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#161 Kin3ticX

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Posted 13 July 2017 - 05:43 PM

View PostDeathlike, on 13 July 2017 - 02:38 PM, said:


I feel like any secret roundtable that didn't honestly discuss the ramifications (perceived or real) of the Long Tom is one that suggests noone did any (legitimate) debate and/or did not really consider the amplification of a roflstomp force it was on the queues.... especially since it's the equivalent of EmP roflstomping everyone... every two effing minutes.


Longtom was a pet idea with someone high up. Thats why it took 8 months to scrap it.

#162 Deathlike

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Posted 13 July 2017 - 05:46 PM

View PostSaint Scarlett Johan, on 13 July 2017 - 05:42 PM, said:

This game would be better balance by selling it off to Wargaming and making it the Russian's problem.


Make MWO great again.


View PostKin3ticX, on 13 July 2017 - 05:43 PM, said:


Longtom was a pet idea with someone high up. Thats why it took 8 months to scrap it.


Does his name rhyme with "us"? Sometimes people need a dose of their own medicine before they rethink stuff (you know, goons and all).

#163 Carl Vickers

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Posted 13 July 2017 - 05:49 PM

View PostDeathlike, on 13 July 2017 - 05:46 PM, said:


Make MWO great again.




Does his name rhyme with "us"? Sometimes people need a dose of their own medicine before they rethink stuff (you know, goons and all).


It was even better when PGI fixed it to not destroy mechs in 1 shot, then some other update messed that up and it went back to 1 shotting mechs and PGI said we would have to live with it.

#164 Crockdaddy

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Posted 13 July 2017 - 06:04 PM

View PostSaint Scarlett Johan, on 13 July 2017 - 05:42 PM, said:

This game would be better balance by selling it off to Wargaming and making it the Russian's problem.

Considering they already charge Wargaming prices I can't see how this would be a bad thing. At least it would be well capitalized.

View PostDeathlike, on 13 July 2017 - 05:46 PM, said:


Make MWO great again.




Does his name rhyme with "us"? Sometimes people need a dose of their own medicine before they rethink stuff (you know, goons and all).


Or other times Waifu Pillows are brought into play and maybe the idea was "REDACTED'S"

#165 Saint Scarlett Johan

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Posted 13 July 2017 - 06:16 PM

View PostCrockdaddy, on 13 July 2017 - 06:04 PM, said:

Considering they already charge Wargaming prices I can't see how this would be a bad thing. At least it would be well capitalized.


It's a shame WoT is three years older, yet has like 10x the playerbase.

#166 Kin3ticX

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Posted 13 July 2017 - 08:35 PM

View PostCarl Vickers, on 13 July 2017 - 05:49 PM, said:


It was even better when PGI fixed it to not destroy mechs in 1 shot, then some other update messed that up and it went back to 1 shotting mechs and PGI said we would have to live with it.


The worst part about the pet idea of longtom is that I bet it breaks some kind of cardinal rule in game design. Even I thought it was a cool idea before I got to see it in action.

When the counterplay of a game ending weapon is to quit and leave to play 4v4 in order to counter it, then there is a big f'ing problem. There was no counter to longtom in the 48v48 fight besides suicide light squads and that was gimmicky AF.

You could understand a player not picking up on that immediately but for PGI to miss it is worrisome.

I think PGI just got kind of stuck on making 4v4 mean everything and having 48v48 matches where the evil mercstar would lose to any unit in the game because justice, not really that, but sometimes you would lose no matter what to literally ANYONE..

Edited by Kin3ticX, 13 July 2017 - 08:39 PM.


#167 naterist

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Posted 13 July 2017 - 08:38 PM

can we just make scouting do something else? i dont even like the current bonus's it gives. maybe it can change how much each win moves the slider. then it would affect the big units trying to take planets, without affecting gameplay in favor of one side or the other.

#168 Deathlike

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Posted 13 July 2017 - 09:00 PM

View Postnaterist, on 13 July 2017 - 08:38 PM, said:

can we just make scouting do something else? i dont even like the current bonus's it gives. maybe it can change how much each win moves the slider. then it would affect the big units trying to take planets, without affecting gameplay in favor of one side or the other.


You just explained what would be abused instead... like, that was Tukayyid 3's "scoring" in a nutshell.

I suggest you totally rethink what you just wrote.

#169 50 50

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Posted 13 July 2017 - 09:28 PM

View PostKin3ticX, on 13 July 2017 - 08:35 PM, said:


The worst part about the pet idea of longtom is that I bet it breaks some kind of cardinal rule in game design. Even I thought it was a cool idea before I got to see it in action.

When the counterplay of a game ending weapon is to quit and leave to play 4v4 in order to counter it, then there is a big f'ing problem. There was no counter to longtom in the 48v48 fight besides suicide light squads and that was gimmicky AF.


