

Roundtable Summary/notes
#1
Posted 28 January 2017 - 12:32 PM
#2
Posted 28 January 2017 - 01:37 PM
"PGI: Balance - good teams would all just go loyalists and roll"
Russ is afraid mercs will go loyalist.

"PGI: IDK, maybe if we did contract wipes?!
Community: no"
Russ is worried about unit leaders that haven't logged in the last 6 months?

Guess i missed the small print in the phase 3 loyalty contract that stated you'll be a loyalist till MWO shuts down it's servers.
There should be at least a 7 day window to break contract without penalty.
#3
Posted 28 January 2017 - 02:03 PM
#4
Posted 28 January 2017 - 02:07 PM
Out of these 4 some 1 would play often others would play rarely.
How do you balance factions population like this?
They have to balance by how many games each faction played every month.
Edited by Monkey Lover, 28 January 2017 - 02:08 PM.
#5
Posted 28 January 2017 - 02:41 PM
#7
Posted 28 January 2017 - 02:55 PM
Monkey Lover, on 28 January 2017 - 02:07 PM, said:
Out of these 4 some 1 would play often others would play rarely.
How do you balance factions population like this?
They have to balance by how many games each faction played every month.
During the round table discussion Dane suggested just basing populations off active players and PGI was receptive to the idea. So if your unit has a ton of innactives it won't count those in the total. This will get us most of the way there in terms of true faction population.
For example in the case of your old unit its footprint on their Faction population goes from +100 to +15. Having it only count the 4 would be ideal, but 15 versus 100 is still a huge improvement.
Edited by Jman5, 28 January 2017 - 02:57 PM.
#8
Posted 28 January 2017 - 03:35 PM
nothing of any real relevance discussed. no pugs to demand better working conditions, no freelancers on the panel to complain that their career mode is bs (loyalists at least get chips). none of my usual mechanics that would solve all the problems: free trade down to inferior faction for loyalists, unit rivalry system (give them more chips for fighting eachother), honor bonuses for units that bid down in case of pugs (dane actually did kind of touch on this one), no making freelancer the new player experience/training/potato storage career where potatos in trial mechs are welcome and have to get gud before they change career.
Edited by LordNothing, 28 January 2017 - 03:42 PM.
#9
Posted 28 January 2017 - 03:54 PM
Once you get the loyalty point achievement, you can't lose it.
So that 25% penalty is irrelevant.
#10
Posted 28 January 2017 - 04:19 PM
Jman5, on 28 January 2017 - 02:55 PM, said:
During the round table discussion Dane suggested just basing populations off active players and PGI was receptive to the idea. So if your unit has a ton of innactives it won't count those in the total. This will get us most of the way there in terms of true faction population.
For example in the case of your old unit its footprint on their Faction population goes from +100 to +15. Having it only count the 4 would be ideal, but 15 versus 100 is still a huge improvement.
I wouldn't say Russ reply was receptive more of a "ya that could work". Over all active pop is still not the same as how strong the faction is populated. Some players are playing more matches than the next 50. Of course right now it doesn't matter we have 1 bucket....
Edited by Monkey Lover, 28 January 2017 - 04:20 PM.
#11
Posted 28 January 2017 - 04:26 PM
#12
Posted 29 January 2017 - 07:16 AM
I have a thought. I'm listening to the discussion now, I'm about 30 minutes in. I'll revise if I hear anything that invalidates this idea.
The Dropship issue . . .
I hear people talking about the flight-paths and the conflicts/crashes. What about larger Dropships? If there is more than a lance to drop at once, a larger Dropship is used. If a lance or less is used, then the smaller Dropship would be used. That would alleviate the conflicting flight-path issue, but at the expense of having to create a new asset for the game.
Example. Smaller dropships could be used as-is, Ship-Alpha to Drop-Alpha, S-Bravo to D-Bravo, etc., unless you select some toggle for Group-Drop, which would allow waiting for lance-mates. Lance-Command then selects the Drop-Zone. Lance Command could also opt for Company-Drop, which would wait for a second and/or third lance, and call-in an Overlord/Conquistador or intermediate ship, that adds more firepower to combat spawn-camping, and lets one ship drop everyone all at once. The logic could have a race-condition that allows the Overlord/Conquistador to take priority selection, the smaller ships either wait or re-route to alternate DZ.
