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Any Chance Of Ams Usage Being Rewarded With Score/credits/exp?


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#81 MacClearly

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Posted 08 February 2017 - 09:31 AM

View PostI_AM_ZUUL, on 08 February 2017 - 03:49 AM, said:


How ridiculous are you??? I utterly defeated your incorrect premise that it was an FPS while demonstrating that you do not even know what an FPS is... yet you think you won. Hence what makes you the pigeon in the chess playing scenario... knock over the pieces, $hit on the board, then strut around like you accomplished something. You are a sad little person


No Zuul you have argued that it is a FPS then conceded it was a type of FPS which you are mistaken what type it is all while continuing personal attacks. Please contact PGI and explain to them why the game they made and labeled an FPS is not an FPS...

Again you don't seem to understand what even makes something an FPS.

Also a friendly reminder. That this game is in fact and FPS and is listed and advertised as such by the publisher and industry reviewers, as well as it being mechanically an FPS is off topic on whether ams should be rewarded.

Do you actually have anything to add about ams?

#82 I_AM_ZUUL

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Posted 08 February 2017 - 10:38 AM

View PostMacClearly, on 08 February 2017 - 09:31 AM, said:


No Zuul you have argued that it is a FPS then conceded it was a type of FPS which you are mistaken what type it is all while continuing personal attacks. Please contact PGI and explain to them why the game they made and labeled an FPS is not an FPS...

Again you don't seem to understand what even makes something an FPS.

Also a friendly reminder. That this game is in fact and FPS and is listed and advertised as such by the publisher and industry reviewers, as well as it being mechanically an FPS is off topic on whether ams should be rewarded.

Do you actually have anything to add about ams?


No... I would at least listen to someone if they argued that this was a Tactical Shooter, you however do not even know the difference between a Tactical Shooter and a FPS which are different sub-genres of the Shooter genre. At zero points have I ever said this was a FPS and have ridiculed you continuously for the towering ignorance necessary for you to believe it is. CS:GO at least requires teamwork even if the TTK is almost nothing, but it is at least a Tactical Shooter even if the scope of this game is still far beyond what CS:GO has to offer... your claim that this is the equivalent to Call of Duty or HALO is so ridiculous that occasionally I think about you and just chuckle to myself that I interact with someone who is that dense.

So again... you are a LIAR! You like to lie a lot or you have such a sheer lack of the capacity to process reality that it should qualify as clinically delusional.

The changes to the Reward System I would like to see implemented are so sweeping in scope that AMS is an almost imperceptible change... I want to revolutionize the entire game by doing absolutely nothing more than changing the Reward Screen at the end of the Match. Which if your assertion was true that would have absolutely no impact upon the game since it is just a FPS even though it self-evident that it is not.

Edited by I_AM_ZUUL, 08 February 2017 - 10:52 AM.


#83 MacClearly

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Posted 08 February 2017 - 11:05 AM

View PostI_AM_ZUUL, on 08 February 2017 - 10:38 AM, said:


No... I would at least listen to someone if they argued that this was a Tactical Shooter, you however do not even know the difference between a Tactical Shooter and a FPS which are different sub-genres of the Shooter genre. At zero points have I ever said this was a FPS and have ridiculed you continuously for the towering ignorance necessary for you to believe it is. CS:GO at least requires teamwork even if the TTK is almost nothing, but it is at least a Tactical Shooter even if the scope of this game is still far beyond what CS:GO has to offer... your claim that this is the equivalent to Call of Duty or HALO is so ridiculous that occasionally I think about you and just chuckle to myself that I interact with someone who is that dense.

So again... you are a LIAR! You like to lie a lot or you have such a sheer lack of the capacity to process reality that it should qualify as clinically delusional.

The changes to the Reward System I would like to see implemented are so sweeping in scope that AMS is an almost imperceptible change... I want to revolutionize the entire game by doing absolutely nothing more than changing the Reward Screen at the end of the Match. Which if your assertion was true that would have absolutely no impact upon the game since it is just a FPS even though it self-evident that it is not.


