I just use my imagination.
#puglife
#qp4ever


Fp Is Just Qp With A Color Coded Map
Started by UnofficialOperator, Jan 04 2018 08:30 PM
8 replies to this topic
#1
Posted 04 January 2018 - 08:30 PM
#2
Posted 04 January 2018 - 08:36 PM

#3
Posted 04 January 2018 - 08:42 PM

#4
Posted 05 January 2018 - 02:13 AM
The shallowness of the whole faction war side of things is what depressed me the most, spent time building and skilling a full dropdeck getting excited to try it and having fun getting to that point. Then playing it and realising it is basically QP in a different mode... Sad stuff.
But hey they ask us to go outside of the game for stuff as simple as voice lobbies, so yeah, competence in design isn't exactly something I should have expected.
But hey they ask us to go outside of the game for stuff as simple as voice lobbies, so yeah, competence in design isn't exactly something I should have expected.
#5
Posted 05 January 2018 - 02:48 AM
And yet people freak out when you even mention the notion of just eliminating the QP mode and putting everything under the FP umbrella so there is actually a semblance of a point to dropping solo.
#6
Posted 05 January 2018 - 03:26 AM
sycocys, on 05 January 2018 - 02:48 AM, said:
And yet people freak out when you even mention the notion of just eliminating the QP mode and putting everything under the FP umbrella so there is actually a semblance of a point to dropping solo.
You know.. I've been thinking about this too.. dropping the QP and just having the game be faction play.. And then I realized that sometimes I just want a quick game in between real-life stuff.. so QP..
it's the length of FP that makes it necessary to have QP..
BUT..
Now, a solution to this seems on the horizon..
Replace Quick Play with Solaris!
You want a quick match? What's quicker than 1 vs 1?
Got time for a war? Play faction..
#7
Posted 05 January 2018 - 03:36 AM
Or get rid of the multi-drop mechanic, and replace it with a multi-match mechanic that still uses drop decks.
Solos - 1 match
Groups of 4 - 2 matches
Groups of 6 - 3 matches
Groups of 12 - 4 matches
Now you have difficulty filtering built into your system with nearly eliminates the need for a MM to be in place at all. You can also make it so group drops have a campaign feel to them where your competition actually has a point to it and everything from scouting to siege is contained between 2 teams.
Solos - 1 match
Groups of 4 - 2 matches
Groups of 6 - 3 matches
Groups of 12 - 4 matches
Now you have difficulty filtering built into your system with nearly eliminates the need for a MM to be in place at all. You can also make it so group drops have a campaign feel to them where your competition actually has a point to it and everything from scouting to siege is contained between 2 teams.
#8
Posted 05 January 2018 - 03:41 AM
Vellron2005, on 05 January 2018 - 03:26 AM, said:
You know.. I've been thinking about this too.. dropping the QP and just having the game be faction play.. And then I realized that sometimes I just want a quick game in between real-life stuff.. so QP..
it's the length of FP that makes it necessary to have QP..
BUT..
Now, a solution to this seems on the horizon..
Replace Quick Play with Solaris!
You want a quick match? What's quicker than 1 vs 1?
Got time for a war? Play faction..
Sure and that might work, I try to think about the overall structure of these systems myself though, new players are much more likely to QP for example in getting to know the game, and the QP system is not focused toward actual team building and tactics, so QP becomes a training ground for selfish behaviour in the majority.
Personally I would keep QP, but make the modes and reward structure focused on actual teamwork like lance tactics, focus firing, armor sharing and capitalizing on teammates being shot properly. Also keep QP unranked and mostly as a place for people to train/test new builds and learn basics of gameplay, in that sense it should generally pay a lot less overall too. Make the group play ranked rather than individual performance in amidst the chaos of 12v12 QP madness. Individual stats are fine, but in the context of pre coordinated group play, so stats better represent how you work with others for example.
I try to look at the direction the game sends new and experienced players, and in MWO currently, unfortunately it mostly points players to trolling and potatomashing for finding "fun" in solo play.
#9
Posted 05 January 2018 - 06:52 AM
A lot enjoy QP if they removed that many would just stop playing.
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