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Faction Revamp


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#21 Doc Arachinus

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Posted 06 March 2018 - 10:44 PM

Justcallmeash your wrong (not sure how u managed to bungle up my faction stats sooo bad. Weve fought and killed each other on numerous occasions. since season 2 I have managed 4,452 matches. so not sure how u get 0.

I just maxed out my marik loyalty and switched to merc so my ingame stats will not show u accurate numbers.
5050 I like some a lot of that thought I was not talking about individual weapon type trees in the skill tree. I was referring to each weapon have trees of their own. Example. I own 3 LPL on 1 mech. I tuned one for range, 1 for duration and 1 for cooldown just to clarify though that is a lengthy process to implement and would not be valuable right now over other core issues.

Slowing down invasion: why not just do a week long invasion window of a planet and remove the tug of war thing. Also I would only let 1 planet be invaded at a time maybe, though this alone fixes noting as game balance will still lean clan heavily. top units will continue to do and perform as they have and merc hopping will continue. Not sure why merc even get to fight for clans, as I don't recall that ever being a thing. but anyways.

A lot of the additional c-bill spending avenues would be outside of combat and draw us in to a more immersive world. Buying and owning non-mech assets could have an influence on the fight though, wheather it effect our salvage rights or how much protection our LZ gives us. Could give us the ability to have battle cost as we currently have non other then consumables.

Rearm and repair in match at this time, hell no, not under current play style of invasion. Though having to do so after a faction match yes (only faction).

As for bases not sure how we would get to that any time in the near future under current system though I wish we could.

Screw it maybe we should just drop the group drops on faction and give every pug a chance at a decent match then lol.

I just want to fix core issues and hopefully avoid a total top to bottom re-code of every thing and make any fixes a 2 year freaking job. there are fixes here that can be done in a very short period of time if we can convince them to re-assign ppl to the task.

#22 A Headless Chicken

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Posted 06 March 2018 - 11:03 PM

Telling PGI to add content to a game mode is like asking an old cow to produce (powdered) milk. Refer to all the suggested-and-deadpooled QOL improvements flushed to the bottom of this subforum and have yet to be addressed. Thoughts are appreciated but in all practicality, no. If they had any designs for FP in 2018 to start with, a 2 week blackout while Solaris ran wouldn't even be a thing. All they will willingly do now is just apply either a band-aid or a generous serving of salt to the gash that is FP.

#23 justcallme A S H

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Posted 06 March 2018 - 11:04 PM

View Postzolop, on 06 March 2018 - 09:08 PM, said:

I think ash they just wanted more depth in the system for faction warfare besides system ownership and loyality bonuses. The tug of war system is simpleistic and boring. It would be far more interesting if we had a global map where we could attack/defend the supply lanes between bases, supply raids on bases, then the attacker has to escape or other missions that would effect the global picture of that planet.


Of course it would be and I do not disagree for a second that a in-depth game mode would be awesome. Afterall it was what we were told would be coming. What many gave money to PGI for...

Alas... 4 years later here we are. Look at Faction Play and how anemic it is. Do people, honestly, think PGI are going to make all of this "depth" of stuff if we haven't got it now? Of course not, you have Paul saying they are debating investing much more into it... That says it all.

People need to accept this, stop the absolute day-dreamer ideas and get to the quick wins. Even those will take 3-6 months to appear.

#24 Doc Arachinus

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Posted 06 March 2018 - 11:47 PM

maybe if we blow him up about it every day for eternity they will get the hint that we want an in-depth mode here. I play faction almost exclusively to the tune of like 12 drops a day. current state we have no ownership feeling or commitment feeling for anything. we dump loads of money on news that are released and get new modes that move away from the core mode of this game, faction. Solaris I'm sure will end up huge if they don't blow their load on it and deliver a sub-par performance. loyalty is a joke. yeah u get rewards once you obtain new ranks but don't last long. 1 year in a faction and u gotta move on cuz you have earned all there is to obtain from being part of that faction.