Sorry that you don't understand what an FPS or it's various sub-genres.

IT IS AND FPS AND THE ONLY THING EVIDENT IS THAT YOU DON'T UNDERSTAND THAT AND THINK YOU CAN ARGUE THAT POINT. YOU CAN'T. IT IS WHAT PGI CREATED AND IT IS WHAT THEY LABELLED IT.

Edited by MacClearly, 08 February 2017 - 11:12 AM.


#84 FuhNuGi

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Posted 08 February 2017 - 11:09 AM

To the OP:

I agree...

I put 3x AMS on my Kit Fox (tons I could use for weapons), several tons of AMS rounds (which could be used for weapons), ecm (yup, another ton). In place of more aggressive modules, I go for AMS range and overload. I have a few quick and light energy weapons to keep the flies off the legs of Charlie Lance.
Instead of being a sniper or missile boat or some scary dakka bear, I give up a damage (c-bill) producing role to HEAVILY protect my group. I remain attentive to my ecm and AMS range and frequently adjust to extend that coverage to exposed or critically weakened team members. Get me in downstairs at HPG and I have pretty much eliminated any LRM threat for my team outside, anywhere. I work just as hard for that win as the dakka wolf, Jenner, pop tart Shadowcat or any other meta of the month mech.

I give up causing damage to prevent damage... we don't have priests or druids to cast heals, but I can prevent damage.

Although I get a "protected light" bonus going in this, I do not get credit for carrying the tons for the system that prevents this damage. The AMS system even shows on the "weapon stats" list, so some kind of base programming is in the game background that could be worked with to make a reward system for the guys investing in team defense.

All the reward shortcomings at this time do not stop me from running as a defensive mech. It would be nice to get even a small nod from the game for use of the AMS, and for players that operate the AMS better,the rewards should be better... so some kind of "per missile defeated" credit or "protected: missile" on a timer, like the "flanking" or other "protected" credit you receive during a match.

Nice idea here OP, I know it has been discussed before and dropped... the fact you have brought it up again demonstrates this is something that PGI should look at, an easy background change that would not impact the game balance and reward team-based mech build decisions... and mech building is content right?

#85 MacClearly

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Posted 08 February 2017 - 11:52 AM

View PostI_AM_ZUUL, on 08 February 2017 - 10:38 AM, said:


No... I would at least listen to someone if they argued that this was a Tactical Shooter, you however do not even know the difference between a Tactical Shooter and a FPS which are different sub-genres of the Shooter genre. At zero points have I ever said this was a FPS and have ridiculed you continuously for the towering ignorance necessary for you to believe it is. CS:GO at least requires teamwork even if the TTK is almost nothing, but it is at least a Tactical Shooter even if the scope of this game is still far beyond what CS:GO has to offer... your claim that this is the equivalent to Call of Duty or HALO is so ridiculous that occasionally I think about you and just chuckle to myself that I interact with someone who is that dense.

So again... you are a LIAR! You like to lie a lot or you have such a sheer lack of the capacity to process reality that it should qualify as clinically delusional.

The changes to the Reward System I would like to see implemented are so sweeping in scope that AMS is an almost imperceptible change... I want to revolutionize the entire game by doing absolutely nothing more than changing the Reward Screen at the end of the Match. Which if your assertion was true that would have absolutely no impact upon the game since it is just a FPS even though it self-evident that it is not.



Decided to try and help you to understand. You call me a liar for calling this an FPS (which it totally is). That is not what lying is Zuul. It is also continuing to attack me personally when you don't get whatever it is you want.

As far as being 'clinially delusional' to make that accessment requires a doctor and isn't done over the forums on the internet. I will say however that you are trying to label the game something that it is not, is what appears to be the delusion here.

