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Where Was The Big Talk About Wanting Solaris?


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#21 Imperius

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Posted 20 August 2017 - 01:34 PM

View PostAppogee, on 20 August 2017 - 01:19 PM, said:

Great question. I think the answers are:

Matchmaking. The inexperienced shouldn't be facing off against the experienced, and especially not large groups of the experienced. (And before anyone says 'low population', the main reason there is low population is because of the imbalanced matches, caused by the lack of matchmaker.)

Make it worthwhile. Revise incentives and rewards, both for playing, and for taking planets. People need reasons to play FP beyond QP.

Fix the maps, especially the Siege Maps. I don't think I need to say further on the problems the 'attack lane' designs of some of these cause.

Introduce Logistics. FP should be an Eve Online-like experience. In fact, I think we'd pick up a lot of serious long-term players if it was.

These would be my top focus areas. But there are lots of tweaks, which include ways to get people to stop camping in their drop zones, removing some of the more obvious lop-sided maps/mode combinations.


Make it worth while...

Hangers, drop ships, and missions you don’t care for but imo that is why FP is not worth it because it lacks these things.

C-bills mean nothing to me.

At least with some text flavored missions with unique objectives FPS could get some depth.

Ex. Mission text says you found out the opposition has come into possession of 12 clan or is engines. Your mission is to take over the base your bonus reward is the engines. (once a month type mission because engines are a lot of c-bills) the mission text would come across as you fly in and drop.

It’s still c-bills but at least now it’s interesting.

Again I have not had incentive to play mwo for a really long time.

Mm won’t fix nothing. Stomps still happen. Some people will never be good. Some play bad on purpose for lore builds. I have never had a negative w/l in the game. I only play in group queue with my friend.

Edited by Imperius, 20 August 2017 - 01:38 PM.


#22 Coolant

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Posted 20 August 2017 - 01:35 PM

well I admit that only 1v1s or 2v2s is not appealing. I was certainly hoping for FFA (free for all). I just want to drop in with 12+ mechs in the arena and try to be last man standing. And, we can't place bets. Was hoping for that too.

I honestly don't see myself doing 1v1 or 2v2.

#23 Johnny Z

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Posted 20 August 2017 - 01:35 PM

Solaris is one of the foundations of modern Battletech/Mechwarrior. Have to wait and see more.

#24 InspectorG

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Posted 20 August 2017 - 01:37 PM

Personally, i could care less about Solaris.

#25 Imperius

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Posted 20 August 2017 - 01:45 PM

View PostJohnny Z, on 20 August 2017 - 01:35 PM, said:

Solaris is one of the foundations of modern Battletech/Mechwarrior. Have to wait and see more.

Add it, but I don’t see how this takes development time... we have all the assets needed.

#26 James Argent

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Posted 20 August 2017 - 02:03 PM

There was no big talk on the forum about Solaris, and even if there was he doesn't even give lip service to his official forum posters anyway. It had to have all been wheedled by the select few to which he pays attention on a third party's communication platform.

#27 Accused

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Posted 20 August 2017 - 02:04 PM

Solaris is what quick play should have been. We said that in closed beta.

#28 Alistair Winter

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Posted 20 August 2017 - 02:05 PM

I was a huge proponent of Solaris in the past, and I believe I've made multiple threads and polls about the topic, which showed a lot of interest from other players as well. Particularly from people who have fond memories of Solaris in MW4, of course.

That was years ago, when I was still hoping PGI would eventually provide more content than mech packs for team death match (aka Quickplay). With virtually no new maps, no interesting new game modes, no improvements to FP, and as a result of PGI basically abandoning 3 of 4 Pillars, I've lost a lot of faith in PGI actually delivering what they're promising for MWO. This is just a cash cow to fund MW5, at best. Or, if we're unlucky, PGI will end up abandoning MW5 and use MWO money try to create their own IP again, like Transverse.

I'll try Solaris when it's available, but I'm not holding my breath or drinking any Kool-aid. When you compare today's FP with the FP that was actually described, it seems reasonable to lower expectations for what Solaris will actually be, if they can deliver it at all.

#29 Moebius Pi

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Posted 20 August 2017 - 02:15 PM

Bluntly put, it just seems like another way to get a stream of dough from visual customization and (yet another) useless leaderboard by a community repeatedly asking for more resources being put into FP so it's more broadly appealing. Instead it still seems very written off (the event placeholders in lieu of many, many other far more desired features), I guess drop deck sales aren't cutting the mustard; onward with Solaris!