I cant even get people to agree on a simplified freaking salvage system in here. no salvaging parts unless core game mode is totally revamped, just change the c-bill amount would be great. reward people for actually contributing to the fight. As is I can do 2500 damage and get 10 kills and numerous KMDDs and only get lik 50k c-bill outta it. feel like a simply re-calc to give us bonuses for focusing mech down and getting KMDDs would be great without effecting balance. New faction players normally quiet faction for several reasons. 1) they don't understand its a team mode and try to do their own thing. 2) they get stomped by the handful of talented units that come in with there pre-made group and just stomp the snot outta them. 3) they don't feel like its any different then quick play. I'm sure the list could go on forever.

without drawing in a bunch more of these quick play players not sure we ever get the population to do real conficts without pugs just getting royally stomped match after match and getting turned off of facton. how do we fix this? cant force players to play to a higher level of play.

#25 Doc Arachinus

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Posted 06 March 2018 - 11:56 PM

and for clarification. I Drop faction daily on here and in the last year I've dropped 1000s of faction matches witch do not currently reflect in my leaderboards stats as I left marik in the last 2 weeks having maxed out my loyalty in less then a year and as of writing this I am over 60 drops since my 7 day penalty period for leaveing marik ended. so I know faction all too well and Its short comings and its successes. and I appreciate the time you folks all take to tune in and drop your opinions, even though russ will never even look at them and if he did he probably just see a jumbled mess with back and forth arguing on development they don't want to invest due to the model they follow. wish we could make numerous small changes over the course of the year before faction just dies off. I personally don't plan to be on too much once faction goes down for 2 weeks, though I will probably check out solaris and see if the mode is worth while.

Edited by Doc Arachinus, 06 March 2018 - 11:57 PM.


#26 Vectoron

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Posted 07 March 2018 - 08:34 AM

View Postjustcallme A S H, on 06 March 2018 - 08:37 PM, said:

So I was wondering, how much FP you guys with the wild ideas have played...

FP games played Season 2 (so, 9 months???).

Doc Arachinus - 63 games
Vectoron (Unit BLF) - 51 games
FASA IIC (Unit BLF) - 26 games

So what we have here is 2 unit mates posting ideas of a mode they clearly do not fully understand because, they've never played it. And then another guy that hasn't played either.


With respect, some players here have other things to do in their lives besides play MWO all day long, and we still want to help regardless of that. We've played plenty enough FW to see trends, and problems as they've come. You cannot assume someones credibility based on upon gameplay hours alone.

As for my unit mate, our unit is encouraged to share their ideas. Everyone is encouraged to share their ideas. FASA IIC's ideas are separate from the people I collaborated with, but he shared them. I'm happy that he did, and support him for doing so.

We did not come here to get into a fight with you, or anyone. We are here to encourage others to post their ideas, simple as that.

Edit: Statements retracted.

Edited by Vectoron, 07 March 2018 - 09:44 AM.


#27 Bud Crue

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Posted 07 March 2018 - 08:38 AM

View Postjustcallme A S H, on 06 March 2018 - 11:04 PM, said:


Of course it would be and I do not disagree for a second that a in-depth game mode would be awesome. Afterall it was what we were told would be coming. What many gave money to PGI for...

Alas... 4 years later here we are. Look at Faction Play and how anemic it is. Do people, honestly, think PGI are going to make all of this "depth" of stuff if we haven't got it now? Of course not, you have Paul saying they are debating investing much more into it... That says it all.

People need to accept this, stop the absolute day-dreamer ideas and get to the quick wins. Even those will take 3-6 months to appear.


Another god damn trigger event...

OK OP, lets consider the levels of “immersive or “in-depth” aspects of the game mode be it in Phase 1, Phase 2, Phase 3, Phase 4 point whatever we are in now. Over time, due largely because of PGI’s lack of effort and willingness to listen to their community and put forth a bit of effort, they have reduced or eliminated even the pretense of “depth” or immersion from the mode. Based on that history, and sure as hell on their own words in the most recent podcasts, it seems unlikely in the extreme that they are about to change this trend.