So PGI says; "A tactical, 'Mech-based online shooter set in the rich BattleTech Universe."
*Source: https://mwomercs.com/game

The definition:

first-per·son shoot·er


noun
noun: first-person shooter; plural noun: first-person shooters



  • a type of video game whose gameplay involves shooting enemies and other targets and in which a player views the action as though through the eyes of the character they are controlling.
    "blast through hordes of aliens in this sci-fi first-person shooter"

So because we are viewing the game from the eyes of the pilot, and shooting our weapons, that is what makes this game a first person shooter. Yes you can switch it to be a third person shooter but the game doesn't function well that way.

PGI feels by their definition that it is a tactical shooter as well and that is where they would like to be seen as. However it is more like Halo than Arma and the tactics and objectives are minimal and generally easily ignored in favour of just killing the enemy. That and map sizes make me lean towards it being an arena shooter. That however is more of a subjective and personal opinion.

Oh and your point about not knowing what a tactical based shooter is not only foolish but irrelevant. Tactical shooter is a sub-genre of FPS's. So while not all FPS's are tactical shooters, all tactical shooters using the first person perspective in game play are in fact first person shooters.

So you keep on arguing against what PGI says the game is, what every review site and magazine in the industry says it is. You can never make a case due to the overwhelming evidence and facts. So at this point tip your king because you have been defeated by what you thought was a pigeon...

#86 Bazni

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Posted 08 February 2017 - 01:28 PM

It's actually a simulator/shooter hybrid.

Torso twisting as opposed to strafing makes it more of a simulator than a standard shooter.
Also, having arm and torso aiming reticles.
Also, you can power up and power down.
There are various vision modes as well.
Almost all modern shooters have indirect fire which can go over barriers to an untargeted destination. This lacks that.
But as a simulator it's extremely simple, so it's also a bit of a shooter.

It is not an FPS because you are piloting a mech and not a power armor. FPS usually means your hypothetical hands are aiming at least one of the weapon systems directly. This is not that.

Edited by Bazni, 08 February 2017 - 01:29 PM.


#87 MacClearly

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Posted 08 February 2017 - 02:17 PM

View PostBazni, on 08 February 2017 - 01:28 PM, said:

It's actually a simulator/shooter hybrid.

Torso twisting as opposed to strafing makes it more of a simulator than a standard shooter.
Also, having arm and torso aiming reticles.
Also, you can power up and power down.
There are various vision modes as well.
Almost all modern shooters have indirect fire which can go over barriers to an untargeted destination. This lacks that.
But as a simulator it's extremely simple, so it's also a bit of a shooter.

It is not an FPS because you are piloting a mech and not a power armor. FPS usually means your hypothetical hands are aiming at least one of the weapon systems directly. This is not that.


So you argue with not only the developers but every single game review magazine? Doesn't make sense to do that.

Also whether your character is holding a gun or the controls of a mech this game is done from the first person. Go ahead and try to argue with what first person means all you like, I will go by the actual definition. Oh and you are aiming and shooting so there's also that.

So if you want that all changed, contact PGI and tell them what it is and explain why.

#88 Bazni

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Posted 08 February 2017 - 03:35 PM

1) Then why do you see a cockpit? Not just a HUD, but a full-blown cockpit. At the beginning of each match, your character's arms are shown grasping the controls to your mech. That's not a traditional FPS - that's a piloting simulator. You can even turn your head away from the direction you are aiming. Not a lot of FPS's let you do that.

2) PGI doesn't even call it an FPS. They call it a "tactical, 'Mech-based online shooter." Shooter =/= FPS. That's the crux.

3) Not all first-person games are FPS's. Examples would be Skyrim and Fallout 3+.

4) This game isn't even all first-person, due to the F3 abomination.

5) It's a lot like TIE Fighter / X-Wing / Wing Commander / Freespace. Did you ever play any of those? If you want to include those in the "FPS" genre, then I'll agree this is an FPS. But those are piloting simulator shooters. Just like this.

Do you classify WOT as an FPS?

6) FPS =/= Shooter.

