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Timed Match With Infinte Respawns A Good Idea?


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#61 WarHippy

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Posted 16 August 2017 - 12:00 PM

View PostJackalBeast, on 15 August 2017 - 12:59 PM, said:

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.

I only have one server checked and I don't think I have ever waited more than two min to get a match.
I'm all for random map/mode so we can skip the voting nonsense.
Having to load into a match...?!?!? The horror.Posted Image

Respawns are not going to fix any of that.

#62 Khobai

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Posted 16 August 2017 - 12:23 PM

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Respawns are not going to fix any of that.


longer games = less time waiting to get into shorter games

#63 Khobai

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Posted 16 August 2017 - 12:27 PM

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The RL80 Locust likes this idea. I`m sure the forum shitstorm reach epic size within hours.


oh no 140 damage

if you only do 140 damage in a locust youre not helping your team... in faction warfare, 250 damage and 1 kill (1000 damage and 4 kills with 4 mechs) is generally considered the bare minimum you should be doing each time a mech dies.

a locust with actual weapons is capable of far more than 140 damage

so no I dont think there will be a forum shitstorm over RL80 Locusts... because theyre not very good.

and if its really a problem, thats solved easily by making it impossible to choose the same mech twice when you respawn. that forces you to drop in a different mech each time you respawn, so theres more mech variation in the game.

Edited by Khobai, 16 August 2017 - 12:34 PM.


#64 Admiral-Dan

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Posted 16 August 2017 - 12:31 PM

View PostKhobai, on 16 August 2017 - 12:27 PM, said:


oh no 140 damage

if you only do 140 damage in a locust youre not helping your team...


If you kill an enemy assault you do help your team.
Btw. it’s not about helping it’s about the epic troll potential of this mode. Posted Image

Edited by AlphaEtOmega, 16 August 2017 - 12:31 PM.


#65 Khobai

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Posted 16 August 2017 - 12:37 PM

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If you kill an enemy assault you do help your team.


youre not really helping your team so much as the enemy assault pilot is hurting their team by dying to locusts...

bad players drag their team down. we know that. the only way to balance that out is to put an equal number of bad players on both teams.

thats mostly a matchmaker issue

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Btw. it’s not about helping it’s about the epic troll potential of this mode


there is no epic troll potential.

like I said youd only allow people to drop in each variant once. then they have to choose a different mech.

it would be stupid to allow people to keep respawning in the same mech over and over, its common sense not to allow that, in order to force more variation. but it also lets people choose from the entirety of their mech collections which is a good thing. people would be able to choose trial mechs too if they dont have enough mechs.

Edited by Khobai, 16 August 2017 - 12:43 PM.


#66 LordKnightFandragon

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Posted 16 August 2017 - 12:42 PM

View PostEl Bandito, on 15 August 2017 - 04:54 AM, said:

You mean a Deathmatch mode? Yes it can work, as proven by MWLL. However, several things need to be addressed.

1. Will it replace QP? Cause 5-10 minute matches are popular with certain part of the population, as they do not wish to invest too much time per match. If it will not replace QP, it will split the queue and increase wait time and worsen MM.

2. How will rewards be handled?


How bout they buckle down and create one good mode that encompasses alot of features, so that we're all drawn to it. Then we dont need 14 different game modes.

Any respawns in this game I feel should be like that Global war mode, where you bring 4 mechs and thats it.

You mention MWLL, in that I feel they should also have a repair bay, which would be cool.

Something like MWLL game mode of base attacks and stuff, along with limited respawns, but timers, yeah they can go away.

As for how they handle rewards? Make them fat, you spend the time, you get paid well. Back in 2142 and the days when PVP online games were fun, good and werent all about artificially keeping us broke, and milking the gimmicks, if you spent 2 hours in a battle, racked up 100 kills, 40 different ribbons, 19 unlocks, went up 8 ranks over that course, then guess what? You progressed insanely fast. There is no reason to limit our rewards just because the worse players will be butt blasted that they didnt get similar rewards for rushing in and dying.

#67 Khobai

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Posted 16 August 2017 - 12:46 PM

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Any respawns in this game I feel should be like that Global war mode, where you bring 4 mechs and thats it.


thats still just skirmish though, just a longer version of skirmish

the whole point of ticket based reinforcements is that it allows for gamemodes that are more objective based and dont just focus on killing enemy mechs

killing enemy mechs would be one way to reduce enemy tickets, but you could also bleed enemy tickets by capturing objectives, or eliminate a set amount of tickets by destroying enemy objectives. it creates a much more flexible system where you can win by many different combinations of all of the above. rather than just winning by killing all the enemy mechs, which is what we want to avoid, because skirmish sucks.

repair bays would be cool though. And a ticket based system could also help prevent repair bays from being abused if it costs tickets to repair mechs. losing a mech would cost its tonnage in tickets but repairing a mech could cost half its tonnage in tickets multipled by the percentage of damage repaired (so repairing 50% of an atlas would cost 25 tickets for example vs 100 tickets if the atlas was destroyed). but you couldnt repair missing limbs or missing equipment, thats beyond the capability of a field repair.