I mean FFS, they screwed the pooch so bad with Phase 3 that they had to effectively eliminate distinct factions for the IS v Clan bucket just so folks could get matches. Think about that: they effectively eliminated factions from faction play and yet you think it is realistic that they will add some “depth” to the mode. Hell, currently the mode is so bereft of depth that we can’t even have a Steiner vs Davion fight...not a single event...where these factions could fight each other in this here “civil war” timeline. Yet, you think that PGI would consider spending time and effort to provide additional modes or game play mechanisms related to things like securing “fuel depots, and ammo dumps”, specialized skill trees unique to the mode, economy aspects like RR, etc. (See thread OP list)? In all these years they haven’t even finished filling in the planetary descriptions! Filing in some text files from existing Sarna files is too much work and you folks think they are going to spend time on a specialized “salvage system”?!

Sigh.

Sorry, but FP is what it is and “in-depth” it is not. In four years it never was and it is less so now. It’s time to let go.
Instead we, as a community need to keep up the pressure to try and get PGI to keep the mode alive -at all- (see recent discussions about “shutting down the conflict for 2-4 weeks with Solaris’s arrival) and to make realistic changes that are within PGI’s known capabilities to make, but that also appeal to at least a reasonable portion of the playing community. Things like more incentives for participation at all levels of skill in an effort to increase the overall population (for example: increase payouts for losses to a point that even perpetual terribads are tempted to play); more and better payouts for working together (because it is supposed to be the team focused mode ffs); more advancement mechanisms/rewards to encourage sustained participation; etc. things of that nature. Things we know PGI can do.

I came to this game to play CW and PGI has seemingly done everything in its power to make the mode as unattractive to me and mine as they can, and its a damn shame. I understand your desire for the mode to be what you think it should be. But hoping they will make the mode into something beyond ANYTHING PGI has shown to be capable of since the mode’s inception is just a waste of time and effort and will not draw folks back in any case. If we want to get folks playing more/returning to the mode (so that there might THEN be justification for more significant changes), we need to encourage PGI with ideas that are within the realm of their known capabilities and that have -as Russ and Paul have asseted such things must have- “overwhelming community support”. All of the stuff in this thread’s OP is not even remotely within that realm. Sorry, but they’re just not.

#28 Vectoron

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Posted 07 March 2018 - 08:47 AM

View PostBud Crue, on 07 March 2018 - 08:38 AM, said:

Sorry, but FP is what it is and “in-depth” it is not. In four years it never was and it is less so now. It’s time to let go.
Instead we, as a community need to keep up the pressure to try and get PGI to keep the mode alive -at all- (see recent discussions about “shutting down the conflict for 2-4 weeks with Solaris’s arrival) and to make realistic changes that are within PGI’s known capabilities to make, but that also appeal to at least a reasonable portion of the playing community. Things like more incentives for participation at all levels of skill in an effort to increase the overall population (for example: increase payouts for losses to a point that even perpetual terribads are tempted to play); more and better payouts for working together (because it is supposed to be the team focused mode ffs); more advancement mechanisms/rewards to encourage sustained participation; etc. things of that nature. Things we know PGI can do.

I came to this game to play CW and PGI has seemingly done everything in its power to make the mode as unattractive to me and mine as they can, and its a damn shame. I understand your desire for the mode to be what you think it should be. But hoping they will make the mode into something beyond ANYTHING PGI has shown to be capable of since the mode’s inception is just a waste of time and effort and will not draw folks back in any case. If we want to get folks playing more/returning to the mode (so that there might THEN be justification for more significant changes), we need to encourage PGI with ideas that are within the realm of their known capabilities and that have -as Russ and Paul have asseted such things must have- “overwhelming community support”. All of the stuff in this thread’s OP is not even remotely within that realm. Sorry, but they’re just not.



You're looking at this thread as if the OP is primarily what this is about - just those ideas. This is about ideas in general. Yeah, the ideas we provided would honestly take a rewrite of the current FW.

We could always post more ideas on things that could help RIGHT NOW. Although RIGHT NOW won't happen according to Russ. As he said, they aren't going to really look into it until months after the Solaris Release. May as well post anything on a wishlist you have.

Not directly related to Bud Crue's post:
To anyone out there suggesting GIVE UP and STOP TRYING, that is basically how we ensure that NOTHING WILL EVER GET BETTER. If you want to give up, go for it, otherwise get off the backs of people who still want to try. I'll take that .01% chance that things will look up over nothing at all.

Edited by Vectoron, 07 March 2018 - 08:52 AM.