That's a really good and HUGE point to make.

While I have enjoyed scouting, it is disconnected from Invasion mode.
Not only does it split the player base but it's a global effect for all invasion modes.
You have 4 people affecting the game of 12 others.

I would like to see Scouting brought back and incorporated into the main invasion mode. There are some nice features in the mode that would be good to mix in.
For example:
What if Incursion and scouting were combined and instead of using the power cells to power the towers, we used the collection of intel.
That would be interesting.

#170 50 50

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Posted 13 July 2017 - 11:37 PM

Maybe one step we could take is to add the option for drop decks, siege and scouting mode into the private lobby.
If we had the option to combine one mode with one or more additional mode it would be possible to test out some pretty funky combos.
Given it no longer requires premium time to use, it makes an easily accessible spot to test maps and modes.

Not only might we be able to provide some feed back about what makes a really engaging scenario to battle in that we could move Faction Play towards, but it helps training players and also opens the door for new options in the other modes.

#171 kapusta11

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Posted 14 July 2017 - 12:56 AM

Leave Conquest game mode, add more big maps, cut everything else. If you can't be bothered to balance IS vs Clan, allow mixed mech drop decks. Also make it group play only.

Edited by kapusta11, 14 July 2017 - 01:07 AM.


#172 Crockdaddy

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Posted 14 July 2017 - 01:40 AM

View PostKin3ticX, on 13 July 2017 - 08:35 PM, said:


The worst part about the pet idea of longtom is that I bet it breaks some kind of cardinal rule in game design. Even I thought it was a cool idea before I got to see it in action.

When the counterplay of a game ending weapon is to quit and leave to play 4v4 in order to counter it, then there is a big f'ing problem. There was no counter to longtom in the 48v48 fight besides suicide light squads and that was gimmicky AF.

You could understand a player not picking up on that immediately but for PGI to miss it is worrisome.

I think PGI just got kind of stuck on making 4v4 mean everything and having 48v48 matches where the evil mercstar would lose to any unit in the game because justice, not really that, but sometimes you would lose no matter what to literally ANYONE..


Hey! I thought light squads were a perfectly legit answer to Longtoms! :)

#173 sub2000

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Posted 14 July 2017 - 05:24 AM

View PostSaint Scarlett Johan, on 13 July 2017 - 06:16 PM, said:


It's a shame WoT is three years older, yet has like 10x the playerbase.


WoT is a pet-project of a very much bigger company which can readily access much bigger programmers pool.
What is more important WoT enjoyed from the start attention of serious fan base (history geeks and such) and never managed to spoil it. What is more important they were getting good software engineering support from outside of the company. MWO would be like that if it got good publisher support with corresponding permanent advertisement program (If I watch MoltenMetall or Snuggles Times on youtube I get always WoT banners) and some better assistance by the real CryEngine connoisseurs.
In any case:
As a game MWO is much better set, is significantly less greedier, and I would say has better more mature player base. I would not ever use WoT as an example of what to do.

#174 sub2000

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Posted 14 July 2017 - 05:46 AM

Many FW players point that this is a team game...It is not now really.

I would like to see an open lobby where people coming from GQ or call of arms can organize in teams. When a person say with a highest W2L ratio becomes automatically the commander and he/she if so will can request synchronizing builds etc. Something which already happens in TS hubs. I wouldn't be afraid to make visible also opponent lobby, so you can challenge or sometimes avoid team way out of your league. Such system would give chance and actual necessity for newbs to grow and a better chance for veterans for an interesting game.
Existing current status quo has fundamental flaws. People who come from TS hubs often don't use game VoIP (I pugged quite a few times next to such "teams" and that was the real reason why I stopped playing FW.) You have pugs who don't bother with making their builds workable and tend to use meta LRM builds with ErLL only (in order to spam as many as possible kill assists), and who are not a liability only if you have enough of the same type players on the other side.
You have big groups which tend to stomp anything less organized.

Edited by sub2000, 14 July 2017 - 05:50 AM.


#175 Commander A9

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Posted 14 July 2017 - 06:34 AM

First thing for fixing Faction Warfare?

Equal tonnage, 250-250, no exceptions, no questions asked, no BS.

Second thing? You want to discourage 'pugging?' Make it a requirement to use Group Cue with a minimum of 2 people.

There it is.

#176 Marquis De Lafayette

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Posted 14 July 2017 - 10:43 AM

View PostCarl Vickers, on 13 July 2017 - 05:49 PM, said:


It was even better when PGI fixed it to not destroy mechs in 1 shot, then some other update messed that up and it went back to 1 shotting mechs and PGI said we would have to live with it.