Edited by Khobai, 16 August 2017 - 12:55 PM.


#68 Jackal Noble

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Posted 16 August 2017 - 12:50 PM

Screw it. Mash Incursion and Escort into one mode and blamo, awesome sauce (K, mild sauce but you get the gist) - literally. The Atlas is no longer a Derpsie-Do, he is Derpsie-Walking Time bomb moseying his way to the other teams inevitable doom.

New Mode Idea;

Weight Smasher -
Unlimited Respawns - one for each weight class. No weight limit; real time weight counter illustrates disparities between teams, both at pre-load with existing drop decks (which you can modify in pre-match screen if, say, your team is shorter overall in tonnage than the enemy), and in game over the course of the battle. Goal of the match is to reach a set goal of tonnage destroyed before the other team to claim the win. So sure you can bring that 12 man Atlas Rush, but it could cost ya in the long run.

Me likey.

Also, just getting this out there - Having a dropship bring in a single mech, ALA as is done with the current 4 spawn system in place in CW is kind of dumb. Like why would you use all of those resources to bring down a single 20 ton mech?
So maybe that could be improved. Like a base that has hangars below ground, for one or two maps would make sense.

KK. back to a more practical approach on how to rationalize this hot topic.

Standard QP with respawns- game limit 20 minutes
4 slot system - one slot for each weight class - Light,Medium, Heavy, Assault - no weight limit for the classes, but a percentage
modifier added to the lighter teams final score

-4 different pilots for the player -helps those that absolutely despise the idea of it being un-simlike (uh ok lol) as well as would be a stellar opportunity for PGI to introduce some new side content (also great oppurtunity to introduce some 3025, 3052 and 3057 characters for players to role play with)

- Spawns - Initial spawns could be tailored to the maps but the gist could be handled with the assaults starting at a more forward point, meanwhile the other weights start out a little back on the map and lights are placed in their own special place diagonal from one another and whatever corner is furthest from the opposite team.

After the initial spawn - the player has the choice on which spawn they wish to utilize. This could come into play a few ways, but one useful aspect I find attractive and have seen it used to effect in other games is that it allows you to spawn at the safest spawn at your discretion.To flesh this out, spawns would be more or less mobile field bases with active radar that the spawning player can see any base rushes within a 350 m bubble as well as weapon countermeasures.

This is where things get a little wonky but bear with me - There are 3-4 mobile operation bases to a side and they both have access to shield tech - the shield system is off map and can't be destroyed. The initial base shield has has a set amount of health, and as they get eliminated the subsequent bases become tougher as the shield generator is able to divert more power to the others, with the final base being tough as nails. Point is to stave off base rush types and campers.

#69 Admiral-Dan

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Posted 16 August 2017 - 12:54 PM

View PostKhobai, on 16 August 2017 - 12:37 PM, said:

but it also lets people choose from the entirety of their mech collections which is a good thing. people would be able to choose trial mechs too if they dont have enough mechs.

So excluding new players or forcing them to use trial Mechs?
I`m sure this is going to make this mode really popular.

I think this mode would be the final nail in the coffin for MWO.

#70 Khobai

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Posted 16 August 2017 - 12:56 PM

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So excluding new players or forcing them to use trial Mechs?
I`m sure this is going to make this mode really popular.


as long as the trial mechs are viable I dont see the issue. you just have to come up with some viable trial mechs.

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I think this mode would be the final nail in the coffin for MWO.


how so? youre not forcing anyone to play it. and the other gamemodes will still exist.

adding a respawn gamemode doesnt mean single life gamemodes are going away

thats what people dont seem to get.... its not a mutually exclusive thing. its in addition to what we have now.

if its done right I think it will be much better than anything we have now.

Edited by Khobai, 16 August 2017 - 01:01 PM.


#71 Admiral-Dan

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Posted 16 August 2017 - 01:19 PM

View PostKhobai, on 16 August 2017 - 12:56 PM, said:

thats what people dont seem to get.... its not a mutually exclusive thing. its in addition to what we have now.

Nah, what people don`t seem to get is that MWO doesn’t have the player base for a few different modes. Each new mode with separate queue would mean much longer waiting times.

#72 Malcolm Vordermark

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Posted 16 August 2017 - 01:29 PM

I'd be ok with a respawn mode. Need to reduce team sizes, maybe even free for all. Otherwise I'd worry about spawn camping.