#29 McGoat

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Posted 07 March 2018 - 08:50 AM

Does anyone have tally of all the great ideas that have been proposed by the community, that have never been implemented? Many people have taken time to write detailed analysis with proposed fixes to current problems, none of which have been taken into account.

This thread doesn't matter - actually it matters less than those before it because its a piss poor attempt. At least the prior folks put the energy into something that could actually be presented to a company, not just a brainstorming session.

Even posting things that could be fixed "right now" - they've all been proposed and they've all fallen on deaf ears.

I hate to be a negative nancy, but damn folks.. Russ rather SHUTDOWN FP than work on it. Don't forget that lovely tidbit.

#30 Xannatharr

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Posted 07 March 2018 - 08:52 AM

View PostVectoron, on 07 March 2018 - 08:34 AM, said:


With respect, some players here have other things to do in their lives besides play MWO all day long, and we still want to help regardless of that. We've played plenty enough FW to see trends, and problems as they've come. You cannot assume someones credibility based on upon gameplay hours alone.



I think it's fair to say that players who have much more experience playing the mode will have a better idea of what the core issues are than those who have played it very little.

I also think it's fair to say that your statement above implies that folks who have played far more FP matches than you MUST have nothing else to do with their time and that's a pretty **** thing to imply. Hopefully that's not actually your intention?

For me, I work 60 hours a week, have a busy home and family life and find time to play many, many more matches than you. And I am saying outright that you do not have a solid grasp of what is realistic for the this game and this developer. Ash has a much better understanding of the core problems of Faction gameplay and it's shortcomings and has offered a substantive list of things that PGI might actually be willing or able to do.

Unfortunately, you have offered pie-in-the sky stuff that is firmly detached from reality.

Enjoy your fantasy and enjoy putting that stuff in this thread. I know that it is fun spitballing about what cool stuff could be done in a game - I can actually relate to that very strongly. But if you are hoping that this thread will amount to something more substantial than words you are probably going to be sorely disappointed.

I've typed my piece and will exit this thread and leave you to your fun, unless you address this post directly. And all kidding aside, you might try NBT it has a lot of what you are describing and it is very fun! https://netbattletech.com

Regards,

Xann

Edited by Xannatharr, 07 March 2018 - 08:52 AM.


#31 Bud Crue

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Posted 07 March 2018 - 09:22 AM

View PostVectoron, on 07 March 2018 - 08:47 AM, said:

You're looking at this thread as if the OP is primarily what this is about - just those ideas. This is about ideas in general. Yeah, the ideas we provided would honestly take a rewrite of the current FW.


Ideas galore have been posted many times. Even the OP’s pie in the sky ideas have been proposed before. PGI has not listened in four years. But by all means keep shooting for the moon if it makes you happy. I just think you should be more realistic than ideas that, as you put it “honestly take a rewrite of the current FW”.

Food for thought: consider the last faction play round table. Go listen (January 28, 2017) if you haven’t. I bring it up to illustrate the kind of ideas that folks propose and those that PGI will institute. From that round table the one noticeable change that was requested and instituted (sort of) from that round table is that some maps now have new spawns. That’s about it. Not all maps or DZs mind you, and certainly not the invasion maps, but some of the QP maps now have changed DZs. That one change, as incomplete and not exactly in keeping with what was proposed is the sort of change you can expect from PGI. This isn’t a knock on them, I am merely pointing out the sorts of changes that they have shown to be willing and able to make.

Edited by Bud Crue, 07 March 2018 - 09:23 AM.


#32 Vectoron

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Posted 07 March 2018 - 09:35 AM

View PostXannatharr, on 07 March 2018 - 08:52 AM, said:


I think it's fair to say that players who have much more experience playing the mode will have a better idea of what the core issues are than those who have played it very little.

I also think it's fair to say that your statement above implies that folks who have played far more FP matches than you MUST have nothing else to do with their time and that's a pretty **** thing to imply. Hopefully that's not actually your intention?


Alright yeah, I definitely made it sound like that and I didn't mean to at all. I whole heartedly apologize for making it sound like that.