But as I stated, it's a hybrid.

#89 MacClearly

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Posted 08 February 2017 - 03:44 PM

View PostBazni, on 08 February 2017 - 03:35 PM, said:

1) Then why do you see a cockpit? Not just a HUD, but a full-blown cockpit. At the beginning of each match, your character's arms are shown grasping the controls to your mech. That's not a traditional FPS - that's a piloting simulator. You can even turn your head away from the direction you are aiming. Not a lot of FPS's let you do that.

2) PGI doesn't even call it an FPS. They call it a "tactical, 'Mech-based online shooter." Shooter =/= FPS. That's the crux.

3) Not all first-person games are FPS's. Examples would be Skyrim and Fallout 3+.

4) This game isn't even all first-person, due to the F3 abomination.

5) It's a lot like TIE Fighter / X-Wing / Wing Commander / Freespace. Did you ever play any of those? If you want to include those in the "FPS" genre, then I'll agree this is an FPS. But those are piloting simulator shooters. Just like this.

Do you classify WOT as an FPS?

6) FPS =/= Shooter.

But as I stated, it's a hybrid.


LOL

You are the pilot. First person perspective.

#90 MacClearly

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Posted 08 February 2017 - 04:17 PM

View PostI_AM_ZUUL, on 08 February 2017 - 04:00 PM, said:


Since you are either intentionally lying because you do know the truth, you are not smart enough to figure out how to use google, or you are point in clinically delusional... I Copy & Pasted the entire Wiki page for you, relevant parts in bold.

Shooter game
<p class="mw-body-content" id="bodyContent" style="position: relative; line-height: 1.6; font-size: 0.875em; z-index: 0; color: rgb(37, 37, 37); font-family: sans-serif;">
From Wikipedia, the free encyclopedia


<p class="mw-content-ltr" dir="ltr" id="mw-content-text" lang="en" style="direction: ltr;">
Posted Image This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (July 2009)(Learn how and when to remove this template message) Part of a series on Action games Posted Image

Subgenres[show]


[/left]


Topics[show]


[/left]


Lists[show]


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Shooter games are a subgenre of action game, which often test the player's speed and reaction time. It includes many subgenres that have the commonality of focusing on the actions of the avatar using some sort of weapon. Usually this weapon is a gun, or some other long-range weapon. A common resource found in many shooter games is ammunition. Most commonly, the purpose of a shooter game is to shoot opponents and proceed through missions without the player character being killed or dying. A shooting game is a genre of video game where the player has limited spatial control of his or her character, and the focus is almost entirely on the defeat of the character's enemies using long-range weaponry.



Contents
[[color=#222222]1[/color]Characteristics of shooters Characteristics of shooters[color=#555555][[/color]edit[color=#555555]][/color]

There are many criteria to determine the type of shooter; listed below are some of the major divisions. Using the following, it is possible to categorize almost all shooters developed.
Perspective[color=#555555][[/color]edit[color=#555555]][/color]

In a first-person shooter, the player usually views the events from a camera angle which simulates the character's point of view , while third-person shooters use a camera which follows the character and can often be controlled by the player. It is also possible for a game to have a fixed camera, especially shooting gallery games and some 2D overhead shooters such as Robotron 2084.
Realism[color=#555555][[/color]edit[color=#555555]][/color]

Tactical shooters are games that attempt to emulate lifelike ballistics and character damage, one example is Rainbow Six. Other shooter games range further away from realism and towards fantasy, like the Sci-Fi action shooting series titled Lost Planet.
Number of characters[color=#555555][[/color]edit[color=#555555]][/color]

While most[citation needed] shooters are played as solo ventures, several offer the players the opportunity to control a squad of characters, usually directly controlling one, and giving orders to computer-controlled allies. Games which feature non-player charactersfighting alongside the player, but which are not directly controllable (either by switching player control, or issuing orders to the character) are not considered squad-based games.
Multiplayer[color=#555555][[/color]edit[color=#555555]][/color]