#73 YasuoBloodMoon

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Posted 16 August 2017 - 01:46 PM

Actually TDM with unlimited respawn and avaliability to bring any mech from mechbays without penalty or spawn ticket while spawning was LONG ASKED from PGI.

View PostRouken, on 16 August 2017 - 01:29 PM, said:

I'd be ok with a respawn mode. Need to reduce team sizes, maybe even free for all. Otherwise I'd worry about spawn camping.

Nope. Needen is actually increase team size to 16vs16. Crimson, Caustic, Polar, Thurmaline, Mining, Manifold are must welcome maps for TDM.

#74 Khobai

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Posted 16 August 2017 - 01:53 PM

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Nah, what people don`t seem to get is that MWO doesn’t have the player base for a few different modes.


it does, they just all play quickmode

#75 Admiral-Dan

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Posted 16 August 2017 - 01:58 PM

View PostKhobai, on 16 August 2017 - 01:53 PM, said:

it does, they just all play quickmode

Another bad mode which nobody selects? Great use of PGI`s resources.

#76 Anjian

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Posted 16 August 2017 - 02:52 PM

View PostAlphaEtOmega, on 16 August 2017 - 01:19 PM, said:

Nah, what people don`t seem to get is that MWO doesn’t have the player base for a few different modes. Each new mode with separate queue would mean much longer waiting times.


Nah you can reduce player consumption by limiting it to 8 vs 8 or even 6 vs. 6. 8 vs 8 with a 4 mech deck is equal to 32 mechs per team.

#77 Anjian

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Posted 16 August 2017 - 03:03 PM

View PostTWIAFU, on 16 August 2017 - 03:26 AM, said:

Infinite respawns means infinite seal clubbing.

I LOVE IT!

Infinite spawn camping.

I LOVE IT!

Add this so 12mans can beat the living snot outta pugs more.

I LOVE IT!



There are easy ways to beat spawn camping.

1. A real matchmaker to assure the teams are even, with both good and bad players at each sides distributed equally.

2. Giving the players the flexibility to decide which time they want to respawn --- instantly or wait for a while. Instantly to help with your teammates and take advantage of weakened enemy mechs, or wait and team drop in at the same time in a wave.

3. Giving the players the flexibility which spawn point they can drop in.

4. Invisibility or invincibility temporary modes shortly after spawn.

5. Allow players to completely give up the game if they are beaten, with no further mechs dropping from their deck when they quit. That means no mechs to farm for the victor.

#78 Pjwned

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Posted 16 August 2017 - 03:15 PM

View PostAlphaEtOmega, on 16 August 2017 - 01:19 PM, said:

Nah, what people don`t seem to get is that MWO doesn’t have the player base for a few different modes. Each new mode with separate queue would mean much longer waiting times.


That's a big reason why if something like this did happen then it should just replace faction play.

Nobody plays FP anyways because it's uninspired trash, might as well actually fix it instead of adding another separate mode that could be actually decent.

#79 Khobai

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Posted 16 August 2017 - 03:17 PM

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Another bad mode which nobody selects? Great use of PGI`s resources.


the assumption is that if done properly it wouldnt be bad.

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Nobody plays FP anyways because it's uninspired trash, might as well actually fix it instead of adding another separate mode that could be actually decent.


people dont play faction play because 1) groups vs pugs and 2) IS vs clan isnt balanced

those are really the only two reasons people dont play it

fix those two things and people would play it again

Edited by Khobai, 16 August 2017 - 03:18 PM.


#80 WrathOfDeadguy

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Posted 16 August 2017 - 03:27 PM

View PostJackalBeast, on 16 August 2017 - 12:50 PM, said:

Screw it. Mash Incursion and Escort into one mode and blamo, awesome sauce (K, mild sauce but you get the gist) - literally. The Atlas is no longer a Derpsie-Do, he is Derpsie-Walking Time bomb moseying his way to the other teams inevitable doom.


Y'know what? This is my new favorite idea on the forums. This is an awesome idea. I have no strong feelings for anything else you said, but this? This needs to happen. It needs to happen yesterday. It would instantly transform two utterly awful game modes into something unique and fun.

Now there's a reason for the VIP to be an Atlas instead of an MFB or something. Hey, now the randomized route makes sense too. Which route he takes determines which part of your base he roflstomps first, and thus which set of defensive abilities you lose in what order as he tromps through your backfield. Players have a reason to stick with the VIP, because he's their ticket in the front door- that generous nonhuman schmuck who's willing to eat the first few alphas while they get their heads out of their collective sphincters, grow spines, and push.

You win five internets. Try not to meme them all in one place. Watch that conversion rate.

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