That makes sense to me for a full 12-mech drop on one TeamSpeak, or for multiple Lances that can work together, getting over their egos. It allows for at least two Lances coordinating with a lance of PUGs. Overlord/Conquistador with priority drop still makes for one Dropship and flight-path, leaving two alternates open for a lance of individual drops.
. . .
That's one idea. In FP/CW drops, there's a 15 to 60 second delay between returning anyway. In that time-frame, it would allow time for the selection(s).
The thing that I think makes that idea work is having 'Lance Command' and 'Company Command' mean a bit more. When you return-drop in the current system, you have the option of racing back to the mech-grinder, or to report to X# and re-group before resuming the push as a group. I'm not a FP/CW master, but most drops that I've made that weren't mostly PUGs, involved the latter re-grouping. The time spent doing that could be spent in the DropShip readying to drop as a Lance/Company.
That's my main thought.
. . .
I do have a second idea. I forget who made the comment about Pod-drops, and the advantage of a DropShip drop adding firepower.
What if the DropShip came in and launched the pods on a ballistic trajectory instead of a vertical drop? Multiple could aim for the same DZ walled area. It would be the same general idea but you could theoretically have an array of three Leopards providing cover over the area.
. . .
Tertiary, and my weakest idea. What if the spawn points were DropShip landing zones. The continued presence of the DropShip would deter spawn-camping to some degree. Especially if a Scouting Mode unlocked something like Calliope Turrets for the DZs? That would mean that each Lance only dropped or emerged from that DropShip location when they respawn. That would do nothing for the isolated drops like were mentioned, but at least getting farmed would be a little more costly. The guys set-up to alpha-strike mechs as they fall helpless from the sky would be less likely if they're taking return-fire from Calliopes and Leopards/Conquistadors/Overlords. . . .
Just ideas.
#13
Posted 29 January 2017 - 09:32 AM
#14
Posted 29 January 2017 - 10:03 AM
But, we have decals now. Imagine earning a few decals that can't be purchased and are locked to the chassis of the tech base they were earned in.
Unique colors would be cool and easier to implement then a new skin.
Pilot tags were another rewaed I can't believe they never offered. Only usable while in the factoon you earned it. Drop in a FW match, look across the board and see a team conprised of all rank 20 tags and now you know you're facing serious compitition.
#15
Posted 29 January 2017 - 10:17 AM
1. Remove Skirmish (<- this is important)
2. Unify spawn area (<- no long trecks to group up)
3. Make sure nobody can snipe in to those spawnpoints (<- giant walls if lazy, otherwise move spawnpoints, but we realy need new maps)
4. Add 2+ patrolling leopard dropships to the spawnzone (<- anybody that wants to spawncamp needs to push in to these AND the dropship making its delivery)
5. Add a breaker so that the dropships coming in do not collide with the patrolling ones if need be.
Should be easy enough and has all the necessary assets already there.
Edited by Sixpack, 29 January 2017 - 10:18 AM.
#17
Posted 29 January 2017 - 10:35 AM
BLOOD WOLF, on 29 January 2017 - 10:30 AM, said:
Denied. Skirmish is a bad game mode that either:
a) Allows the winning team to hang out in their dropzone and abuse any defensive measures they get as well as fast reinforcements.
b ) Allows the winning team to just crush the enemy in their dropzone.
a and b depend on the skill level of the players and measures taken by PGI.
The removal of skirmish is paramount to creating a better game experiance by having game modes that make players go out there and fight or lose for sure. Though neither assault nor domination are realy good modes either. Seeing as the first is skirmish with some dressing and the second can be over after the first wave got destroyed. No real staying power in those game modes.
Edited by Sixpack, 29 January 2017 - 10:37 AM.
#18
Posted 29 January 2017 - 11:07 AM
Sixpack, on 29 January 2017 - 10:35 AM, said:
Seconded. Skirmish with respawns is uninteresting, and most likely to end in a spawn camp out of any of the game modes. In fact, there's no way to end an imbalanced Skirmish match without farming people as they spawn. It contributes nothing to the game and it should be removed from CW.
#19
Posted 29 January 2017 - 11:19 AM
Tarogato, on 29 January 2017 - 11:07 AM, said:
Then stop camping near the base then when you get crushed the enemy is only a grid or two away.
How are these problems created by a complete lack of player awareness a bold assertion to remove the entire game mode?
Edited by BLOOD WOLF, 29 January 2017 - 11:20 AM.
#20
Posted 29 January 2017 - 11:25 AM
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