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Timed Match With Infinte Respawns A Good Idea?


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#21 Dogstar

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Posted 15 August 2017 - 08:34 AM

View PostSmoothCriminal, on 15 August 2017 - 08:27 AM, said:

Yes - but:

1. with tickets for respawns, bases that lower tickets faster, and variable objectives mid game to further lower tickets (eg VIP/destroy dropship/download caches of intel); and
2. with a drop deck of cycling respawn times - ie lights spawn faster than assaults.


Those are good ideas.

#22 Ronan

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Posted 15 August 2017 - 09:35 AM

Please, not in QP. Defeats the "quick" portion.

#23 R Valentine

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Posted 15 August 2017 - 10:57 AM

That'd be a lot more entertaining than QP, which is essentially "All modes are skirmish". You can't get people to care about objectives when killing all of the enemies is the easiest way to attain said objectives. Mini-games are easy when there's no one there to stop you.

#24 KHETTI

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Posted 15 August 2017 - 11:21 AM

Unlimited respawn, 30 min games, dropdeck roster to choose from, gimmie a shout when something along that lines happens.

#25 Chados

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Posted 15 August 2017 - 11:23 AM

I'd hate to see this. It would make it so arcadey. One reason I don't play FW.

#26 Maker L106

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Posted 15 August 2017 - 11:47 AM

I feel the need to clarify why I'm against this sort of thing for MWO specifically.

The idea of making it Battlefield esque ticket wise isn't necessarily a terrible idea in and of itself but it eliminates any accomplishment you feel in the long game (of a short game i suppose). For example I primarily play clan mediums and like to dabble elsewhere, Shadow Cat and Viper have given me my best games hands down, at least that i'm able to recall.

This takes a great deal of the risk out of running a light mech or an ISXL etc: and the intent to that sort of system is to GIVE reward FOR risk not eliminate risk for the player. Now that's not a freebie to argue RNG (nothing should be). Using the above example though, I played a shitload of battlefield back in BC/2/BF3/4... now that said There were games in that series that had relatively rigid game types or what not then there were games where you had a server browser and could just select the one you wanted to play on (**** match making, **** skill anything, pick your good connection log in and enjoy) was nice. Especially when they started letting people rent their official dedicated server system and set the games up however they wanted.

This resulted in game set with max tickets / timer / etc: and I remember playing one game of battlefield, ONE GAME, for over two hours. Was absolutely glorious. Close finish too. Now... that's a bit of an extreme example. But THAT kind of game is where the ticket system really shines. Massive teams, lots of tickets, lots of time, humongous maps and insane levels of "i have no idea how the **** we're supposed to win this in a timely fashion".

MWO right now has the opposite of that and its the typical GoW Warzone style, your dead your out. Which makes for much quicker matches, and just as memorable play as well.

The whole "We need to retain new players" thing yeah I get that, we do we REALLY do. But if they jump in and see there's no consequence for what they do then what investment do they have to stay alive... they won't care about that ticket counter (battlefield vets here should know how that **** goes) but they care about being able to do stuff.

Enter the MWO Fear cycle that we've all run into "Push" *fear strikes rookie* *rookie sits on **** *half of team pushes* *the obvious occurs* everyone dead. If you don't want that to occur you have to give the people the proper mental tools to play the game. that requires people talking (and not being ********) in game which is actually pretty good from what I've experienced. No one here dumped on me, or in game when I was new. Occasionally I'd get bitched at for rookie mistakes but never anything beyond, "that's bad; this would be better; try different mechs" more or less the usual.

Respawns wont fix any of the actual problems plaguing QP or the game in general.

While I wont hardline say "no" becuase FW / CW / whatever its actually called. I don't want to see it become the games default skin. What originally attracted me to MWO was initially "Holy **** theres a Mechwarrior game!?" followed closely by "And if you die your dead."

I'm still here, and with only average skills i'm not leaving short of server shutdown or a better multiplayer mech game becomes available on PC. (Read; Armored Core.)

