Oldbob10025, on 14 September 2017 - 09:35 AM, said:
I would rather have WOT with legs as its more tactical than Leroy Jenkins players that have no concept of tactics and just run around with no care for anything as they respawn 2 minutes later with a new mech. World of tanks is doing just fine for being around so long and has a healthy player base (more than Mechwarrior online) that spends money on the game. Been playing WOT for over 5 years and I still spend money on that old game as I like tactics and not jumping around like rabbits to avoid shots in COD...
If you want respawns go play Faction Warfare as you get 4 mechs in a 30 minute period and has some great players that still play the broken game mode.
Plenty of games that have respawns in game. I had a discussion with a good friend about this and he does have a point as the games with repawns are doing very well like overwatch/PUGS/ etc but Mechwarrior is from a different breed of game with more tactics than run shoot jump run shoot jump repeat and rinse.
I really hope MWO deters from this type of gameplay as well as it would just be CS:GO with mech skins and not the brand of Battletech.. After that I will wait till another company picks up the licence and makes a REAL battletech game like HBS game of battletech..
WoT mitigates the problem of single spawn games (not completely, since they are creeping into respawns also) by
1. Large teams --- 16 vs. 16 which reduces AFK and early loss effects.
2. Large teams require large player queues, which means a constant diet of new players. Wargaming engages in heavy marketing to get new players. MWO/PGI doesn't.
3. Long TTK, which includes armor deflection mechanics, which MWO doesn't have, and also includes repair, which MWO doesn't have.
4. WoT experimenting with respawns anyway. AW which has single spawn PvP, suffered a major loss of players that it has added a respawn mode.
WoT clones are not succeeding as AW demonstrated. WoWs appears stagnant in its numbers. War Thunder on the other hand, appears to be flourishing in order to afford bringing more content with a greater variety of play every season than WoT and WoWs does. Even on mobile, War Robots with respawns is grossing revenue greater than World of Tanks Blitz. Why does War Thunder and War Robots able to compete against Wargaming --- by not simply being WoT clones. AW's failure, at least in its PvP side, has a lot to do with being a WoT clone. The part where AW is NOT a WoT clone, happens to be thriving, its PvE campaigns. Using the same formula applied to aircraft led to World of Warplanes being a dismal failure compared to War Thunder (planes have low TTK), and World of Warships, though much more popular than MWO, isn't exactly growing fast, stagnant with little growth, which is blamed to being WoT on water.
As for tactics and skills, the most competitive and watched esports games right now do are games that involve respawns. This argument that respawns brings less skill is phony. Respawns require a consistent and relentless application of skill, and reduces that chance affects the game outcome. It makes mental, skill and team stamina a factor. Respawns actually open up the opportunity for more ingame decisions, such as choices on the respawn (hero/mech/vehicle/weapon) and where to land the spawn --- tactical decisions by themselves considering the map and team state, along with considerations for team synergy --- the best build given the team and map situation. If MWO FW is a failure, blame it on a badly designed game mode.
Edited by Anjian, 14 September 2017 - 02:08 PM.