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Playing Objectives Makes No Sense!


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#41 Vellron2005

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Posted 27 February 2018 - 01:08 AM

View PostSeranov, on 26 February 2018 - 06:07 AM, said:

MWO is a giant stompy robot simulator


This is exactly why..

I agree that the objectives in this game are... well.. silly... but that doesn't mean that the game is Unreal Tournament with robots.

But it's still a mech SIMULATOR.. would you love playing a F22 Raptor simulator that was all skirmish? (damn, you probably would, wouldn't you?)

My point is, in the BT setting, mechs are not just meant to kill other mechs.. they are the main terrestrial offensive/defensive unit in existence.. they are meant to do objectives.. and a simple skirmish doesn't do them justice, and is boring to play.

Even if it was a simple "kill everything that moves" type game, I would still prefer some context to it other than "for cbills"..

I guess I'm just that kind of guy.. I expect more thinking required from a "thinking man's shooter"..

Edited by Vellron2005, 27 February 2018 - 01:09 AM.


#42 PocketYoda

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Posted 27 February 2018 - 04:39 AM

View PostSeranov, on 25 February 2018 - 07:43 PM, said:


Almost like this game isn't the tabletop! Such a novel thought!

Well if it isn't why is it being held back by it everytime anyone asks for changes outside of the damn tabletop...

#43 Jackal Noble

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Posted 27 February 2018 - 06:16 AM

Only on the rare occasion does playing the objective actually result in a victory when it would have been a loss. I've experienced both sides of those equations, and it can range from "dang, they got away with that" 7-4, to downright annoying, 4-2 and 3-4 minutes into the game.

Otherwise, 98.5% of the games are won by deathmatch/positioning/shooting robots.

Those rare games on the rare escort mode, where half of your team is convinced that humping the VIP Atlas's leg is the best MO. Ugghh.

#44 Anjian

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Posted 27 February 2018 - 07:45 AM

View PostSeranov, on 25 February 2018 - 06:34 AM, said:


There are hundreds of games out there where you can go do objective-based gameplay as the primary motivation in those games. MWO is the only robot-shooting game that exists and still has a population, that is actually about robots shooting other robots, instead of infantry and fighter jets and tanks shooting robots.


Not true. There are other robot games now. Robots vs. Robots. With a big player population (over 1 million DAU or Daily Active Users) which says a lot that its basic game play formula is >>extremely<< successful.

Plus its a Robot vs. Robot with team based objective based game play, and its mainly based on objective game play with multiple game modes. In this particular one, you are seeing King of the Hill, which is a new game mode that is added to the game. With respawns. You are limited up to 5 mechs and 10 minutes to finish each match. If this game mode is adapted to MWO, this will favor small fast mechs.



This game actually has implemented pure Team Death Match recently but it turns out, a lot of people **HATE TDM** and prefer the objective game play (Domination and Beacon Rush, the latter lets you spawn on captured points).

DO NOT Underestimate how well conceived and developed game modes matched with proper game map design can have an impact on the success of your game.

Edited by Anjian, 27 February 2018 - 07:48 AM.


#45 Exilyth

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Posted 27 February 2018 - 08:21 AM

if the point in domination had different locations it could spawn in, the mode would be much more varied.


Had a nice game in conquest last month were I was the last Urbie alive and had to outsquirrel three opponents to run down the clock. We won that one by objective, but a match like that happens about an once per three month.

Most often conquest goes like this:
- charlie & beta ignore the homepoint near them and waddle towards theta
- alpha caps the other homepoint
- someone goes back to grab the first homepoint
- when the first point is almost capped, someone from charlie decides to go back to help capping
- meanwhile the enemy has capped theta
- someone from alpha tries to cap an enemy homepoint (totally ok with that)
- some derpy assault circles around and supports the cap, arriving just as the point is nearly capped
- meanwhile the team gets killed
- enemy lights grab the homepoints
- last mech alive tries in vain to get a cap

On the better rounds, it tends to start with alpha grabbing one point and beta & charlie going to the other point together and then everyone converges on theta.