Which... is just a smaller group queue. That being said, if it's a way to garner ingame mechbays and MC, it'll probably overtake FP right quick; enough are sick of the hot mess of duct tape in FP I can see it evaporating, especially considering Solaris still pushes the E-Sports angle. Doubly so, it gets the Rambo's and assorted lone-wolves that shun working with team mates playing more and feeling like something other than unappreciated liabilities.

Waste of time in my eyes compared to a -serious- overhaul of FP, but, that's not coming in a comprehensive way by the looks of it (not that I'll mind the events and conflicts system if it gets completed, but it doesn't address the map issues, near useless unit coffers, drop ship significance etc. etc.), so at least Solaris may keep the game afloat longer.

Not going to begrudge it if it achieves that... just not what I wanted at all, much like MW5 (say hello to DLC hell).

#30 Imperius

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Posted 20 August 2017 - 02:20 PM

View PostJames Argent, on 20 August 2017 - 02:03 PM, said:

There was no big talk on the forum about Solaris, and even if there was he doesn't even give lip service to his official forum posters anyway. It had to have all been wheedled by the select few to which he pays attention on a third party's communication platform.

When he asked for Solaris support I started a update engine thread. It had more support than the non-existent Solaris topic I never saw made.

But hey! We’re getting Solaris now!

Edited by Imperius, 20 August 2017 - 02:21 PM.


#31 Johnny Z

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Posted 20 August 2017 - 02:22 PM

Like other have said quickplay is not to far off what Solaris can offer. The difference will be setting and the many other things mentioned in the podcast. Atmosphere, ranking, patrons, modes and others.

This along with the mechbay changes/upgrades and upgrades to faction play work to finally create a full game..... That is what I think most are missing.



#32 Rovertoo

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Posted 20 August 2017 - 02:37 PM

Why wouldnt you want it? Its an awesome idea! And before anyone says something about player population, the amount of people playing seems way higher now than it was a few years ago, having come back after 2 years hiatus the game is currently in a much better place than it was before (though I do miss my old maps), and I for one am 100% on board with all the features they proposed. My only gripe is just how long it takes them to implement anything, but oh well. I know me and my brother will have a ton of fun playing Solaris 2v2, and I really hope they figure out how to do a free for all like Russ wants, cause that would be amazing!

#33 SkyHammyr

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Posted 20 August 2017 - 02:43 PM

Hope it makes b33f happy.
He was the one peeing himself over it in Twitch Chat that night.

#34 Savage Wolf

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Posted 20 August 2017 - 02:46 PM

What I wanted was a regular bucket for 12v12 with respawns. At least I got 8v8. Here's hoping that PGI soon gives up on giving people false hope for FW so we can get on to using the ressources stranded there for something useful.

#35 Ruar

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Posted 20 August 2017 - 03:19 PM

View PostRovertoo, on 20 August 2017 - 02:37 PM, said:

Why wouldnt you want it? Its an awesome idea! And before anyone says something about player population, the amount of people playing seems way higher now than it was a few years ago, having come back after 2 years hiatus the game is currently in a much better place than it was before (though I do miss my old maps), and I for one am 100% on board with all the features they proposed. My only gripe is just how long it takes them to implement anything, but oh well. I know me and my brother will have a ton of fun playing Solaris 2v2, and I really hope they figure out how to do a free for all like Russ wants, cause that would be amazing!


Simple answer is because 8v8 puts more pressure on each person to perform to a high level or the match will be bad. The more people in a match the less responsibility is on the individual to be a big contributor. This makes the game less fun overall because bad play is more common than good play.

There is also the impact to flanking and maneuver because with fewer players there will be greater demand to stay together instead of flanking the enemy with a small element. Deathballing will be more common rather than less because people are used to having a 6-8 man group with a few braver souls pushing the edges alone or in pairs. If you only have 8 people on the team then there will be no room for 3 or 4 people to roam the edges.

I think the nostalgia of 8v8 is causing people to think it's a good idea, but the reality of the game dictates 12v12 is better. Heck if we could get 16 or 20 per team it would be better. The smaller the groups the less appealing MWO is going to be to most players. Yeah, there are a few who love the idea of 1v1, 2v2, 4v4, but the bulk of the population plays 12v12 for a reason. Take away the bigger matches and you'll be removing a portion of your population as well.

#36 Imperius

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Posted 20 August 2017 - 03:46 PM

This isn’t really a discussion about 8 v 8. I will say it will be more improvements than negatives.

FPS goes up
Time to kill goes up
The never adjusted ammo requirements becomes lower.
Maps may get more areas used but doubtful.


