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Roundtable Meeting With Russ Bullock And Devs On Twitch.tv/ngngtv


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#201 Volkodav

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Posted 28 January 2017 - 01:28 AM

I want(please):
To see more maps invasion in queue FW - because this regime should be different from the simple QP.
To see how many and what groups attacking the planets - because it adds a sense of ownership for the game. He is not in a tug of war. (

I just want to see more new maps for all modes - because it is without the addition of new content (not only mechs) it becomes boring and not interesting in the end, after all. The basic content for these games - maps, mechs, weapons.


And i like the idea of ​​where each drop of the match is the basis - premade, to which added required number of solo players, if necessary.

Plz fix:
1. More time for selection dropdeks when a match was found (2 minutes instead of 1).
2. The choice of spawning points during the battle.
3. Fixed the spawn locations on some maps - they are too close to the enemy DZ, or in inconvenient places, some of the walls of the passage is closed, properly arranged.
4. Fixed on maps - add a real Bases with all the associated buildings and infrastructure - greater immersion in the game.

Edited by Volkodav, 28 January 2017 - 01:39 AM.


#202 Tiantara

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Posted 28 January 2017 - 02:19 AM

View PostVolkodav, on 28 January 2017 - 01:28 AM, said:

4. Fixed on maps - add a real Bases with all the associated buildings and infrastructure - greater immersion in the game.


- I post something about maps upgrades here to make all big map useful for tactic and strategy.

#203 Tarogato

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Posted 28 January 2017 - 02:41 AM

View PostLupis Volk, on 28 January 2017 - 01:23 AM, said:

Why? Well it has better front profile *but marauder syndrome kicks in* and is rather tanky for a 55 tonner.

Also you get a cool war horn.


It may have a half decent frontal profile, but it has a very large and vulnerable side profile. And when you're brawling... you're getting right in peoples' faces. Which results in them getting plenty of shots at your side profile, and the Bushwacker doesn't have shield arms like the Griffin does. Plus it doesn't get jumpjets, which really help spread damage.

Also, that warhorn is really cringey, lol.

#204 Reno Blade

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Posted 28 January 2017 - 03:22 AM

What if the matches would not wait for 12vs12 players, but start already on 4vs4 and more people could enter the match any time?

Maybe even make it possible to have more than 12 players (e.g. 24), but only 12 at each time can be active, the rest needs to wait (e.g. players 1-4 are dead and will allow the players 13-16 to join).


More possible additions (could also work for QP )
  • 1. Provide changing daily missions per faction (e.g. Steiner head hunter mission: destroy 5 Jade Falcon Mechs)
  • 2. Add weekly Campaigns per faction (complete multiple Missions)
  • 3. Add 3-Month Campaigns per faction (multiple weekly Campaigns/Missions)
  • 4. Add Inspect-Player feature (FW Campaign and Contract stats only)
  • 5. Campaigns give badges for the pilot’s parade-uniform (inspect player feature)
  • 6. Switching faction will cancel your progress of the current campaign of that faction

Some examples for daily Missions:
  • Destroy X components
  • Destroy X mechs of House Steiner (see mech list)
  • Kill X Pilots of House Steiner (Faction)
  • Win X battles vs Faction Clan Jade Falcon
  • Defend X Bases against the Clans/IS
Some examples for weekly Campaigns:
  • Recapture 1 Planet on Border to Clan Wolf
  • Protect 3 Planets of your faction from being invaded
  • Enable Scouting Bonus (e.g. UAV) 10x
  • Complete 10 missions
  • Kill 100 Claners
Rewarding Mission medals and Campaign ribbons for your Avatar in addition to MC/GXP/special items (colors, camos, Supply chest/key)

#205 Starwulfe

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Posted 28 January 2017 - 03:29 AM

You can't have 20 different people with their opinions being represented at the meeting.
Last round table we had too many reps.
So it was handled at the pre-meeting and there ended up being 30ish people there.
Almost if not every walk of mech-life was represented there.
The actual round table doesn't need many people, just a couple/few to present the top things discussed.

#206 Tarogato

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Posted 28 January 2017 - 04:03 AM

View PostReno Blade, on 28 January 2017 - 03:22 AM, said:

What if the matches would not wait for 12vs12 players, but start already on 4vs4 and more people could enter the match any time?

Maybe even make it possible to have more than 12 players (e.g. 24), but only 12 at each time can be active, the rest needs to wait (e.g. players 1-4 are dead and will allow the players 13-16 to join).


I highly doubt this is possible. There is somewhat of a limit on the number of mechs that can be loaded into memory at one time. The current implementation already loads in 96 mechs at a time, which is a LOT. And you can't "unload" mechs that are done being used to bring in new ones, because CryEngine doesn't handle "unloading" assets that well.

#207 Tul Duru

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Posted 28 January 2017 - 04:10 AM

So the big one I want is more of a choice in map selecting or some quick play map reworks.