I was trying to say that its unnecessary to bring someones played time into account when all they're trying to do is help get PGIs creative juices flowing. Trying to demean or diminish credibility, just because you really dislike an idea, is non-constructive.

We already stated, the idea is VERY high in the sky. If you read my posts, I have done nothing to personally attack A S H in any way, shape or form. I have only gotten somewhat blunt with him after his sniping (or perceived snipping) toward myself and a member of my team. I have not denied, nor will I deny that he has assisted in this topic. If my posts indicate otherwise, then I am sorry, that was never my intent.

Moving on.

I've worked with a small team a long time ago myself and spent days trying to come up with a solution to FW back in 2016 that would take the least amount of effort to implement, or so we thought at the time. We submitted it to 5 different people in the PGI chain, and go no response. We know the pain of putting in hours of hard work to try and help - just to have it collect dust on a shelf, or dumpster.

You make a fair point about my expectations of this developer. I was mad at first, but honestly I cannot sanely deny your logic. I have waited with baited breath for change since 2011, and for the delivery of FW for years after that - just for it to be a complete and total disaster. I continue to try and foster a unit for FW, just for it to stay on fire and possibly shut-down. The guys with me don't deserve that, not after how hard they worked to create a unit.

So then, yes. I concede. I do admit this is a poor attempt, an attempt I know damn well will end in complete failure, but an attempt nevertheless. Clearly throwing spaghetti at a wall will not fix anything either. I'm frantic about the possibility of a shutdown, and it makes me sick.

Thank you for calling me out on this, I needed it.

Alright, so then real-talk it is.

While I still think SOME new features need to be added at some point to increase depth a bit, I will stick with basics for now.

The ideas A S H speaks of are true, I was pissed when I noted Merc Hopping becoming a thing. This agitates the problem of faction/population imbalance and allows units to run away from/join up with units they dont want to fight. Which just makes the tug-of-war on the galaxy map just that much more one sided, especially when decent units avoid eachother. This directly ties into population imbalance as I've said.

Making winning mean something is good, but has to be designed carefully. Not too long ago... think it was last month... we were hearing plenty about planetary trading for MC. If you aren't careful with the MC for victory idea (although pleasant) you could see units throwing matches on purpose. Two units agreeing to do this means that one will not call out the other... On the flipside of this... they do lose on their w/l. This may be enough incentive for big/powerful/well-known units NOT to do that.

Some ideas here are that some planets offer equipment discounts. However, to comp units this may be less appealing than flat-out monetary gains.

The conversation should in my opinion stay grounded in the short-term, and mid-term with ample consideration of the developers reputation and track-record.

EDIT: Editor hates my soul.

Edited by Vectoron, 07 March 2018 - 10:53 AM.


#33 J a y

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Posted 07 March 2018 - 11:06 AM

A S H,

MWO is a simple game with big flaws that are very easy to spot.


Anybody over the age of 7 can figure out what is broken and what is not in under 10 games, especially once they realize that there's no reason to touch FW (outside of the joy of playing.)

The volume of games that a pilot has played does not discredit their ideas, ESPECIALLY about faction warfare.




That aside, I wholeheartedly agree with your suggested methods to fix FW. Pushing PGI to add easily implemented incentives to play FW (as well as fix surface level problems) seems to be the best way to get positive changes to the game mode.

If you think you would like to help rather than just talk about it on the forums, hit me up here or on discord at "j a y#7987"

Cheers,

Jay

#34 Doc Arachinus

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Posted 07 March 2018 - 11:48 AM

some of us have had a lot more drops then others and we all have very good points that we are trying to get across. the instant we stop trying and roll over is the game FW is gone, and with out faction play I would no longer have any reason to continue on with this game, espiceally with the upcoming MW5 and Battletech game releases.

Basing peoples drops in faction warfare on the leaderboards is very inaccurate so don't use it. I was a top 20 loyalist pilot until a few weeks ago, and switching to merc reset my leaderboard stats. Does this mean I know every thing? no but I got a good dam ideal of what is going on.

Spawn camping? not gonna fix it cuz bad teams/pugs still gonna get rolled.

merc hopping not gonna stop either without serious incentive which is highly unlikely.

Quick matches will not go away with out major change in some of the game modes which would be time consuming (thought I think conquest might have a simply fix).

