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Cw, Qp And Gp United

Gameplay Metagame Mode

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#21 LordNothing

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Posted 10 March 2018 - 05:41 PM

i kind of want more meat and less potatoes. fp has lots of meat, but is not very conductive for potatoes. qp is pretty much a french fry platter.

analogies aside, new play modes are essentially new buckets. qp is a bucket, group queue is a bucket, fp is 2 buckets (4 if you count scouting), solaris will add another 2 buckets. this is why they are shutting down fp for a bit when solaris comes out. unification of some things will help wait times. fp and group queue might be merged since they tend to attract the same types of players. the uproar that would cause is mostly because its pretty much an entirely different gameplay experience. qp, the defacto primary mode and worst mode in the game imho cant really be done away with. and i have a feeling solaris will suck the pugs right out of fp and that mode will promptly die out. i dont see how pgi can keep going if they drive wedges between sections of the player base without retiring old legacy modes (and theres nothing more legacy than qp).

solaris could suck up parts of qp, as fp has sucked up certain qp modes, like conquest and incursion quite well. solaris would gain all the simple modes like skirmish, assault and domination with a layer of solaris features slathered on top. it would mesh well. fp sucks up the deeper objective based modes. group queue might also be sucked up into solaris as some sort of exhibition match. and somehow merge scouting into the regular fp buckets, like have a small chance to sub-divide a normal drop into 3 scouting drops. fp becomes war mode and solaris becomes play mode.

#22 Nightbird

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Posted 10 March 2018 - 05:48 PM

As an online game, I don't expect Solaris to be that popular. It's basically solo player or co-op, whereas GQ and FP has that team element where you're having fun playing and chatting. Not saying Solaris will be empty, but my bet is it'll be as popular as scouting.

#23 S O L A I S

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Posted 10 March 2018 - 06:30 PM

The vast majority of the population is made up of players who are dedicated soloist pugs. By a landslide.

CW needs work and needs more to attract players. The players it wants though are team orientated. Threads keep popping up about making CW pug friendly. So much so that what we did have for CW was gutted to attract more pugs and it made things even worse. Pugs have quick play and should be directed to go and continue soloing there.

So your idea of integration can never work, because most people playing just want to do their thing, so there needs to be a fast and dirty mode for those solo casual players.

#24 Reno Blade

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Posted 21 March 2018 - 06:03 AM

So we need to have quick play which does look like quickplay, but has influence on faction play somehow without the average pug knowing it?

#25 Reno Blade

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Posted 24 June 2018 - 03:06 AM

Well, if the servers would allow constant reinforcements, we could make huge battles where new players constantly replace others.

E.g.
- If you are dropping with a FP dropdeck with 4 mechs, you can then drop out at the end, or keep spectating (moved to spectator slot).
- If you are dropping as a solo QP player, you will have only one mech, but then just drop into an running battle in one of the next spawns with others together.

The total spawn time and server joining process would need to be adjusted a bit, but it could turn the whole QP experience from simple deathmatch to a persistent warzone with an outcome that is dependent on many more players.

#26 Nameless King

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Posted 24 June 2018 - 05:48 AM

View PostReno Blade, on 24 June 2018 - 03:06 AM, said:

Well, if the servers would allow constant reinforcements, we could make huge battles where new players constantly replace others.

E.g.
- If you are dropping with a FP dropdeck with 4 mechs, you can then drop out at the end, or keep spectating (moved to spectator slot).
- If you are dropping as a solo QP player, you will have only one mech, but then just drop into an running battle in one of the next spawns with others together.

The total spawn time and server joining process would need to be adjusted a bit, but it could turn the whole QP experience from simple deathmatch to a persistent warzone with an outcome that is dependent on many more players.


I am against this whole thread. People need to stop trying to mess with QP. Qp is popular because of the way it is right now. Does it need to be improved yeap but respawns and integration into FP is not an improvement.

#27 Elizander

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Posted 24 June 2018 - 05:51 AM

  • Let me set my drop deck for FP.
  • Let me set my mech for Scouting
  • Let me set my mech for QP
  • Let me set my mechs for each division of Solairs.
Now give me one damn button to queue for all of it.

#28 Asym

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Posted 24 June 2018 - 06:08 AM

Apples and oranges: the game modes are all designed to be unique markets. FW is the grand conquest and teams. Comp is for those whom want to compete. S7 is where you can prove you, as an individual are.........whatever your ego needs. AND, QP is for messing around, testing new builds, learning the game and having silly fun.

They are designed to be separate and should not ever be connected.... Of course, in an extreme niche market that we are, there are so very few people playing that "stuff overlaps" and causes a few issues.... Like events that require players to cross over into modes they hate.... Like having to play FP or FP scouting for something you want? Or, just not having your team around you and being forced to play QP against potatoes.... Same thing.

NO.

#29 Reno Blade

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Posted 01 July 2018 - 12:24 PM

Let's start with making more money the more you have to do.
Means FP need to bring in much more money overall - including more benefits for losing sides.

Increase bonus benefits for achieving certain mission goals.
Even the small game mode dependent goals (e.g. resource capping in conquest) should get more points (cbills and resources) than simple kills, so that these are more important.

If you get more points from losing but achieving some goals than winning and ignoring the goals, we might get to see more tactical/strategical gameplay.


If you have drop-in-drop-out FP available for QP gamers, the whole planetary battle feels way bigger.
You could even use scouting mode bonuses to get "reinforcements" to temporarily get 1 more lance of QP gamers in (without the need to have 4 other players drop out first).