Right now faction drops are turning into Polar and Alpine Peaks 75% of the time, maybe like 20% to Tormaline Desert. I haven't seen maps like terra therma, hpg manifold, and so on in weeks of faction drops.

Next, I'd like more of an ease in moving the invasion line. We tend to get stuck in 1 mode forever, but it also keeps units from taking planets or changing the boarders. All of that just leaves us sitting and staring at a map that doesn't change, and units not getting anything for all the effort.

Next, please give clan back its scouting tonnage, stormcrows are kind of needed, and the IS has won the scouting just about maxed out since the tonnage changed, and is getting harder as they get more 55 tonners.

Last is just keeping up with the meta. It feels like clan is losing in the laser vomit category to IS laser vomit, just by how heat with ghost heat is adding up. But I don't see too many great options save for ppc metas. I don't know how long that will last given the ppc clan mechs are getting nerfed. So with nothing but nerfs, and no buffs in a good amount of time, how are the loyalist pilots supposed to maintain a positive outlook on faction warfare?

#208 Sigmar Sich

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Posted 28 January 2017 - 04:20 AM

I have idea about improving quality of live for solo players in CW. It is improved LFG, let's call it "lance-finder".

You press the LFG button, and you get window with filters. You set your options, and confirm them. After this group-finder searches for other players who LFG with same filter parameters, and form groups.
Filters example:
Group size - lance, two lances, three lances;
Faction - anyone; same faction; same unit.
Microphone - anything; yes; no;
Spoken languages - list of languages, you mark them same as servers in QP.
and some others, maybe for how long you intent to play (long, short run, unknown), prefered mode (scouting; full scale; anything), or something else.

So in short time solo players will be able to form groups, increasing their chance of teamwork. And as consequence solo drops in CW are no longer possible. (and group sizes for anyone restricted to 4, 8 or 12). Yes, solo players can ignore all filters and just jump in with random people, but it is on their conscience now.

It does not solve problem with strong groups vs weak groups. But it could be a first step to a matchmaker in CW - it is easier to operate with only three group sizes, than with 12.

P.S. Thanks to the Dane for asking about lore units. Answer wasn't as i hoped for, but it was as i expected. It is better to know than to guess.

#209 Peiper

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Posted 28 January 2017 - 05:04 AM

View PostRampage, on 27 January 2017 - 08:23 PM, said:

I like most of the ideas you presented but for these two that I quoted I would suggest that the proper downside of having long supply lines or having your supply lines raided would not be a reduction in pay. Instead it would be a reduction in drop tonnage which would represent lack of reinforcements and inadequate equipment maintenance and repair ability.


I could see a reduction in battle value, but not necessarily tonnage. That could be a whole discussion, though, in that I don't like necessarily the idea of penalizing/handicapping players because their faction is bigger. And I don't see loyalists getting hit with the same C-Bill modifiers as mercs. Mercs being transient by nature would go where the money is. Loyalists should get paid an average amount of money, maybe adjusted for their rank within the faction.

As far as raiding. We need that game mode. 6 v 6 or 8 v 8 is a game size missing in this game. Giving a purpose to the raids is also important, because every battle in CW should have an effect on CW. If you want quick play, just go play quick play. Raids could not only affect supply (C-bill, or maybe tonnage as you suggest) but could also affect planetary assets. So, if you raid a world that gives you infantry/srm nests, if you're successful, that would not be available to the forces of that faction for a period of time while the world recovers from the raid.

Your idea about loss of tonnage instead of payment is worth looking into, though. As a faction gets bigger, it has to cover a lot of ground. If it can't defend it's supply lines than the front ranks would lose supply = combat effectiveness, right? If a faction is fully functioning, then it should have to both defend it's borders and advance. If it can't do both, it has to decide. Do I keep attacking without flank protection, or go on static defense until more players/units join the faction? It would bring a bit of strategy to the game for factions, and that is not a bad thing!

Now, back to your regularly scheduled program where players squabble over balance, LZ's, and other stuff that doesn't give us any more content or meaning to the game.

#210 Racerxintegra2k

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Posted 28 January 2017 - 05:48 AM

What if all units had to choose loyalist. Solo players are the only mercs and could only be used to fill in the free loyalist spaces on the drop ship. unit drops 8 members fill in 4 solo mercs to get your 12.

Cant be a loyalist if you aren't in a unit, cant be a Merc if you are in a unit. It would help balance the population on either side, mix in solo players with units and direct solo players into units. The only thing you would lose out on are giant Merc units taking all the planets.

Edited by Racerxintegra2k, 28 January 2017 - 05:53 AM.


#211 MovinTarget

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Posted 28 January 2017 - 06:03 AM

View PostRacerxintegra2k, on 28 January 2017 - 05:48 AM, said:

What if all units had to choose loyalist. Solo players are the only mercs and could only be used to fill in the free loyalist spaces on the drop ship. unit drops 8 members fill in 4 solo mercs to get your 12.