Tug or war system would need total revamp to remove It as the determining factor on planet loss an battle sequence.

Salvage simplified would be a simply fix (its already in game just with a meaningless value to it), no parts or mechs as that would not be a quick thing.

Make planets mean something could in essence be simply but with the sheer volume of planets and current state of invasion would be time consuming.

the are focused on this time to kill stuff so quality of game improvements that don't force us to go out and buy mech packs will be a very hard push.

repair and rearm. in the middle of a match I say hell no and would be very time consuming to implement. after match would be fairly simplied and have no balance impact on matches unless people cant afford to replace their ammo/armour. but sounds like this immersive concept is too far out there for some of you cuz apparently I don't know what I'm talkin bout cuz somehow my 10+ faction drops a day for the last year only equals 64 drops. so go ahead and continue to be negative and push for nothing to happen and that's what we will get.

Edited by Doc Arachinus, 07 March 2018 - 11:53 AM.


#35 justcallme A S H

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Posted 07 March 2018 - 07:05 PM

View PostJ a y, on 07 March 2018 - 11:06 AM, said:

Spoiler



Given people after 500 games still can't work out how to build a mech properly or position in the game... I highly doubt they can work out the flaws in the mode in 10 matches.

I mean look at the pie-in-the-sky posts thus far, they show clear lack of understanding of what the core issues are and more importantly, the issues their ideas will create (more issues, not less)... So I'm not really buying that statement.


As for help, I have no idea what that means? Is there something going on in the background here?
I've been trying to help fix FP for 2 years and we've seen many long-time players just give-up and quite MWO...

I even gave a bunch of material to the some of the people lucky enough to hit the last round-table but it turned into a derailed mess as overall as it lost clear and relevant focus on the quick wins/fixes and started to deviate into big suggestions (like we've seen here) so no surprise it turned into nothing but a wasted opportunity and we ended up getting nowhere with it... Again.

Edited by justcallme A S H, 07 March 2018 - 07:06 PM.


#36 J a y

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Posted 07 March 2018 - 07:49 PM

View Postjustcallme A S H, on 07 March 2018 - 07:05 PM, said:

As for help, I have no idea what that means? Is there something going on in the background here?


Like you just said, lots of those people upped and left. **** a round table or some dumb **** where people throw around longshot ideas. Get pilots who KNOW what to do to fix the game together and, wait for it, fix the game. Hit me up, cutie.

#37 slide

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Posted 07 March 2018 - 08:50 PM

View Postjustcallme A S H, on 06 March 2018 - 01:11 AM, said:

  • Tug of War bar does not work - A FP4.0 issue. It is flat out broken. You can spend 7.5hrs dropping, not lose a game and max the planet capture "bar" yet you can win 3 games in the last 30mins of the 8hrs cycle and stop a capture? That is just so farken dumb I don't know where to start. It needs to be designed better and not mean the final 3 matches matter each cycle.

  • Make winning mean something - PUGs/Solos dont care about playing like a team because winning doesnt mean much. They will get the same LP no matter what to farm rewards. So make teamwork important. If you win a game you get 2MC - this accumulates and is capped at 10MC. Losing only gets 0.5MC still capped at 5MC per cycle. It's not a massive amount of MC but it will reward you for winning and working towards winning.


I want to address these specific points (not that I disagree with the rest)

Ash is absolutely correct when he says the ToW is broken. It is exactly for this reason that a bunch of us including Ash (with brilliant leadership) thwarted the clans at the Battle of Luthien. Being able to turn the tide at the eleventh hour basically makes playing FP with the intent of taking planets a complete waste of time. If you were playing clans during Luthien you will completely understand.

Exacerbating the ToW problem is the Ceasefire period itself. Knowing when exactly to get on to stop a push is exactly the reason why so many Cycles end in a tie.

With those points in mind I want to float a new idea for planetary conquest. This is a part of a much larger plan I have that would redefine FP but for a small step should work whilst simultaneously invigorating the mode.

