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With Pgi Removing The 3-To-Master Requirement They Can Add Drop Deck Respawns In Regular Qp And Sell Drop Deck Packs?


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#21 Appogee

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Posted 28 March 2017 - 06:52 AM

View PostKiran Yagami, on 28 March 2017 - 06:41 AM, said:

That's all stuff that already happens, though.

No, what you're proposing is quite different.

In the current QP matches, a Leeroy or Lurmtato can only waste one Mech each. Just one twelfth of the team. They can't repeatedly suicide for profit. And that gives those of us who actually want to win, and who play strategically, a chance of carrying them and winning the occasional match.

But with the perpetual respawn you propose, the Leeroys and Lurmtatoes could churn their way through dozens of Mechs until they consumed the entire team's tickets/respawns.

I think what you're not realising is that - based on my discussions with them - most of the Leeroys and Lurmtatoes don't care about winning matches. They are either 'just having fun' or 'maximising my CBills' and 'how dare any tryhard try to tell them to play differently' because 'it's only a game'. Giving those guys respawns is just giving them more opportunities to weigh an entire team down and cause a defeat.

That is far far worse than what we have today.

Incidentally, you can observe the truth of what I am saying in FP today... Usually half of a PUG team is dead by the 3rd wave. They don't care, and/or they don't have the skills to do better.

Edited by Appogee, 28 March 2017 - 06:57 AM.


#22 TLBFestus

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Posted 28 March 2017 - 07:06 AM

While they are at it they can change the name of the game to "Call of Robots", make the respawns instantaneous so you can shoot the guy who killed you, and enable bunny hopping for your mechs as well.

Hold it....someone already made that game and it sucks.


No thanks.

#23 R Valentine

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Posted 28 March 2017 - 07:09 AM

View PostAppogee, on 28 March 2017 - 06:52 AM, said:

No, what you're proposing is quite different.

In the current QP matches, a Leeroy or Lurmtato can only waste one Mech each. Just one twelfth of the team. They can't repeatedly suicide for profit. And that gives those of us who actually want to win, and who play strategically, a chance of carrying them and winning the occasional match.

But with the perpetual respawn you propose, the Leeroys and Lurmtatoes could churn their way through dozens of Mechs until they consumed the entire team's tickets/respawns.

I think what you're not realising is that - based on my discussions with them - most of the Leeroys and Lurmtatoes don't care about winning matches. They are either 'just having fun' or 'maximising my CBills' and 'how dare any tryhard try to tell them to play differently' because 'it's only a game'. Giving those guys respawns is just giving them more opportunities to weigh an entire team down and cause a defeat.

That is far far worse than what we have today.

Incidentally, you can observe the truth of what I am saying in FP today... Usually half of a PUG team is dead by the 3rd wave. They don't care, and/or they don't have the skills to do better.


That works both ways. Sure, a Leeroy can waste dozens of mechs, but it takes him dozens of mechs to do that, since he you knows dies every time, so nothing's really changed. He's still a 1 for 1 deal. And a lurmer won't be able to pack anymore ammo than he does now, so I'm not really sure what you think is going to happen. Adding respawns isn't going to increase anyone's ammo count. Once that Lurmer runs dry he has to die to get more ammo, so again, 1 for 1. And if he drops all other weapons just to pack more ammo that just makes him more vulnerable to our friend Leeroy, so he still didn't gain any significant advantage. Again, all things that are happening now, it'll just happen with more frequency with no significant advantage to either side.

#24 WarHippy

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Posted 28 March 2017 - 07:17 AM

View PostKiran Yagami, on 28 March 2017 - 05:05 AM, said:

Anything that means all game modes might not be skirmish is a big no no with this community. The, "NO RESPAWNS IN QP!" crowd is already packing in.

As someone who hates the very idea of skirmish in this game I will point out I am also one of the people that wants nothing to do with respawns in this game. If I want respawns I will play Doom, Quake, Unreal, etc.. Under no circumstances do I want it in Mechwarrior/Battletech.

#25 R Valentine

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Posted 28 March 2017 - 07:20 AM

View PostWarHippy, on 28 March 2017 - 07:17 AM, said:

As someone who hates the very idea of skirmish in this game I will point out I am also one of the people that wants nothing to do with respawns in this game. If I want respawns I will play Doom, Quake, Unreal, etc.. Under no circumstances do I want it in Mechwarrior/Battletech.