If a shooter game is playable online, there are several other sharp divisions it can take. Many games will offer differing modes which allow players to choose from among various types, such as the following. In team modes, players are assigned to one of two (sometimes more, but very infrequently) factions which are competing for some goal. Co-op modes have several players on the same faction playing through either single-player or custom missions against computer-controlled enemies. Individual (often calleddeathmatch or free for all) has all players competing with each other.
Focus[color=#555555][[/color]edit[color=#555555]][/color]

This is often an optional way to categorize a shooter, but in some cases it's needed to help distinguish it. A game may quite often heavily rely on stealth as opposed to direct action. Others might have large horror elements to them. However, the one thing in common with all shooters is that combat with a gun or similar long range/projectile weapon is the primary focus of gameplay itself.
Subgenres[color=#555555][[/color]edit[color=#555555]][/color]

Shoot 'em up[color=#555555][[/color]edit[color=#555555]][/color]

Posted Image

Nuclear Throne (2015) is a roguelikeshooter with a top-down perspective


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[/center]

Shoot 'em ups are a specific subgenre of shooters wherein the player may move up and down and left and right around the screen, typically firing straight forward.
Shoot 'em ups share common gameplay, but are often categorized by viewpoint. This includes fixed shooters on fixed screens, such as Space Invaders and Galaxian; scrolling shooters that mainly scroll in a single direction, such as Xevious and Darius; top-down shooters (sometimes referred to as twin-stick shooters) where the levels are controlled from an overhead viewpoint, such as Bosconian and Time Pilot; rail shooters where player movement is automatically guided down a fixed forward-scrolling "rail", such as Buck Rogers: Planet of Zoom and Space Harrier; and isometric shooters which use an isometric perspective, such as Zaxxon andViewpoint. This genre also includes "run and gun" games which emphasize greater maneuvering or even jumping, such as Thexder, Contra and Metal Slug.[1][2][citation needed]
Shooting gallery[color=#555555][[/color]edit[color=#555555]][/color]

Shooting gallery games include light gun games, although many can also be played using a regular joypad and an on-screen cursor to signify where the bullets are being aimed. When these debuted, they were typically played from a first-person perspective, with enemy fire that occurred anywhere on the screen damaging or killing the player. As they evolved away from the use of light guns, the player came to be represented by an on-screen avatar, usually someone on the bottom of the screen, who could move and avoid enemy attacks while returning fire. These sorts of shooters almost always utilize horizontal scrolling to the right to indicate level progression, with enemies appearing in waves from predestined locations in the background or from the sides. One of the earliest examples is the 1985 arcade game Shootout produced by Data East.
A specific subgenre of this type of game is the Cabal shooter, named for the game Cabal, in which the player controls an on-screen avatar that can run and often jump around the screen in addition to being able to aim their gun. Other games in this subgenre include Blood Bros., Dynamite Duke, NAM-1975, Wild Guns, and Sin and Punishment.
As light gun games became more prevalent and started to make use of fully 3D backgrounds, such as the Time Crisis or House of the Dead series, these sorts of games fell out of popular production, but many like Blood Bros. still have their fanbase today. Other notable games of this category include Operation Wolf and Laser Invasion.
Light gun shooter[color=#555555][[/color]edit[color=#555555]][/color]

Light gun shooters are shooting gallery games that use a pointing device for computers and a control device for arcade and video games. The first light guns appeared in the 1930s, following the development of light-sensing vacuum tubes. It was not long before the technology began appearing in arcade shooting games, beginning with the Seeburg Ray-O-Lite in 1936. These early light gun games used small targets (usually moving) onto which a light-sensing tube was mounted; the player used a gun (usually a rifle) that emitted a beam of light when the trigger was pulled. If the beam struck the target, a "hit" was scored. Modern screen-based light guns work on the opposite principle—the sensor is built into the gun itself, and the on-screen target(s) emit light rather than the gun. The first light gun of this type was used on the MIT Whirlwind computer, which used a similar light pen. Like rail shooters, movement is typically limited in light-gun games.
Notable games of this category include the 1974 and 1984 versions of Wild Gunman, Duck Hunt for the NES, the Virtua Cop series, Time Crisis series, House of the Dead series, and Resident Evil: The Umbrella Chronicles & Darkside Chronicles.

