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So Opinions: Solaris 5 Days In, Success Or Failuer?


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#141 Mystere

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Posted 24 April 2018 - 09:50 AM

View Postsycocys, on 24 April 2018 - 09:46 AM, said:

The whole map elimination thing was an okay gimmick about the first 5-10 times, super lame and boring after that.


That's exactly my sentiment.

#142 Snukums

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Posted 24 April 2018 - 10:16 AM

Map elimination is necessary part of the tactics of S7 especially if we're going to try to have more mech diversity.

The part of S7 that is really driving me nuts is the hit reg issues. In a brawl, what is the point of twisting if hits on the deadside register on opposite side of the mech. Also, non-registering hits is just not fun.

#143 Mystere

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Posted 24 April 2018 - 10:21 AM

View PostSnukums, on 24 April 2018 - 10:16 AM, said:

Map elimination is necessary part of the tactics of S7 especially if we're going to try to have more mech diversity.


Map elimination would be fine if we have a large number and very diverse collection of maps. But we only have five and I rarely drop on the caves or factory.

#144 JollyRoger

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Posted 24 April 2018 - 10:58 AM

I think Solaris 7 has plenty of potential, but it isn't there yet.

IMO, the most glaring issue is matchmaking. There is no incentive for taking the smaller mechs, so why be the stooge who does?

Perhaps an increase of rewards for running lower tonnage, and maybe a reduction for running higher tonnages would help the incentive issue. Otherwise, I'll be forced to dust off my King Crabs....Eeeewww.

#145 sycocys

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Posted 24 April 2018 - 11:13 AM

View PostMystere, on 24 April 2018 - 10:21 AM, said:


Map elimination would be fine if we have a large number and very diverse collection of maps. But we only have five and I rarely drop on the caves or factory.

Even then it would be better for it to just be random selection.

If some super hot, super cold, and maps that opened things up for faster mechs were in the mix, well you might actually get some mech AND build diversity.

#146 Nightbird

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Posted 24 April 2018 - 02:19 PM

If PGI put this polish into FP, there would be a lot more players. Good going PGI. What's next? Hopefully something to share before MechCon?

#147 sycocys

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Posted 24 April 2018 - 02:57 PM

View PostNightbird, on 24 April 2018 - 02:19 PM, said:

If PGI put this polish into FP, there would be a lot more players. Good going PGI. What's next? Hopefully something to share before MechCon?

They did though. They spent most of the time they were actually working on FP for its release working on that silly galaxy map and its corresponding meta game.

#148 DrxAbstract

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Posted 24 April 2018 - 03:06 PM

Quit playing it after having the opponent presentation cinematic bug into an endless "loading" screen, requiring a forced program closure which results in a 'lost match' status... for the 8th time.

#149 Tahawus

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Posted 24 April 2018 - 06:30 PM

Failure, for multiple reasons most of which have already been discussed.

The synergistic combination of individually minor issues with low population, a few bad assignments to divisions, Elo implementation, and poor software design lead to a failed game mode. Elo is dependent on population to function, an issue multiplied be dividing the population over seven divisions. Then player goodwill is damaged by slow load times and single mechlab builds that become nearly essential to not loose within a division.

Because I hate harping on problems without pointing out a route towards improvement, here's my suggestions...

1. Fix the load times. This must happen immediately, or you hemorrhage players, and fixes issues for the largest portion of the playerbase.
2. Ditch divisions complete and let Elo do its job. Give each player an Elo for each chassis they play. Then match across all available matches (I.e. A good player in a terrible mech vs a terrible player in a good mech.). Give a starting Elo to a new chassis that takes the players average across all of their mech and averages that with the base Elo (apparently 1500).
3. Calibrate the Elo function so that a player with an Elo that means they should be guaranteed to win should get effectively no Elo increase for a win, and similarly the looser should have basically no loss to their Elo. I.e. Don't give high level players a reward for punishing poor players during low population times.

#150 Mumuharra

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Posted 24 April 2018 - 10:55 PM

There is one point I don't really understand in the current Solaris.
I can remember that we had to fight our way up through the arena in older games.
Starting with lights, then mediums and so on.
There was motivation, frustration and a goal.

In Solaris 7 I can choose whatever mech I own and fight for ...... what?
Is there a development or goal in Solaris 7?
Or is it just QP 1v1?

Thanks


#151 Dogstar

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Posted 24 April 2018 - 11:37 PM

View PostMumuharra, on 24 April 2018 - 10:55 PM, said:

Or is it just QP 1v1?


