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#81 Jman5

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Posted 10 July 2017 - 09:35 AM

View Postjustcallme A S H, on 09 July 2017 - 07:47 PM, said:



Forward cap point / drop zone = increase in DZ farming.

Yeah, but you have to take into account we're also getting the ability to choose our dropzone. So there is no need to drop into the spawn point that's got 8 bad guys milling around. Alternatively, you can all drop into one point to overwhelm the attackers.

All closer respawn points do is take out a lot of the dead-time that exists in Faction Play. On some maps it seems like I spend more time walking to the fight then actually fighting. That's not good.

This would also lead to faster games, which means the team getting slaughtered spends less time being miserable and the winning team can churn out games faster making more cbills.

Edited by Jman5, 10 July 2017 - 09:36 AM.


#82 Cementi

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Posted 10 July 2017 - 01:13 PM

The reason I do not play FP unless I have a full drop is summed up in one simple statement.

Losses do not pay enough.

If I hop into a FP que solo odds are I am going to come face to face with a large group if not a full 12 man. That means that most of the time it will be a loss. Which means I do not get the reward for playing FP as it is only on a win and due to the reduced payout and long que times I would have been FAR better off just doing 3 or 4 quick play drops. This is not someone wanting a participation trophy complaint.....simply stating that if you want seals to club you need to pay them enough to make it worth while.

Also, and this is not a FP only issue. Objectives need to pay out far far FAR more than they currently do and not just to the guy who happened to get the last shot on a generator or turret.

To drum up interest maybe pay solo drop players an increased payout. Make it an event or something. Not tagless players, any person who ques up as solo gets the credit.

Another thing that would be nice would be instead of ghost drops they could program some form of AI........bit of a pipe dream there but that alone would probally get me queing up FP more often as the wasted time is rather frustrating. Yes the AI match would have to give rewards as well.

#83 Cementi

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Posted 10 July 2017 - 01:16 PM

Also faction flipping, while it fits the lore of battletech I think is detrimental to the game. Solo players should be the only ones allowed to do so. Units should have to pick a faction and stick with it. I know it sucks but it would be the only way to stabilize the ques. Then allow the solo's to fill the gaps by offering to pay them more. Units who pick a faction that has a low pop should also get that reward as well.

#84 Cementi

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Posted 10 July 2017 - 01:19 PM

Instead of a system with ranks give out a new currency that can be used to purchase things. Want to use your LP to buy a mechbay.....save up till you have enough. Want to convert some of it to cbills to buy a mech go ahead. Heck allow an exchange into MC as well to buy other items from the store.

That way you do not have people getting to max rank and having to flip factions to make it worth while for them. Or units going through there membership ranking and finding out what faction would be best to get people rewards because most are topped out our high in their current faction.

#85 Commander A9

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Posted 10 July 2017 - 03:05 PM

Hmm...I remember what pissed all of us off in the old days...

So here's my solution to fixing Faction Warfare Phase 4.1...

...Roll back to Phase 2. And no I'm not joking.

#86 vandalhooch

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Posted 10 July 2017 - 03:15 PM

View PostCommander A9, on 10 July 2017 - 03:05 PM, said:

Hmm...I remember what pissed all of us off in the old days...

So here's my solution to fixing Faction Warfare Phase 4.1...

...Roll back to Phase 2. And no I'm not joking.

The only thing that made Phase 2 so fun was what the players created outside of the actual game. The semi-role playing and smack talking in the forums was more than half the fun. Rolling back Faction Play to the mechanics of Phase 2 will not bring back that social aspect of the game.

#87 Bud Crue

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Posted 10 July 2017 - 04:45 PM

View Postvandalhooch, on 10 July 2017 - 03:15 PM, said:

The only thing that made Phase 2 so fun was what the players created outside of the actual game. The semi-role playing and smack talking in the forums was more than half the fun. Rolling back Faction Play to the mechanics of Phase 2 will not bring back that social aspect of the game.


Well, that, plus phase two had actual the invasion modes. Never thought I would miss the idiots yelling out that the gun was a priority target on counter attack despite being down in kills. Ah...good times. Phase 2 also had something else. No unit tax. Units could be who and what they wanted. The whole "MS ruined CW" was bulls**t then and its BS now. Putting in a mechanism that punished the forming of groups in a mode that is about playing as a group was the first sign of the apocalypse (that eventually became phase 3) as far as I am concerned.

Edit: Another thing that phase 2 had that PGI screwed the pooch on: the mech bay tour. They appear to have put zero thought into the inevitability that by making it harder for casuals to milk the mode for rewards was going to have a significant negative impact on population levels.

Edited by Bud Crue, 10 July 2017 - 04:50 PM.