First-person shooters[color=#555555][[/color]edit[color=#555555]][/color]

Posted Image

Doom, one of the early games that defined the first-person shooter genre.


[/left]

[/center]

First-person shooters are characterized by an on-screen view that simulates the in-game character's point of view. While many rail shooters and light-gun shooters also use a first-person perspective, they are generally not included in this category.
Notable examples of the genre include Doom, Quake, Half-Life, Counter-Strike, GoldenEye 007, Battlefield, Medal of Honor, Unreal, Call of Duty, Killzone, TimeSplitters, Team Fortress 2, and Halo.
Third-person shooters[color=#555555][[/color]edit[color=#555555]][/color]

Third-person shooters are characterized by a third-person camera view that fully displays the player character in his/her surroundings. Notable examples of the genre include the Tomb Raider series, Syphon Filter,Max Payne, SOCOM, Star Wars: Battlefront, Resident Evil 4, Gears of War, and Splatoon.
Hero shooters[color=#555555][[/color]edit[color=#555555]][/color]

Hero shooters are a variation of multiplayer first- or third-person arena-based shooters, where players, split among two or more teams, select from pre-designed "hero" characters that each possess unique attributes, skills, weapons, and other activated abilities; players may gain abilities to customize the appearance of these characters, but these changes are cosmetic only and do not alter the game's balance. Hero shooters strongly encourage teamwork between players on a team, guiding players to select effective combinations of hero characters and coordinate the use of hero abilities during a match. Such games are inspired by multiplayer online battle arena games like Dota 2 and League of Legends, and popular team-based shooters like Team Fortress 2, and are considered to have strong potential as eSports competitive titles. Examples of hero shooters include Battleborn, Overwatch, Paladins and Quake Champions.[3][4]
Tactical shooters[color=#555555][[/color]edit[color=#555555]][/color]

Tactical shooters are shooters that generally simulate realistic squad-based or man-to-man skirmishes. Notable examples of the genre include Ubisoft's Tom Clancy's Rainbow Six and Ghost Recon series and Bohemia Software's Operation Flashpoint.
Other[color=#555555][[/color]edit[color=#555555]][/color]

Additionally, artillery games have been described as a type of "shooting game",[5] though they are more frequently classified as a type of strategy game.[citation needed]
Controversy[color=#555555][[/color]edit[color=#555555]][/color]

Shooter games have been accused of glorifying and promoting violence and several games have been the cause of notable video game controversies. After school shootings in Erfurt, Emsdetten and Winnenden, German conservative politicians accused violent shooter games, most notably Counter Strike, to incite young gamers to run amok.[6] Several attempts were made to banish the so termed "Killerspiele" (killing games) in Germany and the European Union.[7][8] Shooter games were further criticised when Anders Breivik claimed he used a Call of Duty game to gain target acquisition.[9]
References[color=#555555][[/color]edit[color=#555555]][/color]





Wow your formating is a mess.

I actually have come across a whole ton of different threads arguing this very thing. Was actually surprised you have any support.

Still quite amusing that you think my completely disagreeing with you and you being completely wrong is something that you misconstrue as lying.

Still bringing up google after I originally threw it in your face huh?

So keep calling me names and trying to fight. Eventually you will get banned for your disruptive behaviour and instagating fights instead of constructive conversation. Realise I have absolutely no respect for you or your opinion.

So. This game is not a simulator. It is not action or role play. It is from the first person perspective and is a shooter.

You will always be wrong if you argue otherwise.

#91 FuhNuGi

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Posted 08 February 2017 - 04:20 PM

ok, mods please lock...