That mess was total garbage....screw up the game by adding a feature (which obviously hadn't been tested and fine tuned), don't admit you screwed up the game, finally be forced to admit (by a fleeing playerbase) that yeah...we messed up somewhat, finally (kind of) fix what you messed up, kill your fix (somehow) in the next patch...and then just leave it like that for months. Ugh

#177 QueenBlade

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Posted 14 July 2017 - 12:02 PM

Long Tom - a cbill sink that introduces a mechanic that kills mechs faster than the players can, thus making less cbills for the players.

#178 X Grunt

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Posted 14 July 2017 - 12:25 PM

I played MWO since Beta. I quit playing a month after it went live and have come back to check in once in awhile to see if the power that be have pulled their heads out of their butts and started to listening to the community. I see nothing has changed and they still live in their fantasy world. Nothing we discussed or wanted was incorporated in the Game play. Releasing the clan TO&E was dumb. Faction warfare has never been worth playing. It is like they could careless. As I have said before this is nothing more than World of Tanks with legs. Nothing more than Atar1 2600 Tanks with better graphics. Which might keep the adhd kids entertained, but the adults would like something with a little more flavor.

How to fix FW. Not sure if this version is fixable. The bar is ok for what they have now in FW. I know we are not supposed to blasphemy by bringing up competitions names in here but oh flipping well. I have played this game since the first day it came out in table top form and every version of the video game since. I have played in dozens of leagues in the various computer games and only 1 ever kept me coming back as much as possible. It was a league called NetBattleTech.com. They got it right from day one. As far as I know they do not exist anymore because they were big in to MW4 etc. But they understood faction play. We could learn a lot from how they set up their FW play.
1.- They had people in charge of houses, house units, merc. units, pirates etc.
2.- They had various forms of attacks you could use against an opponent. From Planetary Assaults(taking a planet), raids of various types, to small recons. This incorporated tonnage based drops from 70 tons to 1000 tons depending on the mission.
3.- They had jump ships they carried x amount of mechs to use how the commander saw fit. This determined what kind of mission you were going to undertake. PA, raid , or recon. Most mission were raids.
4.- Once the mission was over both sides submitted their mech losses and if they won or lost. The opposite side had to check and agree such mechs were used and the outcome was correct. Then submitted to a GM. They would deduct the mechs lost, salvaged, or stolen and any planet losses.
5.- House Mercs were used if house troops could make it to a drop or any merc if neither of the first two were available. Mercs were paid and agreed upon amount.
6.- All units had a monthly maintenance amount that had to be played. So mercs/ pirates could not sit on their butts etc.
7.- All canon factions were available to play.
8.- Factions had mech factories that they could utilize and sell mechs from. There was also a black market where any unit could pick up mechs for the set price plus BM mark up.
9.- Equal tonnage with any advantages in tonnage doing to IS. Clans bid to fight and do more with less.

I know, 2 different games. But these were the things that made MW4 fun to play. It was like the being in the books. You had Mech vs Mech combat and also strategic warfare. This game has no flavor. FW appears damn near dead to me. I sat for 9 minutes today waiting to join up. I watched the wheel spin around and around and never made it to a battle before I got frustrated and canceled. Something has to be done. I mean doing nothing has gotten them this far. Why not try something different and maybe see people returning to play. Use what other leagues/games have done that were successful. There are numerous other Battletech games coming out soon that will strip away players. Time to act before this game fades away like many others have. I see the same complaints and issues that people brought up in Warhammer online and look how fast that game died. All because the devs knew what the community wanted more than the community did in that game.

Too often the developers do not want to change their baby they have created. The key to a successful business is being able to take what you have created and change it to fit what is relevant and wanted for/by the community. Not what you want to be. I think that the best bet would be to start from scratch. Set the maps so IS and can attack IS and Clan can attack Clan, to keep us occupied. Then have a real open discussion with the community about making real changes. Otherwise this game will fade away. So I know I have said a lot and helped little. But coming back to see if anything had changed and seeing the same Emperors new cloths mentality still going strong is disappointing. But I will uninstall again, occasionally step into the forums and hope I will see this game hit its potential. But it will not until the devs start going away and someone who loves this game takes over. But I bet, it will be sold off to someone else like Standing Stone games or whomever, to take charge of, but not change anything. Lets hope I am wrong.

Edited by X Grunt, 14 July 2017 - 12:27 PM.


#179 Kin3ticX

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Posted 14 July 2017 - 12:45 PM

View PostCommander A9, on 14 July 2017 - 06:34 AM, said:

First thing for fixing Faction Warfare?

Equal tonnage, 250-250, no exceptions, no questions asked, no BS.

Second thing? You want to discourage 'pugging?' Make it a requirement to use Group Cue with a minimum of 2 people.

There it is.


No!

The first step to fixing CW is this

Posted Image

#180 naterist

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Posted 14 July 2017 - 12:45 PM

They should just ask xavier to let them put nbt in the factionplay tab, nuke everything else.





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