Ok, I'll bite. What is the solution to skirmish only then? Because without respawns, killing all enemies and wiping the map clean is always the most efficient way to achieve any objective, especially given how prone MWO games are to stomps.

#26 Johnny Z

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Posted 28 March 2017 - 07:28 AM

This is the best thing about the new mech tree. No more silly 3 mech lvl mastery system.

#27 Appogee

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Posted 28 March 2017 - 07:39 AM

View PostKiran Yagami, on 28 March 2017 - 07:20 AM, said:

Ok, I'll bite. What is the solution to skirmish only then?


It's simple: a more nuanced reward system that more strongly incents things other than killing the entire enemy team.

For example, if capping a point was worth the same as killing an enemy, many players would jump in Light Mechs and spend most of the match simply running around capping points.

(Which would potentially lead to a different set of problems.)

But anyway, the point still stands. Rewards drive behavior. Change the rewards if you want to change the behavior.

Edited by Appogee, 28 March 2017 - 07:47 AM.


#28 WarHippy

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Posted 28 March 2017 - 07:42 AM

View PostKiran Yagami, on 28 March 2017 - 07:20 AM, said:


Ok, I'll bite. What is the solution to skirmish only then? Because without respawns, killing all enemies and wiping the map clean is always the most efficient way to achieve any objective, especially given how prone MWO games are to stomps.

Well for starters it would require PGI to rework how we are rewarded to something more dynamic Instead of nearly all our income being based off of damage dealt. In Assault for a quick example you could tie most of the reward to actually capping the enemy base, however to prevent both teams from just rushing past each other to cap you can "penalize" for losing to cap by not awarding much in the way of c-bills. You can also add other required side objectives which can spread the players out etc.. Another option would be to have the mode be asymmetrical akin to Counter-Strike bomb maps.

One life with multiple options for victory makes for much more strategic and engaging game play(when designed well) than the mindless fun that respawn games provide. I have nothing against respawn games, but I don't want that style of play here.

Edited by WarHippy, 28 March 2017 - 07:45 AM.


#29 Appogee

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Posted 28 March 2017 - 07:45 AM

View PostKiran Yagami, on 28 March 2017 - 07:09 AM, said:

That works both ways. Sure, a Leeroy can waste dozens of mechs, but it takes him dozens of mechs to do that, since he you knows dies every time, so nothing's really changed. He's still a 1 for 1 deal.
I don't understand why you think Leeroy dying 12 times for every 1 time that I die is a "1 for 1" deal.

Are you envisaging a "finite respawn tickets" system, where every death removes a ticket? If so, then Leeroy is costing the team a lot LOT more than the rest of us.

Or are you envisaging a "perpetual respawn until objective achieved" system? Even under that system, having Leeroy off the battlefield, waiting to drop 12 times for my 1 is a significantly worse impediment to my team. Also, how will you decide the battle if neither team achieves the objective? Usually, it's based on "who got the most kills"... and that's not Leeroy's team.

But my main objection is just that the whole respawning mechanic makes the game less immersive, less like MechWarrior, and more like the countless other mindless FPsers that already exist.

Edited by Appogee, 28 March 2017 - 07:48 AM.


#30 HGAK47

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Posted 28 March 2017 - 07:51 AM

I would be very interested to see a quick play with respawns! I would be cautious too but the idea sounds like a lot of fun.

#31 R Valentine

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Posted 28 March 2017 - 08:12 AM

View PostAppogee, on 28 March 2017 - 07:39 AM, said:


It's simple: a more nuanced reward system that more strongly incents things other than killing the entire enemy team.

For example, if capping a point was worth the same as killing an enemy, many players would jump in Light Mechs and spend most of the match simply running around capping points.

(Which would potentially lead to a different set of problems.)

But anyway, the point still stands. Rewards drive behavior. Change the rewards if you want to change the behavior.


Why would I jump in a light mech? Nothing precludes me from killing the enemies first, then capping. That's the whole point. The presence of objectives doesn't make me want to do them, and since there's usually adequate time in a match to both kill and cap, why wouldn't I kill first and then cap? Then I get rewards for both killing and capping and capping is a breeze. No one there to stop me.

View PostAppogee, on 28 March 2017 - 07:45 AM, said:

I don't understand why you think Leeroy dying 12 times for every 1 time that I die is a "1 for 1" deal.