Planetary conquest dispenses with "wins" as the defining result and instead relies on players in match performance, this is measured by the amount of Cbills players make through their actions. (note: wins should generally earn more so you still want to win)

Every planet will have a predefined value, I call this the Planetary Defense Fund (PDF), this will be based on the planets population/importance. Regional capitals will be worth a lot more than backwater periphery worlds. At he end of every match the total Cbills from both sides is deducted from this total. (note boosters such as hero mechs and PT not included). When the PDF is depleted the battle is over and the planet goes to the side that took the most money out of the PDF.

This means if one side establishes a big lead it is unlikely to lose it in the last moments and every match counts (unlike those matches that just keep the current bar pegged at 100%)

When a planetary battle is over that planet is locked out until the PDF recharges (at some predefined rate) and the war moves on to another planet. To make things a bit more strategic the PDF will recharge at it's normal rate during battle. Unit coffers (defenders) could also be used to top up the PDF and prolong the battle.

I admit the one real problem with this plan is that it will encourage farming even more and I am unsure of a solution to that, however it will not be much different to what we have now. What it will do is the following:

-dynamically changing map, if possible this should happen immediately a battle is over or at least once every hour
-Significantly different battles, some long, some short. This will allow players with short amounts of time to have some influence on the smaller battles, whilst also requiring some kind of faction level organisation to tackle the big battles.
-every individual players efforts contribute. Fighting over every inch of ground and extracting every point of damage from that the other team becomes important as opposed to "this game is done **** it, lets get it over and on to the next one".
-objective dunking becomes less of an issue because winning whilst getting pasted may just give the enemy more Cbills (win the battle, but lose the war)
-gives a reason to play, because every action contributes. Even having a really bad game will still take something away from the other side. Even the most spud like can help. If your one of those elite players that get 16 kills a 4000 dmg every match but lose because of "potatoes", well your great score still helps your faction overall and has a lot more influence.
-ceasefires will be at random times thus reducing the "eleventh hour save".

Small amounts of MC are a waste of time too. Having to play everyday for nearly a year, just to buy a mech bay is not an incentive for most people. Give planets meaning by giving them something of value. Every contributing player from a winning faction gets something useful. IE paint, camo, cockpit items, more valuable planets could have mech bays or even mechs assigned. PGI give away enough stuff during events, I don't see these incentives making much difference to them. Still give units who contribute the most a TAG but that's it.

I don't see this as being that much of a radical change, it's database query stuff which they routinely do anyway and a small change to the ToW UI. The biggest effort would be assigning values to each planet and that is something the community could help with or a job you give to an intern.

Just my thoughts.

#38 Kyrs

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Posted 10 March 2018 - 06:24 AM

The mine concept seem to be an achievable goal and would reinforce the need to have scout during the first wave, it would also make the Active Probe a requirement and give scout a secondary role for minesweeping. The sad part is that pple will just put B.A.P. on there assault. The only way that I see to prevent this is to give very strong perks to scouting category mech to detect mine.

Factionplay Pug seal clubbing issue could be revolve by giving MC bonus for ppl that have deck that are underweight and win a match. (you can call the 1% bonus or planetary resource management). The trick here is finding balance to prevent pug to go for this. Making the bonus available to units player that has control of a planet would be great. As starting point I would try 1/10 ratio, 1 mc per 10 tons missing (but lets leave the boring math section to PAUL).

Side note edit: remove current planetary MC bonus that ONLY encourage pug stumping to have more planets.

Edited by Kyrs, 10 March 2018 - 07:10 AM.


#39 TWIAFU

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Posted 10 March 2018 - 07:07 AM

View PostVellron2005, on 05 March 2018 - 04:40 AM, said:


They are making the mode into QP with dropdecks.




Making? They, PGI, does not have to do a thing to accomplish that - it is already done.

The moment QP maps were set into rotation is the start of QP with respawn.

You get 3-12 playing QP with respawn vs 12 playing CW, well, you've experienced the results.

Nothing can be done to fix teamwork vs non-teamwork short of not allowing the non-teamwork from playing in the teamwork centered game mode.

#40 Achle

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Posted 11 March 2018 - 08:54 AM

One thing they can do to revamp the system is making it where similar skill warriors fight against other similar skill warriors....or premades vs premades! This seal clubbing is making the game very unpopular. This morning was a **** show

Not sure there will be enough players left to do this however....





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