Even then... leave completely? pfft no. Sorry for ranting... [stop]

#27 Jackal Noble

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Posted 15 August 2017 - 11:57 AM

This again...again....again....again

The guys that can't handle change
-" No RESPAWNS!!!! I like to have 10-15 minutes downtime after I play with a single mech"
Think about it in the current clime -

More oppurtunity to make Cbills and gain experience in shorter period of time... because ya 'know the current system with the Skilltree is stupid expensive, in a lopsided way.

More time to do what it is that you signed up for shoot and play mechs - Hint Hint- it's not supposed to be an unoptimized waiting simulator (tho it is a walking simulator at times). Unless that's what you are here to do, well then nevermind, you've found the game of your dreams.

#28 Jackal Noble

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Posted 15 August 2017 - 12:02 PM

FURTHER I SAY

FURTHER











No, Further










CW IS DEAD. Comp play is going to take over what CW represented and what RUSS has pined for - Derp-E-sports.
That said, it makes sense now more than ever to mesh CW and QP in all but namesake.
Multiple spawn can be done in that game mode, bring it to QP. It makes sense.
Are there going to be steam rolls? most certainly but we have that already.
At least this gives Joe Leroy Jenkins the Tier 34 Potato God a second chance to redeem himself for Derpiciding.
Even better, it would at least give me half a chance to do something meaningful when my team mates are half-baked.

Edited by JackalBeast, 15 August 2017 - 12:04 PM.


#29 Jackal Noble

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Posted 15 August 2017 - 12:10 PM

It's a video game you play on a flat screen, I don't know how much more arcadey you can get.

If it's convenient for the hardcore ascribers to the current and non-working game setup/MM, you guys can pretend like you have a roster of 4 different pilots.

Bingo! Another PGI money sink.
Have an artist make a bunch of profile picts of Mechwarrior Pilots, that come with their own strengths and weaknesses muuuuuuuuuuucccccccchhhh like the upcoming BATTLETECH RTS game.

Further lol, have a pilot Skill tree. hahahahaha

You know what?

Screw it. I didn't sign up for this. I signed up for un-optimized waiting simulator.

#30 Tier5 Kerensky

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Posted 15 August 2017 - 12:12 PM

Games that have respans don't have such huge differences in actor health and speed like MWO.

#31 MechaBattler

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Posted 15 August 2017 - 12:12 PM

I'm not a fan of it. It would have to be done in a way as to discourage bad play. I don't like it because I found in other games it tends to act as a means of making up for inbalance and bad play. It's okay if Billybadmechs is doing poor damage, because he now has a longer respawn timer! It's okay to play inferior IS, we'll give you better respawn timer!

No thanks. We don't need respawn acting as a crutch.

#32 Jackal Noble

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Posted 15 August 2017 - 12:59 PM

Waiting simulator - check
0-4 minute wait time to find game(with all servers on) - check
30 second wait to decide Map - Spoiler! it's HPG or Polar or Frozen
10-15 second to load into match (Samsung 850 evo SSD)
8-71 seconds to load into game
5 second boot up sequence.

#33 KHETTI

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Posted 15 August 2017 - 01:25 PM

Long wait times on matches, then the match usually lasts on average 5 mins.
Then factor in if your matched with potatoes or not, single life, basically equates to very little time actually playing.
MW4 guaranteed me 30 mins of game time each match, currently other games offer me this.
I'm done spending more time waiting than actually playing, and i personally believe it harms MWO quite a lot.

#34 Mawai

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Posted 15 August 2017 - 01:29 PM

I think the biggest issue with unlimited respawns is that it encourages a game play style that I would not enjoy.

I like the fact that folks play strategically and tactically. They usually think a bit before rushing in or try to come up with strategies to win that do not sacrifice their mech. In Battletech and Mechwarrior, mechs are expensive, they are difficult to repair and althouth there will be losses you should hesitate before throwing it away.

However, with unlimited respawns there is little to no motivation to play that way. If you are near your respawn then zerg tactics ... run in with a couple team mates, do as much damage as possible, rinse and repeat. Respawn points become tactical advantages since your supply chain is shorter. On the other hand, if the other team can effectively camp your respawns (as happens sometimes in FW) then the game gets boring.