Are you envisaging a "finite respawn tickets" system, where every death removes a ticket? If so, then Leeroy is costing the team a lot LOT more than the rest of us.

Or are you envisaging a "perpetual respawn until objective achieved" system? Even under that system, having Leeroy off the battlefield, waiting to drop 12 times for my 1 is a significantly worse impediment to my team. Also, how will you decide the battle if neither team achieves the objective? Usually, it's based on "who got the most kills"... and that's not Leeroy's team.

But my main objection is just that the whole respawning mechanic makes the game less immersive, less like MechWarrior, and more like the countless other mindless FPsers that already exist.


No, I don't want finite respawns. I want infinite. I don't get why you think Leeroy is going to be any different no matter what system he plays in. He isn't going to play any better or worse with respawns. I don't care about Leeroy. He's going to do what he does. You can't control players and you can't change them. Don't try. You can only change the game.

#32 Appogee

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Posted 28 March 2017 - 08:23 AM

View PostKiran Yagami, on 28 March 2017 - 08:12 AM, said:

I don't get why you think Leeroy is going to be any different no matter what system he plays in. He isn't going to play any better or worse with respawns.
He won't be any different. But he will be less of a millstone around the team's neck if he can only spawn once.

I explained why, under both the "finite tickets" and "infinite respawns" scenarios, in my last post.


View PostKiran Yagami, on 28 March 2017 - 08:12 AM, said:

You can't control players and you can't change them. Don't try. You can only change the game.

Including, for the worse. That's why I say "no" to respawns.

#33 Anjian

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Posted 28 March 2017 - 08:23 AM

Are you associating respawn games only with FPS?

The online component of Mechwarrior 4, the most revered of all Mechwarrior games, is respawn based.

View PostWarHippy, on 28 March 2017 - 07:42 AM, said:

Well for starters it would require PGI to rework how we are rewarded to something more dynamic Instead of nearly all our income being based off of damage dealt. In Assault for a quick example you could tie most of the reward to actually capping the enemy base, however to prevent both teams from just rushing past each other to cap you can "penalize" for losing to cap by not awarding much in the way of c-bills. You can also add other required side objectives which can spread the players out etc.. Another option would be to have the mode be asymmetrical akin to Counter-Strike bomb maps.

One life with multiple options for victory makes for much more strategic and engaging game play(when designed well) than the mindless fun that respawn games provide. I have nothing against respawn games, but I don't want that style of play here.


They already give side rewards on WoT and World of Warships. In the end, no one still cares, its still about winning by win rate, kills and sheer damage.

Why would you associate respawns only for FPS games? Fractured Space has a very strategic gameplay, and it has perpetual respawn --- you can't win without destroying the enemy base, which requires you to capture strategic jump points as well as the mining bases that are required to upgrade your ships.

War Thunder is a game that has managed both objective and respawns. Winning an air match depends on the life of your bases, which is reduced everytime it is bombed by bombers. The life of these bases are indicated by a red and blue bar on top. Tank matches are based on a red and blue life bar which is shortened if a point is captured. If your team bar runs out, you lose.

So a player makes a preset, let's say five planes, three of which are fighters and two of which are bombers. When you are in a fighter, you intercept and try to shoot down enemy bombers, shoot down enemy fighters, escort your bombers. You may expend your fighters, and as you respawn, you take your bomber to begin your bomb run and those pilots that were on bombers before, now take the fighters in their preset.

If its tanks, light and medium tanks would try to cap, while heavy tanks and tank destroyers try to snipe and provide fire power support and suppression. You can't camp the whole game, sooner or later you need to come out and cap.

The game has a rhythm of attack and counterattack, until the tank limit (you get three lives) are expended. A lot of the battles are centered mostly around the cap spots, little meat balling, since as a team, you are frequently confronted with trying to capture or defend three spots. Only when the enemy team is dying out, you begin the final offensive to wipe survivors off their spawn. But many --- the majority --- of games do not end with the total destruction of the enemy team, and is simply determined by points, which is the length of the blue and the red bars.

Winning matters in War Thunder, because the monetary and XP rewards for winning is much greater than losing, and the game is grindy as it is, the best way to advance is to win.

I have played FP on MWO, at least on the first two phases, and a few recently (didn't like it). Both QP and FW have poorly designed objective play, which is probably the reason why skirmish (killing the enemy team) is easier.