#88 Scoops Kerensky

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Posted 10 July 2017 - 04:47 PM

Revert the system back to phase 1 and pay our unit money to come back would fix it

#89 FallingAce

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Posted 10 July 2017 - 05:30 PM

View PostCommander A9, on 10 July 2017 - 03:05 PM, said:

Hmm...I remember what pissed all of us off in the old days...

So here's my solution to fixing Faction Warfare Phase 4.1...

...Roll back to Phase 2. And no I'm not joking.


Faction warfare cannot be "fixed". It needs to be developed.

Phase 2 would be a good starting point for development.

Unfortunately PGI =/= development

#90 Helsbane

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Posted 10 July 2017 - 05:43 PM

As long as PGI holds the rights, FW is as good as it's gonna get. They can do two things well: Customization & Art Department. Everything else is well beyond their capabilities.

#91 Naglinator

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Posted 10 July 2017 - 05:59 PM

Come on guys, PGI has been cranking out a map every month for the last 6 months. That's why we haven't had any new faction warfare content in half a year. Oh wait...

#92 naterist

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Posted 10 July 2017 - 06:21 PM

At least bombadil is doing a unit/social lobby-tab (vague AF description). For some reason, i feel less pesimistic about that then i do other things pgi tells us.

#93 justcallme A S H

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Posted 10 July 2017 - 06:34 PM

View PostJman5, on 10 July 2017 - 09:35 AM, said:

Yeah, but you have to take into account we're also getting the ability to choose our dropzone. So there is no need to drop into the spawn point that's got 8 bad guys milling around. Alternatively, you can all drop into one point to overwhelm the attackers.

All closer respawn points do is take out a lot of the dead-time that exists in Faction Play. On some maps it seems like I spend more time walking to the fight then actually fighting. That's not good.

This would also lead to faster games, which means the team getting slaughtered spends less time being miserable and the winning team can churn out games faster making more cbills.



Problem is you've now just introduced an even more complex variable for PUGs/Solo's who already have no idea what is going on or how to work in a team (ie, just follow the guy infront of you and shoot what he shoots).

People will deliberately pick the "wrong" DZ just to suicide from the match earlier.

And the more aggressive side reinforces faster which defeats the purpose of "waves" of mechs and even the change to come-back if your opponent is forward reinforcing.

Can't see much good coming from it

#94 justcallme A S H

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Posted 10 July 2017 - 06:37 PM

View PostCementi, on 10 July 2017 - 01:13 PM, said:

The reason I do not play FP unless I have a full drop is summed up in one simple statement.

Losses do not pay enough.

If I hop into a FP que solo odds are I am going to come face to face with a large group if not a full 12 man. That means that most of the time it will be a loss. Which means I do not get the reward for playing FP as it is only on a win and due to the reduced payout and long que times I would have been FAR better off just doing 3 or 4 quick play drops. This is not someone wanting a participation trophy complaint.....simply stating that if you want seals to club you need to pay them enough to make it worth while.



Dunno about you but I can make 500-700k in a loss well enough plus the LP or MP on top which everyone forgets about leading to 50,000,000 cbills etc. So a FP roll loss usually is no more than 17mins.

Given QP is ~150k for 6-8mins.

A loss in 17mins, economically speaking, you're more a change to be in-front IMO. As long as the drops are fast and you can shoot properly, target weak components on open mechs etc.

I've only had one 350k FP loss, but I played dumb, so that was my fault (ie, I'll take ownership of the fact I played bad rather than blame everyone else).

#95 justcallme A S H

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Posted 10 July 2017 - 06:41 PM

View PostCommander A9, on 10 July 2017 - 03:05 PM, said:

Hmm...I remember what pissed all of us off in the old days...

So here's my solution to fixing Faction Warfare Phase 4.1...

...Roll back to Phase 2. And no I'm not joking.


The Glory Days before FP3.0 (ie, PGI broke the mode).

View Postvandalhooch, on 10 July 2017 - 03:15 PM, said:

The only thing that made Phase 2 so fun was what the players created outside of the actual game. The semi-role playing and smack talking in the forums was more than half the fun. Rolling back Faction Play to the mechanics of Phase 2 will not bring back that social aspect of the game.


This is true. The population exodus was that savage... There is not many left players OR units. Most pale in comparison to what they were in the prime.

I remember FP2 - It was 12man vs 12man ALL THE TIME! It was, excellent.

#96 vandalhooch

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Posted 10 July 2017 - 06:45 PM

View PostBud Crue, on 10 July 2017 - 04:45 PM, said:


Well, that, plus phase two had actual the invasion modes. Never thought I would miss the idiots yelling out that the gun was a priority target on counter attack despite being down in kills. Ah...good times. Phase 2 also had something else. No unit tax. Units could be who and what they wanted. The whole "MS ruined CW" was bulls**t then and its BS now. Putting in a mechanism that punished the forming of groups in a mode that is about playing as a group was the first sign of the apocalypse (that eventually became phase 3) as far as I am concerned.