#37 Rovertoo

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Posted 20 August 2017 - 03:51 PM

View PostRuar, on 20 August 2017 - 03:19 PM, said:


Simple answer is because 8v8 puts more pressure on each person to perform to a high level or the match will be bad. The more people in a match the less responsibility is on the individual to be a big contributor. This makes the game less fun overall because bad play is more common than good play.

There is also the impact to flanking and maneuver because with fewer players there will be greater demand to stay together instead of flanking the enemy with a small element. Deathballing will be more common rather than less because people are used to having a 6-8 man group with a few braver souls pushing the edges alone or in pairs. If you only have 8 people on the team then there will be no room for 3 or 4 people to roam the edges.

I think the nostalgia of 8v8 is causing people to think it's a good idea, but the reality of the game dictates 12v12 is better. Heck if we could get 16 or 20 per team it would be better. The smaller the groups the less appealing MWO is going to be to most players. Yeah, there are a few who love the idea of 1v1, 2v2, 4v4, but the bulk of the population plays 12v12 for a reason. Take away the bigger matches and you'll be removing a portion of your population as well.


Yeah, if were talking about QP 8v8 vs 12v12 I feel its bit different than Solaris, but I can see your points. I remember when they changed it from 8v8 to 12v12 I really liked the 12v12 'huge battle' feel, I thought it was pretty amazing. I still like 12v12 for that reason, and in 8v8 having one guy disconnect or die early was a huge downside, especially without respawns. 12v12 fixed that nicely, I think. That said in my recollection the change from 8v8 to 12v12 certainly led to faster TTKs, by a noticable margin. It was countered by I think longer matches, so it was fine to me, but I remember that being the biggest downside to 12v12.

So I would be fine if they kept QP at 12v12, but changing it to 8v8 isnt all that bad to me either, since I think it rounds out the modes nicely with 1v1, 2v2, 4v4, 8v8, and 12v12 modes all being represented. But I would say that having all the modes spread out between Solaris, QP, FP and that weird comp button nobody presses isnt the best or most cohesive organization method. Not sure how to fix that though, maybe have all the ques be picked from that FP map screen? Either way, kinda minor complaint. They do need to make FP more accessable though in my opinion, I love it but finding a match that isnt stomped right away takes forever. Fix FP and make it a regular game mode, leave comp play for anyone who wants to make a big team comp game.

Edited by Rovertoo, 20 August 2017 - 03:55 PM.


#38 WarHippy

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Posted 20 August 2017 - 07:19 PM

View PostImperius, on 20 August 2017 - 12:23 PM, said:

The game mode is and was coming regardless. Why act or tell us to post if we want or not if it was coming anyway.

Some players like going in circles day in and day out. Others look for a reason to do the same thing everyday.

You don’t seem like the social type. So it’s no surprise the features I listed don’t appeal to you.

I just don’t see where or why there is development time for a game mode that we have had since closed beta.
This from the person that constantly asked for single player???

Most of the stuff you listed is cosmetic stuff that a lot of people are not going to care about, or at least care about less than new game play options. In fact most of those things you listed don't have much of a social aspect to them anyway, or rather its just superficial interaction.

#39 Imperius

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Posted 20 August 2017 - 07:32 PM

View PostWarHippy, on 20 August 2017 - 07:19 PM, said:

This from the person that constantly asked for single player???

Most of the stuff you listed is cosmetic stuff that a lot of people are not going to care about, or at least care about less than new game play options. In fact most of those things you listed don't have much of a social aspect to them anyway, or rather its just superficial interaction.

Asking for a unit social space and a hanger to have your friends jump in is a social space that comes standard in most social games.

You are correct I want single player / coop because I don’t like my matches being heavily reliant on people in this game that don’t care to win. Yet complain constantly when they lose. Not to mention there is no lore inside the damn game anywear.

I like how you said a lot of people don’t care yet all I ever hear is this game has no purpose.

Obviously game modes is not the purpose.

So oh wise and great one please do enlighten us to what these people are talking about.

Edited by Imperius, 20 August 2017 - 07:38 PM.


#40 Pjwned

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Posted 20 August 2017 - 07:38 PM

View PostImperius, on 20 August 2017 - 11:53 AM, said:

Ok so it’s more buckets... and could you say you want it over...

Our own customizable hanger.
Our own drop ship.
Our own unit base and planet.
Our own mission objectives via our contracted faction.
Our own pilot customizations.

Solaris will not add depth it will just divide the player base more.

This game is in terrible need of a new engine. Yet instead we’re just going to keep adding buckets?


Apparently you're happy enough with the game to keep buying mech packs.

All you (and others) do by buying overpriced crap all the time is telling PGI "I'm fine with your sloppy, lazy, sub-glacially slow work so here's more money."

No sympathy.





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