The real purpose of objective play is to defeat camping, by bringing out both teams into a brawl in the conflict areas. Its not about trying to be a substitute for kills. Its about changing the way the battle is fought, and to do it in a more exciting manner.

The two premiere and best known non respawn wargames --- both World of Tanks and World of Warships --- with their single spawns --- and despite all the domination modes they have incorporated on both games --- have not, never eliminated camping, which only seemed to have gotten worst over time. In the meantime, I will add that Armored Warfare, whose main PvP mode is non respawn and based much like World of Tanks, have a major --- if not fatal - stomp problem, and now the game is literally dying.

Another reason for the failure of objective play in FW is that the mode itself at 30 minutes is way too long. One reason why objective play works in the highly rated War Robots for Android/iOS is that the game packs objective play, up to 5 respawns, all in only ten minutes, with objectives easy enough to rush and counter rush them, allowing for a sea sawing effect in the battle. War Thunder is only about 15 minutes, again, easily reachable objectives, allowing for attack and counter attack as many times in that short time. WWR has three to five respawns, WT has up to 5 to 6 respawns for aircraft, and three for tanks. Often in the length of time, I do not use up all the available respawns, and sometimes don't even loss a single life at the end of the game. But its a rough and brutal game if I used all of them up.

Edited by Anjian, 28 March 2017 - 08:38 AM.


#34 Appogee

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Posted 28 March 2017 - 08:26 AM

View PostKiran Yagami, on 28 March 2017 - 08:12 AM, said:

Why would I jump in a light mech? Nothing precludes me from killing the enemies first, then capping.

Why do some Light pilots, in an Assault Match, make a beeline for the enemy base, and stand there capping it while the rest of their team gets killed?

Those Light pilots tell me they are "playing the objective".

Edited by Appogee, 28 March 2017 - 08:26 AM.


#35 Alienized

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Posted 28 March 2017 - 08:27 AM

View PostAppogee, on 28 March 2017 - 08:26 AM, said:

Why do some Light pilots, in an Assault Match, make a beeline for the enemy base, and stand there capping it while the rest of their team gets killed?

Those Light pilots tell me they are "playing the objective".

if done well it kinda works eh? :>

#36 Ronan

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Posted 28 March 2017 - 08:41 AM

They (PGI) could. But I really hope they don't.

#37 Mystere

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Posted 28 March 2017 - 08:52 AM

View PostAppogee, on 28 March 2017 - 06:52 AM, said:

No, what you're proposing is quite different.

In the current QP matches, a Leeroy or Lurmtato can only waste one Mech each. Just one twelfth of the team. They can't repeatedly suicide for profit. And that gives those of us who actually want to win, and who play strategically, a chance of carrying them and winning the occasional match.

But with the perpetual respawn you propose, the Leeroys and Lurmtatoes could churn their way through dozens of Mechs until they consumed the entire team's tickets/respawns.

I think what you're not realising is that - based on my discussions with them - most of the Leeroys and Lurmtatoes don't care about winning matches. They are either 'just having fun' or 'maximising my CBills' and 'how dare any tryhard try to tell them to play differently' because 'it's only a game'. Giving those guys respawns is just giving them more opportunities to weigh an entire team down and cause a defeat.

That is far far worse than what we have today.

Incidentally, you can observe the truth of what I am saying in FP today... Usually half of a PUG team is dead by the 3rd wave. They don't care, and/or they don't have the skills to do better.


I have something that might mitigate that -- even if only for a bit.

Use a drop deck. If you lose all your mechs, you're replaced by someone else waiting in the queue.

#38 Davegt27

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Posted 28 March 2017 - 08:54 AM

Good points yagami

Having respawns sounds like all the other first person shooters out there
Not a bad thing
Not a good thing

I would have to try it

#39 Mystere

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Posted 28 March 2017 - 08:55 AM

View PostWarHippy, on 28 March 2017 - 07:42 AM, said:

One life with multiple options for victory makes for much more strategic and engaging game play(when designed well) than the mindless fun that respawn games provide. I have nothing against respawn games, but I don't want that style of play here.


It can be reasonably argued that well-designed game modes that also use respawns can also make for a much more strategic and engaging game.

#40 Mole

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Posted 28 March 2017 - 08:57 AM

I don't know. I'd be okay with drop decks in QP personally but I know a lot of people play quick play for it's namesake- "quick". I don't think there is much public support for quick play with drop decks.





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