MINIMUM VIABLE PRODUCT

#152 Bishop Six

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Posted 24 April 2018 - 11:47 PM

View PostMumuharra, on 24 April 2018 - 10:55 PM, said:

There is one point I don't really understand in the current Solaris.
I can remember that we had to fight our way up through the arena in older games.
Starting with lights, then mediums and so on.
There was motivation, frustration and a goal.

In Solaris 7 I can choose whatever mech I own and fight for ...... what?
Is there a development or goal in Solaris 7?
Or is it just QP 1v1?

Thanks


You fight for the huge amount of cbills...wait...

#153 Erik Krieger

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Posted 25 April 2018 - 12:01 AM

I like the idea very much. Also the technical realisation. But there is a big problem in my opinion. I admit, that I only played matches in Division 1 and 7, but if u want to be successful, u have to use an Annihilator in Div 1 or an Enforcer in Div 7. And thats what i really dont like... in the end in each division (at least in 1 and 7) u HAVE to chose a certain mech with a certain loadout. Thats boring, because u choose 7 mechs, 1 for each divison and can forget about all the others....

#154 Mechi Messer

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Posted 25 April 2018 - 12:17 AM

I quite like it. Diversity is meh, but i had a couple of tense matches. Headshots gallore (ani-headschlongtip). I had the opportunity to face really good players and got beaten by them. Nevertheless it was always fair and square

#155 naterist

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Posted 25 April 2018 - 12:53 AM

View PostJollyRoger, on 24 April 2018 - 10:58 AM, said:


IMO, the most glaring issue is matchmaking. There is no incentive for taking the smaller mechs, so why be the stooge who does?



definetly this. pgi seems to have used the unfiltered qp results then added anything that could do dual hgauss to division 1.



what they should have done, and i hope they do this next season, was sort divisions as follows....

div1- best and above average assaults
div 2-average and below assaults, and above average heavies
div3- average heavies
div 4- below average heavies and above average mediums
div 5- average mediums
div 6- below average mediums and above average lights
div 7- the rest of the lights

then adjust mechs as nessecary per season.

#156 Bone Machine

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Posted 25 April 2018 - 01:57 AM

View PostJollyRoger, on 24 April 2018 - 10:58 AM, said:

Perhaps an increase of rewards for running lower tonnage, and maybe a reduction for running higher tonnages would help the incentive issue. Otherwise, I'll be forced to dust off my King Crabs....Eeeewww.


King Crabs are the easiest to kill for a SHC pilot in Div3.

#157 MW Waldorf Statler

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Posted 25 April 2018 - 02:17 AM

View PostMumuharra, on 24 April 2018 - 10:55 PM, said:

There is one point I don't really understand in the current Solaris.
I can remember that we had to fight our way up through the arena in older games.
Starting with lights, then mediums and so on.
There was motivation, frustration and a goal.

In Solaris 7 I can choose whatever mech I own and fight for ...... what?
Is there a development or goal in Solaris 7?
Or is it just QP 1v1?

Thanks

Same Problem has FW ...all only minimal Virable Quickplay .

#158 Koda Shy

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Posted 25 April 2018 - 03:05 AM

i like it but..ecm's on lock on missiles need to be banned from solaris as well...my personal opinion...lights need to stay with lights period.....the dif division for each day of week is a good idea aswell

#159 Tier5 Kerensky

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Posted 25 April 2018 - 12:39 PM

Just like FP it's something else. There's good degree of challenge and relaxed shooting, with some tactical thinking every time you don't know exactly what you are fighting againts.

More than fun, I find it intresting.


View PostMainhunter, on 24 April 2018 - 06:26 AM, said:

They are tiny maps. Jungle has lots of trees and other obstacles who doesn't let you aim at "distance". You can hardly get more than 2 shots out till any kind of short ranged mech can open fire at you. And Boreal, from hill to hill it's what, 600m distance? If you use the blocks as cover you're in two steps at your foe. I hardly would call it a sniper map. make it as big as Steiner, then we can talk again.



Division 1 meta is strongly Annihilator with 6xAC2. It's really difficult to beat with anything else.

Edited by Teer Kerensky, 25 April 2018 - 12:58 PM.


#160 The Amazing Atomic Spaniel

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Posted 25 April 2018 - 12:48 PM

Playing Div 4 has been fun so far. Lots of Zeuses, Whackers, Assassins, Thuds and Hunchy IICs. Rate of earning chills seems glacial. Duncan Fisher is a nice blast from the past.





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