The argument about if this is a FPS or not, simulator or not, whatever...

End your flipping back and forth "you're a liar" "no you" "year mama" "cash me out back how bout dat" b.s.... having a flame war on the net is like winning a race at the special Olympics, yes , sure you won, but....

The conversation we should be discussing here, children, is anti-missile systems and the merits of demerits of the payout for use as well as similar tangents...
Mac and Zulu, I am sorry, I respect you both as players but can you please take your off topic discussion elsewhere, you both are well past describing your opinion as related to this topic and are, quite frankly, acting as children. Time to get back on topic or start your own "is MWO a FPS" thread... and oh, yes, like I told the other children here in my house... "quit fighting or I am going to have your mom take away your computer time"... no matter how intelligent you choose to phrase your statements you are BOTH acting like kids.

To the OP, you were on track with a good opinion for discussion that was MacClearly hijacked and Zuul'd even further. I wonder what this thread would look like without the e-peen sabre fight. Who knows, some good may have come from it.

#92 MacClearly

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Posted 08 February 2017 - 04:28 PM

View PostFuhNuGi, on 08 February 2017 - 04:20 PM, said:

ok, mods please lock...

The argument about if this is a FPS or not, simulator or not, whatever...

End your flipping back and forth "you're a liar" "no you" "year mama" "cash me out back how bout dat" b.s.... having a flame war on the net is like winning a race at the special Olympics, yes , sure you won, but....

The conversation we should be discussing here, children, is anti-missile systems and the merits of demerits of the payout for use as well as similar tangents...
Mac and Zulu, I am sorry, I respect you both as players but can you please take your off topic discussion elsewhere, you both are well past describing your opinion as related to this topic and are, quite frankly, acting as children. Time to get back on topic or start your own "is MWO a FPS" thread... and oh, yes, like I told the other children here in my house... "quit fighting or I am going to have your mom take away your computer time"... no matter how intelligent you choose to phrase your statements you are BOTH acting like kids.

To the OP, you were on track with a good opinion for discussion that was MacClearly hijacked and Zuul'd even further. I wonder what this thread would look like without the e-peen sabre fight. Who knows, some good may have come from it.


I apologize for my part. I should have disengaged.

#93 I_AM_ZUUL

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Posted 08 February 2017 - 05:24 PM

View PostFuhNuGi, on 08 February 2017 - 04:20 PM, said:

ok, mods please lock...

The argument about if this is a FPS or not, simulator or not, whatever...

End your flipping back and forth "you're a liar" "no you" "year mama" "cash me out back how bout dat" b.s.... having a flame war on the net is like winning a race at the special Olympics, yes , sure you won, but....

The conversation we should be discussing here, children, is anti-missile systems and the merits of demerits of the payout for use as well as similar tangents...
Mac and Zulu, I am sorry, I respect you both as players but can you please take your off topic discussion elsewhere, you both are well past describing your opinion as related to this topic and are, quite frankly, acting as children. Time to get back on topic or start your own "is MWO a FPS" thread... and oh, yes, like I told the other children here in my house... "quit fighting or I am going to have your mom take away your computer time"... no matter how intelligent you choose to phrase your statements you are BOTH acting like kids.

To the OP, you were on track with a good opinion for discussion that was MacClearly hijacked and Zuul'd even further. I wonder what this thread would look like without the e-peen sabre fight. Who knows, some good may have come from it.


Sure the OP is on to a very valid point... it is just an almost negligible point in the sea of changes that the Reward System needs to go through. Of course bringing AMS should be rewarded in a Team based game, but then lots of others things should be rewarded in a team based. As well as a complete overall to make Roles rewarded as far as their place within a Team based game... like keep Spotting Assists the same level for Assaults but raise them for each lower weight class until they are jacked through the roof for Lights, conversely keep Damage/Kills the same level for Assaults while driving them down for each lower weight class until the have plummeted through the floor for Lights. Lights would only be rewarded for being scouts/spotters/ecm carriers... but being ecm snipers hiding in the corner preserving their KDR will pay them essentially nothing, which they can still do if they want but they will not recieve in game rewards for doing so.

