Quick Play And 8V8
#381
Posted 07 June 2018 - 11:34 PM
Manifold is ours best map! Why??? Small, war poligon, down, up, simetric. Canyon to. Solaris city is labyrinth outside, inside can be stucky.
I play to enter my favorite mechs, and crush as many mechs.
If you got some problems with numbers, maybe it is 10. Not 12, not 8. 10 is gold.
Give some more achievements. 10 kills. 8 kills in QP is looooot more harder than in FP.
Overall... Smaller Polar, Alpine, Forest... Graphic on Solaris and rubber labyrinth.
10 is a gold.
#382
Posted 07 June 2018 - 11:52 PM
Map voting options should be cancelled.
If you have big map, go 12 vs. 12.
If you have small map --- bring back the old maps --- go 8 vs. 8.
#383
Posted 08 June 2018 - 12:07 AM
Stomps are going to be back, worst than ever.
Idea about dealing with the maps.
The maps should be subdivided, you can get maybe three or four new smaller maps out of an existing large map. Another way is to have the same map, with variations of spawns points, this time, the spawn points are closer to each other, so it is easier and quicker for each team to meet. I also don't think its better to separate the spawn of each lance. The entire team of 8 should just spawn in one spot, like what the game had originally. Having variations on the spawn points will make the map less boring, and get to utilize more portions of the map.
Just have the mechs spawn on the spot immediately, like the old style, without having the landing ship animation, which for me is just wasting more time.
I truly think you won't get 8 v 8 working with the large maps you have currently, except lets say on the older maps. If you want to regress back to 8 vs 8, regression needs to be a full package --- smaller maps, same maps with varied closer spawn points, or variations of the same map with areas closed off. Along with it, go back to the old spawn style.
#384
Posted 08 June 2018 - 12:36 AM
Oh well, thanks PGI for posting the poll and also getting it out on the main page and I assume the game client. I think announcements get auto populated there.
#385
Posted 08 June 2018 - 12:36 AM
Ed Steele, on 07 June 2018 - 09:53 PM, said:
The problem is that in BATTLETECH and MechWarrior by extension, IS drops in 4 Mech Lances and clans drop in 5 Mech (or elemental point) Stars. it would also take quite a bit of work on PGIs part to make it odd-numbered groups.
As munch I would love to see this game being close to lore... it's not, it will never will be.
Remember we used to had scribbled "A Battletech Game" under the game logo. It's no longer there - at least we stopped pretending that this game has anything to do with Batlletech. So no 4vs5 - just 5vs5. Not hard at all.
We are now "eSport", loosely based on Mechwarrior - well, let's at least try to do eSport part right.
#386
Posted 08 June 2018 - 12:42 AM
Going back to 8v8 will not bring back the feel from those days
#387
Posted 08 June 2018 - 01:02 AM
So at some time inthe future 8vs8 might indeed bring advantages in making the game live longer and more stable.
Splitting the players across several game modes (Solaris,...) might not be helpful.
An adaptive system would be the best for me - have the matchmaker decide on reduced sizes if the server population drops blow a certain limit. 12 vs 12 8 vs 8 maybe even 4 vs 4 in the future.
Right now solo QP i fast enough all the time (European timezone) - it is the group queue which is a problem at times, even with american and european servers activated.
You could also let the players decide if they chose to wait longer or want their match faster after waiting for let's say 2 minutes by voting for or againsta smaller game.
For the current state of the game I would rather see additons to Faction play, more narrative, rewards for faction play or the ability to choose a mech(variant) in QP after the map has been determined.
The possibility of doing something "useful" whle waitng would alsobe a nice additon (keepchat alive while searching, send a signaltothose tabbed out,....)
Edited by F Wulf, 08 June 2018 - 01:18 AM.
#388
Posted 08 June 2018 - 01:28 AM
#389
Posted 08 June 2018 - 01:47 AM
Biggest pros of 8vs8 for me: lesser deathball effect, lesser focusing, every player is much more important and overall better gameplay - new maps are too big, so WalkWarroirOnline constantly happens, and too open, that causes boring snipe/LRM-fests.