Ingame tutorials explaining the different game modes and the role of each weight class would go a long way towards making the experience smoother for everyone. So would choosing game mode in testing grounds.
#improveMechAcademy #BetterNewPlayerExperience

Edited by Exilyth, 27 February 2018 - 08:35 AM.


#46 Lux Monolithic

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Posted 27 February 2018 - 09:38 AM

Congratulations! You Have Figured Out The Master Riddle! You Have Gained 5 Experience!

Edited by Illuminous Owl, 27 February 2018 - 09:38 AM.


#47 Mystere

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Posted 27 February 2018 - 03:48 PM

View PostCMDR Sunset Shimmer, on 26 February 2018 - 02:14 PM, said:

People, forget how amazing this game was, and how great it's game mode was... we could have that... in MWO, but the devs can't seem to figure it out.


I've been here long enough to know that it's not just the devs.

#48 PocketYoda

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Posted 27 February 2018 - 05:29 PM

View PostMystere, on 27 February 2018 - 03:48 PM, said:


I've been here long enough to know that it's not just the devs.

Its not just the devs a lot of players are holding this game back.. ah well it was a fun game but it looks like newer games are eclipsing it..

#49 Anjian

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Posted 27 February 2018 - 05:53 PM

View PostVellron2005, on 27 February 2018 - 01:08 AM, said:


This is exactly why..

I agree that the objectives in this game are... well.. silly... but that doesn't mean that the game is Unreal Tournament with robots.

But it's still a mech SIMULATOR.. would you love playing a F22 Raptor simulator that was all skirmish? (damn, you probably would, wouldn't you?)

My point is, in the BT setting, mechs are not just meant to kill other mechs.. they are the main terrestrial offensive/defensive unit in existence.. they are meant to do objectives.. and a simple skirmish doesn't do them justice, and is boring to play.

Even if it was a simple "kill everything that moves" type game, I would still prefer some context to it other than "for cbills"..

I guess I'm just that kind of guy.. I expect more thinking required from a "thinking man's shooter"..



Ideally, the game should have a coop mode like Armored Warfare's, or the Operations mode of World of Warships.

For PvP mode, something like War Thunder's Arcade and Realistic mode.

#50 Shadowomega1

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Posted 27 February 2018 - 08:12 PM

View PostScythe Kagato, on 25 February 2018 - 09:52 PM, said:

Heh, I've actually been TK'd for standing in the Domination circle because some chucklehead wanted to hunt down the last one or two enemy mechs.


Would have laughed if those enemies won the match.



As for objective they could boost score value, xp earned and c-bill pay outs for playing the objective.

#51 Tier5 Kerensky

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Posted 04 March 2018 - 03:32 AM

OP is correct. People are mainly intrested in shooting enemy mechs because of the reward system.

It shows in many ways. Lately I've seen some people in incursion, to suggest to the team once th enemy is down to one mech maybe, to leave that one alone, and go wreck the enemy base. For more rewards.

Even when many are at it or close to it, it never though happens. Its fairly obvious as the reward for base stucture destruction is only given to the player who does the final blow.

In far too many conquest games, we could have capped one or two more flags when several of us walked past, but none went there. Im referring to situations where it would have helped a lot to put more pressure to the enemy team, where the outcome was far from clear.

#52 Khobai

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Posted 04 March 2018 - 03:33 AM

the problem is that quickplay has no respawns

so its almost impossible to make the objectives actually matter

because its always easier to just kill the enemy team


MWO shouldve used a ticket based respawn system like MWLL. MWLL got it right. Each time you die your team should lose tickets equal to the tonnage of the mech that died. And then you could pick a new mech to respawn in. By making tickets equal to the tonnage of the mech, theres incentive to use lighter mechs whenever possible to preserve tickets. Mediums would be played a lot more as a result. Each team would have a mech hanger too so you could spend tickets to repair your mech for a fraction of the cost of buying a new one.

Then you could have actual objectives for players to focus on. Because killing the enemy team wouldnt be as easy.

Edited by Khobai, 04 March 2018 - 03:42 AM.






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