Basically, in my opinion and in terms of my preferences, the game play styles encouraged by unlimited respawns just aren't what I associate with a Battletech/Mechwarrior game nor would I want to play them. (Other folks will have different opinions :) ).


(Infinite respawns turns the game into call of duty in armor so you don't die on the first hit and although that might be popular in some circles ... it isn't what I associate with Battletech/Mechwarrior).

#35 Nema Nabojiv

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Posted 15 August 2017 - 02:04 PM

1. I do want pug friendly respawn-mode.
2. I realize its not gonna happen because it is actually A LOT of effort and the profit out of it is not guaranteed.

#36 VonBruinwald

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Posted 15 August 2017 - 02:10 PM

Respawn, YES, but only in private lobbies.

Limit re-spawns to a single dropdeck per player and recycle the code from FW.

#37 Grimlock Magnus

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Posted 15 August 2017 - 02:38 PM

Yes, it should be an option to play. Period. It was my favorite game mode (respawns) in MW4.

#38 IronBunny

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Posted 15 August 2017 - 03:10 PM

Hi

I would love a objective/ticket based gamemode with respawns.

A gamemode without waiting between matchups and free selection of my owned mechs would be nice.

Let me earn my c-bills in a dynamic objective/ticket based environment,

cya





#39 Anjian

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Posted 15 August 2017 - 04:54 PM

Not sure about the idea of infinite respawns.

Finite respawns via dropdeck is a better idea, like War Thunder and War Robots.

War Thunder, you can burn through a deck of three to five vehicles in less than 15 minutes, depending on how aggressive the play is. This is in Arcade mode, which is actually, the most aggressive of all the game modes in War Thunder.

War Robots, every game has a max timer of 10 minutes, and you can burn through 4 to 5 mechs with that. Often games can last shorter either due to rushing the objectives or the other team "meching out" too quickly. Meching out is the WR game culture term for leaving the game early or running out of mechs in your deck. Only a small minority of games are won via total attrition (total death of the enemy team). The primary mode of the game is domination, though WR has added beacon rush. When the game hits the 10 minute mark, the team with the most points wins.

Recently the game has added a new mode, Beacon Rush, where you can select from which point you can spawn into, which strategizes points capture. If a point is captured, you can spawn your mechs on a forward position (this mode has been suggested even by members of this forum, ironic to see it happen there instead). This mode makes the game even more aggressive and dynamic, to what is already an extremely aggressive and dynamic game. Furthermore, the game doesn't exhibit meatballing and murderballing.

Is it possible for Battlemechs to play a War Robots kind of game mode --- Beacon Domination and Beacon Rush. This is confined to a small map, with five points, two closer to each side, and one point in the center for open contention. You got 10 minutes and four to five mechs to capture the points. One problem on this for MWO is the large maps. If the maps were smaller, there would be less searching and less travel to the engagement areas. In other words, WR is pretty much tailored from map to mech for its particular game modes, and everything works in high synergy for that purpose. Adding new game modes to MWO maybe like adding an inelegant and ill fitting hack to established game mechanics not suited for it. I would think the biggest obstacle to respawns on MWO might be the maps themselves, along with the voting mechanic, and time sink animations. If you respawn, there is excessive travel from the spawn to the engagement area, which players may mind doing it repeatedly. Which is why I would think confining the map would help. For this, I got the old Forest Valley, Frost City, and River City in mind, using an 8 vs. 8 format with 4 respawns.

It should be added that War Thunder Ground Forces Arcade manages to do 3 tank respawns on fairly large maps. But they have a well distributed spawn system that brings the spawns closest to the engagement zones, and the players can choose which spawn point they want to drop in. Once again, and in other words, doing the game mode you have to execute all the details from top to bottom, not adding a piece to an existing infrastructure.

#40 juxstapo

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Posted 15 August 2017 - 05:35 PM

View PostCoolant, on 15 August 2017 - 07:33 AM, said:

I'm always for unlimited respawn. It was in previous installments in the franchise and in MW4:Mercs unlimited respawn servers were by far the most popular.


+1

back then everyone played matches for "Fun"...
...guess what else...
there was no stat tracking. Kill count at the end of match was it.





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