Changing player behavior on a macro scale can be very easily done with an adjustment of the Reward System using the vast amount of information that PGI is already monitoring... hence why there are entire fields of science devoted to exactly this phenomenon. Instead of the stupid Info/Role Warfare dumpster fire that PGI tried to roll out last year, this can be done through normal voluntary human choices by weighting certain choices to provide more reward than others. That is exactly why this game has devolved into strictly Arena Deathmatch... because that is the ONLY thing that is rewarded and every Mode on almost every Map is really just Skirmish.

Edited by I_AM_ZUUL, 08 February 2017 - 05:27 PM.


#94 Insanity09

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Posted 24 February 2017 - 05:11 PM

Psychologically and economically, a rewarded behavior is reinforced to be repeated.

This is a team oriented game. (Team play is potent)
Therefore, anything that encourages better team play should be rewarded.
PGI already wants to reward team play (as shown by rewards already in place)
AMS shoots down all missiles (LRM and SRM), LRMs may be weak (long subject), but I've never seen anybody claim the same of SRMs.

Support actions include all manner of activities that help your team win, but do not directly strike an enemy ( this is not a comprehensive list): (currently rewarded) captures (conq), radar flips, UAV related, scouting, targeting, counter ECM; (and unrewarded) provide ecm (for teammates only), ams coverage (for teammates only), conq point or radar neutralize, most damage taken but survived (as a % of total health).

It makes sense for the unrewarded activities to become rewarded, simply because they are a, team play and b, do help you win. The exact amount of reward tbd.
None of the currently unrewarded activities would purely allow you to simply stand around or "just bring equipment". They all require you to do something.


Though not specifically relevant to this specific thread, some sort of tanking reward would not go amiss. Since tanking and surviving is key, I'd suggest that either only one person receive the reward (whoever took the highest % damage and survived) or that some sort of reward be given for being trashed to a certain (%) level and living. By doing it to %, light/med mechs could still get the reward.

#95 I_AM_ZUUL

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Posted 24 February 2017 - 06:06 PM

View PostInsanity09, on 24 February 2017 - 05:11 PM, said:

Psychologically and economically, a rewarded behavior is reinforced to be repeated.

This is a team oriented game. (Team play is potent)
Therefore, anything that encourages better team play should be rewarded.
PGI already wants to reward team play (as shown by rewards already in place)
AMS shoots down all missiles (LRM and SRM), LRMs may be weak (long subject), but I've never seen anybody claim the same of SRMs.

Support actions include all manner of activities that help your team win, but do not directly strike an enemy ( this is not a comprehensive list): (currently rewarded) captures (conq), radar flips, UAV related, scouting, targeting, counter ECM; (and unrewarded) provide ecm (for teammates only), ams coverage (for teammates only), conq point or radar neutralize, most damage taken but survived (as a % of total health).

It makes sense for the unrewarded activities to become rewarded, simply because they are a, team play and b, do help you win. The exact amount of reward tbd.
None of the currently unrewarded activities would purely allow you to simply stand around or "just bring equipment". They all require you to do something.


Though not specifically relevant to this specific thread, some sort of tanking reward would not go amiss. Since tanking and surviving is key, I'd suggest that either only one person receive the reward (whoever took the highest % damage and survived) or that some sort of reward be given for being trashed to a certain (%) level and living. By doing it to %, light/med mechs could still get the reward.


I would take it even further and penalize Assault and possibly Heavies by how much they have not tanked... like dead or 80% is fine but have it rise some to 90% and then skyrocket to deal with the 2 Guass/2 ERPPC garbage that causes so many team to fail by hiding in the back the whole time. But crowing about damage they did while their entire died around them... being a coward should not be rewarded but sure is in this game unfortunately.





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