There are much more options, but the start needs to be more accessibility and more payouts in FP, or it's only frustrating for the "average" player and limited to more active units.

#30 Zibmo

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Posted 01 July 2018 - 01:49 PM

This is a well thought out idea. And if they implemented it, I would quit playing the game altogether - and it wouldn't take much.

The game is actually fine, other than I can't bring new people into the game. But the player base is apparently absolutely incapable of learning.

#31 justcallme A S H

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Posted 01 July 2018 - 02:40 PM

How has this thread not died yet?

Stop bumping this absolutely farcical Dreamland idea that won't work.

Edited by justcallme A S H, 01 July 2018 - 05:05 PM.


#32 VitriolicViolet

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Posted 01 July 2018 - 05:09 PM

firstly terrible idea. i cant think of anything which would kill this game faster than uniting all modes.

Secondly as we have seen over years any significant changes will be ignored or are undoable.

#33 BourbonFaucet

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Posted 01 July 2018 - 08:32 PM

You need to understand that this game's community is divided into two camps: Pub buddies and munchkin metanerds.

The metanerd camp absolutely must win every single forsaken game they play or they soil their pants, so they will always automatically vote against respawns in QP, Or any kind of system that combines the bucket and requires them to carry people they deem inferior. Whatever you do, don't mention that this game actually has a backstory or flavor to it, they believe only subhumans consider these things important.

The pub buddies, or the potatoes, just want to play the game in a fun, meaningful manner without being bothered to refine anything. The problem is that these guys are much worse at the game, so if every suggestion from this camp gets taken, the game will bog down, become a crapshoot, and ultimately lack any significant progression ladder in skill, teamwork, etc.

So really, the problem is that there's no one design that's gonna make everyone happy because both major groups have issues that can't be resolved with a unified solution. The division is too heavy, and honestly... we've been here before.

Edited by Techorse, 01 July 2018 - 08:33 PM.


#34 Anjian

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Posted 01 July 2018 - 08:46 PM

View PostReno Blade, on 01 July 2018 - 12:24 PM, said:

Let's start with making more money the more you have to do. Means FP need to bring in much more money overall - including more benefits for losing sides. Increase bonus benefits for achieving certain mission goals. Even the small game mode dependent goals (e.g. resource capping in conquest) should get more points (cbills and resources) than simple kills, so that these are more important. If you get more points from losing but achieving some goals than winning and ignoring the goals, we might get to see more tactical/strategical gameplay. If you have drop-in-drop-out FP available for QP gamers, the whole planetary battle feels way bigger. You could even use scouting mode bonuses to get "reinforcements" to temporarily get 1 more lance of QP gamers in (without the need to have 4 other players drop out first). There are much more options, but the start needs to be more accessibility and more payouts in FP, or it's only frustrating for the "average" player and limited to more active units.



The game won't change. You can however, play another game more to your liking.

When people are trying to redesign the game on their own, fundamentally and in their hearts, they are ready to move on. Their minds just have not admitted to it yet, and still clings to the last final strands of hope that the game can be better.

It is the deepest sign that you are bored, that the game no longer satisfies you mentally, spiritually, and emotionally, and that deep inside, you are ready to grow out of it.

Edited by Anjian, 01 July 2018 - 08:48 PM.


#35 Reno Blade

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Posted 02 July 2018 - 09:12 AM

View PostAnjian, on 01 July 2018 - 08:46 PM, said:



The game won't change. You can however, play another game more to your liking.

When people are trying to redesign the game on their own, fundamentally and in their hearts, they are ready to move on. Their minds just have not admitted to it yet, and still clings to the last final strands of hope that the game can be better.

It is the deepest sign that you are bored, that the game no longer satisfies you mentally, spiritually, and emotionally, and that deep inside, you are ready to grow out of it.

I don't think so.
Please do not interpret my mind, but rather comment on the suggested steps.

I usually refine my original posts with feedback from the community.
E.g. the idea of drop-in-drop-out or people complaining that they don't earn enough in FP, so they prefere QP.

If you somehow didn't see it... I've structured the post with numbered paragraphs.
SO instead of ranting you could just say that you don't want #1 but you are open for #3 or 4... whatever.

#36 Anjian

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Posted 02 July 2018 - 07:35 PM

View PostReno Blade, on 02 July 2018 - 09:12 AM, said:

I don't think so.
Please do not interpret my mind, but rather comment on the suggested steps.

I usually refine my original posts with feedback from the community.
E.g. the idea of drop-in-drop-out or people complaining that they don't earn enough in FP, so they prefere QP.

If you somehow didn't see it... I've structured the post with numbered paragraphs.
SO instead of ranting you could just say that you don't want #1 but you are open for #3 or 4... whatever.



For what purpose? The game still won't change, and people won't change their minds. Those who are willing to find a different play style has moved on long ago, leaving those who prefer the status quo.

But if you want to know the experience from other games, a quickplay system with respawns and drop decks does work, and works very well.

As for constant reinforcements, the first mech online game I played long ago already had this, and so did the second. (Heavy Gear 2 and Mechwarrior 4). You simply drop into an existing game that is listed in the lobby. There are no centralized servers then so the multiplayer is peer to peer, which means the one who sets up the game becomes the host server. The game simply continues on and one until it is abandoned or people just stop going to it or the guy who set it up wants to shut down his machine. Constant reinforcements works both in FFA and team battle modes.

Whether it works for MWO is another thing. People are just used to working one way, and has closed their minds to another. Not that I blame or fault them, taste is taste.





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