 14 December 2016 - 02:05 PM

Now, someone needs to post Resto'S Idea to the suggestions, with the additional thoughts offered by 1453 R and me . Would really, really love to see that in Game .

Edited by Besh, 14 December 2016 - 02:06 PM.


#31 Jubblator

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Posted 14 December 2016 - 02:05 PM

View PostProf RJ Gumby, on 14 December 2016 - 01:58 PM, said:

No.

Because reasons already stated above, by many people.

Wow you really contributed to the discussion have you? Well thought out argument i must give you credit.

#32 TWIAFU

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Posted 14 December 2016 - 02:06 PM

There is way to much derp in QP now do not need to multiply that derp by four.

No.

#33 Jubblator

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Posted 14 December 2016 - 02:07 PM

View PostBesh, on 14 December 2016 - 02:05 PM, said:

Now, someone needs to post Resto'S Idea to the suggestions, with the additional thoughts offered by 1453 R and me . Would really, really love to see that in Game .

Plz do! Havent read them! =)

View PostTWIAFU, on 14 December 2016 - 02:06 PM, said:

There is way to much derp in QP now do not need to multiply that derp by four.

No.

Read my longer post above, you naysayer or come with better arguments.

#34 Tarogato

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Posted 14 December 2016 - 02:08 PM

View PostJublator, on 14 December 2016 - 01:58 PM, said:

Read above post you naysayer =)


I've read plenty of posts by plenty of people trying to make respawns sound like a good idea.

The fact of the matters is... some people want zero respawns period. They want quick in and out matches. The want their single mech to mean something.

Respawns make matches drag out and they demean the value individual mechs. I don't want this. If I wanted it, I'd play CW.




Also,

View PostJublator, on 14 December 2016 - 01:54 PM, said:

Well my point is if i play quickplay, why the hell would i bother to play my light mechs that probably will get blown to scrap alot sooner then my assaults?
Because the queue and loading time for matches is so long i never even bother playing my mediums, there is simply no point in it for me due to the fact that i can have more pewpew on my assault.
The dropdeck made me:
1. Think more strategically what to bring
2. Made me play different sizes of mechs that i outside of faction warfare usually rarely touch


This goes pretty contrary to the CW meta. In CW you bring four heavy mechs. If you can't fit four heavies in the tonnage restriction, you drop your last mech to a medium. If you really want, you can front-load your tonnage and bring an assault and drop your last mech down to a medium or light, with the logic following that if you front load your tonnage, you'll win the match before you need to drop your 4th mech at all, so you could even make your last mech the worst mech in the game and it won't matter (explains why you see Mist Lynxes on the clan side)





View PostJublator, on 14 December 2016 - 01:54 PM, said:

3. Longer games, well yeah i can agree on that, but then again some people prefer them. Why not have a queue for both?
I mean other games let you queue for several modes at once and go with the first one. Imo if anything it should be a choice.


This game has 24-player matches and a relatively low population (i.e, it's not CSGO or LoL). You can't split the queues, because the quality of matchmaking will diminish, or the waiting times will increase. So this is not feasible.

Edited by Tarogato, 14 December 2016 - 02:08 PM.


#35 Jubblator

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Posted 14 December 2016 - 02:10 PM

This would shake up stale Quick Play sort of pug vs pug game, since you would have to be good at 4 mechs in one game. Not like QP is now, where you can pretty much master only one mech and kill everything due to superior skill and equipment.
The skill ceiling would get higher, still leaving it low enough (since you have multiple tries) to test stuff. Still read my previous post with further clarification.