Cant be a loyalist if you aren't in a unit, cant be a Merc if you are in a unit. It would help balance the population on either side, mix in solo players with units and direct solo players into units. The only thing you would lose out on are giant Merc units taking all the planets.


While i understand the reason and logic for this idea, and it is an issue that needs to be addressed... it will cause so much rage and salt I doubt this immedeate implentation would help...

They need to make make loyalist more attraction, not destroy merc.

#212 Tarl Cabot

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Posted 28 January 2017 - 06:19 AM

Quote

You press the LFG button, and you get window with filters. You set your options, and confirm them. After this group-finder searches for other players who LFG with same filter parameters, and form groups.

The LFG needs to be active all the time, in that one tab shows the LFG soloists, another tag the groups looking, then allowing you to go LFG (get entered into the stream) or filter. The LFG is too rigid in its setup.

#213 Colonel ONeill

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Posted 28 January 2017 - 06:37 AM

Still no summary somewhere? Or did I miss it?

#214 Davegt27

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Posted 28 January 2017 - 06:43 AM

FP 4.2 coming around April time frame

#215 Monkey Lover

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Posted 28 January 2017 - 06:57 AM

View PostTarogato, on 27 January 2017 - 10:06 PM, said:

If you're a loyalist... and you didn't get what you wanted...

... then what do you want?

(also, you have a merc icon next to your name.)






I was a loyalist for years up until 1 bucket. Now I see no reason to be one. Most the people I talk to dealing with cw don't.

Loyalist care about the faction. They fight long nights for the faction. Right now we have worthless planets. Even before this mercs collected planets not loyalist. Mercs are being paid by the loyalist but somehow our employees get thier name on the planets?

Really at this point t I don't know what they can do if we stay with 1 bucket.

Loyalist events sound OK I bet I could get people to show up for these other than play group Q. But they sound like there going to be rare. If Russ puts them on Friday Saturday I will never be able to play because I work 13 hours day on these two.


#216 Bud Crue

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Posted 28 January 2017 - 07:12 AM

View PostColonel ONeill, on 28 January 2017 - 06:37 AM, said:

Still no summary somewhere? Or did I miss it?


Closest I've seen to a summary is a post from Mech the Dane:

View PostMech The Dane, on 28 January 2017 - 12:29 AM, said:

The first topic was about spawns, the 2nd topic was about giving people the option to vote on maps, and the 3rd topic was about rewarding Faction Loyalists.

And when the big ones were out the way, I asked if tonnage could be increased for faction loyalists, I asked if the Clans could get a C-Bill bonus for underbidding and specifically asked if Clan Mechs could get perks if ran by Clan known for running them (this question was then altered to be for everyone - which is fine).



Edited from a conversation found here: https://mwomercs.com...clan-loyalists/

Seems odd that no one is bothering with this...its almost like no one cares or something. I thought for sure there would be a summmary up on the new community page, within moments of the th ending, but nope.

Edited by Bud Crue, 28 January 2017 - 07:14 AM.


#217 SuperFunkTron

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Posted 28 January 2017 - 07:53 AM

View PostBud Crue, on 28 January 2017 - 07:12 AM, said:


Closest I've seen to a summary is a post from Mech the Dane:



Edited from a conversation found here: https://mwomercs.com...clan-loyalists/

Seems odd that no one is bothering with this...its almost like no one cares or something. I thought for sure there would be a summmary up on the new community page, within moments of the th ending, but nope.


That covers it pretty precisely. The first 2 topics took up a lot of time as they got deep into the mechanics of implementation. The 3rd was quite a bit more vague, especially as the idea of Faction Quirks and Faction Specific mechs came up at the end and weren't really discussed in detail, just mentioned so that they are at least blips on the radar that will hopefully get their attention.

#218 PFC Carsten

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Posted 28 January 2017 - 08:54 AM

I do not get the reason behind a roundtable. Faction Play is almost perfect, now if I just could have single mechs to buy instead of mechpacks....

[\sarcasm]

#219 LordLosh

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Posted 28 January 2017 - 09:08 AM

so we focused on 3 topics that don't even scratch the surface of the problem..... cool if it wasn't for the art department and such a rich lore fan base this game would have tanked years ago but i keep dumping money hoping they will listen but they dont.
No depth to FP and no reason to play it. its a dead system that we are all just beating like a horse.

#220 Colonel ONeill

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Posted 28 January 2017 - 09:32 AM

View PostLordLosh, on 28 January 2017 - 09:08 AM, said:

so we focused on 3 topics that don't even scratch the surface of the problem.....

seems about right.

If your team gets spawnfarmed, you lost the battle already. The spawns need some rework on most maps, sure, but spawncamping is a symptom, not a cause.





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