Problems: big maps - are result of catering to Lights/Mediums. They're way too fast, too OP and can tear enemy team apart within just a few seconds after start of match. What we need to bring old good slower gameplay - to tone Lights/Mediums down.
Edited by MrMadguy, 08 June 2018 - 01:48 AM.
#390
Posted 08 June 2018 - 02:16 AM
#391
Posted 08 June 2018 - 02:17 AM
The old tech may be more of a reason that the game seems to have been better for some posters than the actual team sizes.
#392
Posted 08 June 2018 - 02:20 AM
####################################################################################################
In the context of dwindling population MM is having an increasingly hard time launching matches, specially out of peak time and in GROUP QUEUE it will often fail to find a match but even in SOLO QUEUE match quality is dipping low with players of very different SKILL LEVEL being mixed together.
Make it so Team Size can range from 8 to 12 and it is the FIRST valve to be activated when MM has trouble building two teams.
This way you reduce waiting times, improve match quality and satisfy both camps of this poll in one single stroke.
WINWIN
#######################################################################################
TLDR: Make team size variable to help MM build teams.
Edited by Brizna, 08 June 2018 - 02:21 AM.
#393
Posted 08 June 2018 - 02:28 AM
Buenaventura, on 08 June 2018 - 02:17 AM, said:
The old tech may be more of a reason that the game seems to have been better for some posters than the actual team sizes.
All, I remember, that forced 3x4 was implemented 2-3 months prior to release of Clans. Therefore 12vs12 happened not long before that moment. That's, when quality of game dropped for me, cuz prior to that Heavies+Assaults vs Heavies+Assaults was very common situation and game was much slower, than today. Plus there wasn't Clan speed/range/mobility/hardpoints advantage. Imagine this situation. Some small map, like Canyon Network. 200kph Light 'Mech can get from one drop point to another within just a few seconds. And I witnessed situations, where Light 'Mech couldn't be killed by focused fire of 6 Heavy/Assault 'Mechs within several minutes. And this Light 'Mech can easily two-shot your rear armor. What happens in this case? Unbearable gameplay - that's, what happens. And while exactly the same thing usually happens on a big maps too, PGI try to "stretch" this agony this way - they try to create an illusion, that you actually play this game, not constantly die within just a few seconds after beginning of match.
#394
Posted 08 June 2018 - 02:32 AM
Also i would like to note how amazing this community looks to me since its so mature and fun
(no bitching in chat or voice chat)
Now, i would like see a variable quick play mechanic strarting from 8-8, 12-12 and even 16-16 based on players searching and a new matchmaking formula...
8-8 only seems like less fun IMHO
#395
Posted 08 June 2018 - 02:37 AM
Others have also suggested bringing back the old maps too - I think that's a great idea. Sure, some were kinda ordinary, but some were still pretty good, and its an easy way to get some more variety.
#396
Posted 08 June 2018 - 02:59 AM
#397
Posted 08 June 2018 - 03:47 AM
Actually, 32 vs 32 is better.
THE MORE THE MERRIER!!
#398
Posted 08 June 2018 - 04:05 AM
#399
Posted 08 June 2018 - 04:09 AM
1) every mech is more valuable, which means that if one mech dies quickly, goes afk or disconnects the enemy team will have a bigger advantage when compared to 12v12, especially if you consider that assault mechs disconnect or afk more often than other mechs
2) the economy might be hard to change to 8v8 because all rewards will require a re-balance
EDIT: Small idea: what if PGI includes 8v8 as a second option in quick play, so players can choose between 8v8 and 12v12?
Edited by admiralbenbow123, 08 June 2018 - 04:13 AM.
#400
Posted 08 June 2018 - 04:17 AM
Paul Inouye, on 06 June 2018 - 04:16 PM, said:
Right now it's checking interest. Russ has mentioned before that he'd want an overwhelming response if we were to move ahead with it.
Voting NO.
Will NOT change my vote UNTIL I know how it will impact MY game mode of choice, CW.
Tell us how it will effect that FIRST.
Zero interest in QP but you said the change will impact CW and the ability to address issues there. I, like a great many others, are here ONLY for CW. Unless you plan to flush all of us down the proverbial toilet you will need to address our concerns with the only mode in MWO we play.
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