#36 Mole

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Posted 14 December 2016 - 02:13 PM

View PostJublator, on 14 December 2016 - 02:04 PM, said:

I think it would actually bring people back, it has had me excited to play again tbh.
Just doing quickplay all day long with samey modes gets tiresome. Faction Warfare is so skewd to the benefit of the Clans it has become tiresome real quick.
But this dropdeck mode on QP maps with extended points, i think this would seriously bring more people into the mix.
As it is now i kinda lost the will to play more since the skirmishes only happen in the middle of the take over bar and you get roflstomped by premades. I want more of this but Pug vs Pug

I agree. I don't like getting stomped in FP by premades and frankly I don't enjoy being limited to one tech base in FP either. I would play this new game mode. It would probably be all I played. But I don't think it will bring back the resurgence of players you think it will. At least not enough to fill up two QP buckets instead of one and not drastically increasing wait time, which is something people already complain about (Even though the queue times for me are laughably short even if I'm dropping in a heavy or assault). I don't think MWO has the population to support this idea as a seperate game mode. It's either one or the other and you're going to meet stiff resistance on replacing current QP with this. Of course I could be wrong. You could always try tweeting the idea to Russ.

#37 Tarogato

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Posted 14 December 2016 - 02:15 PM

View PostKoalaBrownie, on 14 December 2016 - 12:54 PM, said:

No thanks.
I like flanking in quickplay and having people constantly re-spawn would screw me over.



You know, I never put thought into it this way, but now that you mention it, this is definitely one of those really cool things you lose with respawns.

+1 logic

#38 RestosIII

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Posted 14 December 2016 - 02:16 PM

View PostJublator, on 14 December 2016 - 01:54 PM, said:

This could be a separate queue from the 1 mech quickplay. No reason why you shouldnt be able to queue for both and pick the first one up.


Posted Image

That's why a separate queue won't work. If you want a dropdeck mode in QP matches, play the current FW/CW. PGI isn't going to add a third mode inbetween and split up the playerbase more.

#39 Jubblator

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Posted 14 December 2016 - 02:16 PM

View PostTarogato, on 14 December 2016 - 02:08 PM, said:


I've read plenty of posts by plenty of people trying to make respawns sound like a good idea.

The fact of the matters is... some people want zero respawns period. They want quick in and out matches. The want their single mech to mean something.

Respawns make matches drag out and they demean the value individual mechs. I don't want this. If I wanted it, I'd play CW.

Also,

This goes pretty contrary to the CW meta. In CW you bring four heavy mechs. If you can't fit four heavies in the tonnage restriction, you drop your last mech to a medium. If you really want, you can front-load your tonnage and bring an assault and drop your last mech down to a medium or light, with the logic following that if you front load your tonnage, you'll win the match before you need to drop your 4th mech at all, so you could even make your last mech the worst mech in the game and it won't matter (explains why you see Mist Lynxes on the clan side)

This game has 24-player matches and a relatively low population (i.e, it's not CSGO or LoL). You can't split the queues, because the quality of matchmaking will diminish, or the waiting times will increase. So this is not feasible.


First off im not the only one who found it fun.
Second, this game would bring players back (like it did me) with a new mode like that, you wouldnt be splitting anything since people who like to play single mech drop would still do that. What it would do is increase the total amount of players, so QP would get more to (since people experiment etc.)
Third: This game has had nothing really new for Pug players for EVER. Have you ever wondered why the population is so low? Its because it offers NOTHING new to new players for a long time, it only caters to the hardcore club thats dwindling (read that as in players who need to own all the mechs or play FW hardcorelike).
This need to change if they want more players since most will not start off in a Clan. Also many dont want that level of participation.
As for the Meta, i cant really say anything about.
On the bright side the singleplayer game they are making might be more fun, im done with Quickplay as is and FW until they manage to balance it some way. Other then that the building of robots, fighting like huge tanks is awesome and well done enough. It's a shame that its so frigging samey all the time.
No the new escort mode adds nothing if a bad distraction imo.

Edited by Jublator, 14 December 2016 - 02:21 PM.


#40 Mole

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Posted 14 December 2016 - 02:18 PM

View PostJublator, on 14 December 2016 - 02:16 PM, said:

Second, this game would bring players back (like it did me) with a new mode like that, you wouldnt be splitting anything since people who like to play single mech drop would still do that. What it would do is increase the total amount of players, so QP would get more to (since people experiment etc.)


I REALLY think you're overestimating how many players such a third game mode would bring back. Like seriously man. This idea of yours is not MWO's saving grace.

Edited by Mole, 14 December 2016 - 02:18 PM.






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