I think the complaints about unit tax are ridiculous. Every unit has players loaded with massive amounts of C-bills. It's nothing to them to pay for hiring new pilots.

Quote

Edit: Another thing that phase 2 had that PGI screwed the pooch on: the mech bay tour. They appear to have put zero thought into the inevitability that by making it harder for casuals to milk the mode for rewards was going to have a significant negative impact on population levels.


Or, the playerbase is smaller now and those interested in Faction Play have already completed their tour.

#97 50 50

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Posted 10 July 2017 - 07:09 PM

Hehehehe.
:)

What I like about Faction Play:
  • It is (Usually) a longer game.
  • Using the drop decks.
  • Coordinating in a team.
Where it fails:
  • It is still considered a 'match' with a timer and not a 'battle'. Save matches and timers for comp and quick pay.
  • The drop deck is under utilized in terms of possible functionality.
  • The mode is too restrictive in terms of player numbers and minimum mechs and tonnage for the drop decks.
  • The stages and tug of war limits the mode too much.
  • A match maker is a 'sports' feature and not suitable for battles.
  • The existing modes individually lack enough objectives and options suitable for a battle.
The steps I would suggest to make significant changes:
  • Change our concept of the mode from a match to a battle.
  • Reduce the restrictions so players can bring a minimum of 1 mech at 20 tons.
  • Allow each battle to change in size dynamically by allowing players to join and leave. An open system.
  • Combine the modes so we have multiple objectives within the one scenario so it is not so myopic.
  • Put some dynamic functionality behind the individual objectives so we can evolve tactics and strategies.
  • Only use the timer as a way to close out the scenario should one team hold the 'end game' objectives and there are no longer any enemy players.
  • Add some simple functionality to the drop decks for logistics and repairs so we have mechanisms that support an extended battle.
  • Bring back the individual factions so there is more meaning to our choice of faction.
  • Create an ongoing reason to earn reputation and loyalty points by turning them into a currency.
  • Incorporate scouting and the collection of intel as part of the individual scenario and not a separate disconnected mode.


#98 MW Waldorf Statler

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Posted 10 July 2017 - 09:01 PM

FW has amny Problems ...
1 Waiting Time
2-many Spawnbugs
3-Mapdesign and very bad placement, seeing DZ in Alpine -placing stupid Walls around the base and the DZ is around High Hills or Crimson , the Walls more restrictions for the Own Movement as Defense against the Enemy
The Maps loveless drop in the FW and with Modes thats never designed fore...to small , to terrible Design
thats 10 Minutes working in the SDK editor to build the Terarin more for the Modes , bring hills more down or give more place for walls for Example ...
UE4 (its nor a Magical engine) ...Procedual terrain (in the moment more Marketing as magical Wand):thats a great Feature for the next 20 Years.
In the moment Gamenegines and procedual Terrain can not work with many Textures and layers (one mWO Maps has up to 20 Texture layers), or Logical placement of Buildings and Little Details (Streetlights)...procedual terrain in th the unreal 4 can not place a Waterfall or Bridge over a River,or build Streets ..ist great for Games like ARK Survival ( the Player placed and build not natural Objects like bases) or No Mans Sky and PT is very CPU intense and make many Bugs (Buildings of the Top of Hills..Holes in the Terrain , Objects in Air)

https://www.thumbsti...ral-generation/

https://www.reddit.c...iage_and_trees/



https://gamedev.stac...evel-generation

Edited by Old MW4 Ranger, 10 July 2017 - 09:14 PM.


#99 Deathlike

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Posted 10 July 2017 - 09:16 PM

View PostScoops Kerensky, on 10 July 2017 - 04:47 PM, said:

Revert the system back to phase 1 and pay our unit money to come back would fix it


Ha ha ha (I don't remember how many ha's were there before, but I miss NKVA).

#100 MW Waldorf Statler

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Posted 10 July 2017 - 09:53 PM

The Problem by PGI ...the Devs have nothing Gamedesign experience, the only have many Great Dreams ,and searching Guys to fullfill this Dreams and Illusions ,and than this guys says ...Sorry ,thats a unreally Dream ,or im not have the experience ...Thats the problem by MWO ..its the problem by Transverse and now by MW5 (Unreal 4 not created alone a Game, not a Magical Staff and not enough Guys in the Gaming Industry with long experience for it to working for PGI)

PGi is a Try and error Workstation for practicants since Years only some have great Experience , seeing Alex as Concept Artist ,and Alex is Freelancer and working for many Companys and Projects

Edited by Old MW4 Ranger, 10 July 2017 - 09:56 PM.






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