Quick Play And 8V8
#81
Posted 06 June 2018 - 06:04 PM
#82
Posted 06 June 2018 - 06:05 PM
Fobhopper, on 06 June 2018 - 04:08 PM, said:
While we are going back to how it was, can we also bring back Predator vision? that was the best.
If you’re turning a corner to face 12 mechs:
1- you’re doing it wrong. That’s what scouting is for
2- turning a corner to face 8 mechs is still instant death
#83
Posted 06 June 2018 - 06:09 PM
And especially include in the tutorials the importance of voice comms - use voice recognition for cadets to tell AI lance mates which square to go to, or have AI mechs warn the player of a spotted mech - teach them how to call targets and dangers, but most of all - don't let them complete the academy without verified voice comms capability.
#84
Posted 06 June 2018 - 06:09 PM
A_Velociraptor, on 06 June 2018 - 05:14 PM, said:
buy a decent computer
#85
Posted 06 June 2018 - 06:11 PM
Less taxing this resource hogging unoptimized game is, more players can play it without significant fps issue. Other benefits such as matchmaking is also significant.
SHD2, on 06 June 2018 - 06:09 PM, said:
I have far better than average gaming PC that can play 2016-2018 games on high graphics without issue, but only in MWO it has periodic framerate issues. MWO is the problem, and 8v8 can alleviate it.
Edited by El Bandito, 06 June 2018 - 06:13 PM.
#86
Posted 06 June 2018 - 06:11 PM
Other things also need to be taken into consideration - matchmaking, "PSR/Tier System/Pilot EXP Bar", the amount of matches needed to gain SP (12v12 is excruciatingly slow for any average player who clocks 400 damage with 1SP-ish a match), the amount of C-Bills gained a match, and the team composition and weight variance in the match.
I could go on and on, but can PGI get that right this time around? Who knows. That's a very, very big if.
#87
Posted 06 June 2018 - 06:12 PM
@Paul - you used to do posts like this all the time back in the day. Really missed it, it reminds us all that you guys are active and invested and considering stuff.
Thank you for taking the time.
#88
Posted 06 June 2018 - 06:13 PM
Also I feel have the problems we have with the current match maker isn't so much the number of players per game but the pilot rating system, it's not a proper ranking system, it's an exp bar that indicates how much you play. It needs to be less forgiving, I shouldn't go up in rating just cause I got a few hundred damage on the winning team. I do like the fact it recognizes when you do well in a losing game though.
#89
Posted 06 June 2018 - 06:16 PM
Is there a way we can have both 8v8 and a 12v12?
(On a side note, IMO, Polar Highlands is more like a 16v16 LOL)
#90
Posted 06 June 2018 - 06:19 PM
2. Population size not going to support 8's & 12's simultaneously. Wait times for 8s so much better in AP
3. Spuds & DCs will have much more impact, but games will on average take less time and the odds of getting the same spud every game go down greatly.
4. Guess i'm going to have to restrict joke builds to when we are all drunk dropping...
#91
Posted 06 June 2018 - 06:23 PM
It's fine if you want to make competitive or faction 8v8 but please keep quick play 12v12. I don't know the recent hardware survey, but for a near 5 year old game on an older engine I would go out on a limb and say most players rigs can handle it as long as it is properly optimized. If you want tighter lance play, design maps that discourage death-balling and encourage small group play. Recent ones have been better at this.
People have desperately wanted a better faction play experience. It's felt unfinished and unimplemented since day one. People still remember talk about flamers and machine guns being used to destroy infantry. Even if that's not possible anymore the game mode is lacking. Perhaps there could be a way to combine group que with faction play? a pug group could be a few lances of mercs and have totally different gameplay with or against a loyalist group. There are many creative options that can be implemented easily.
Please just don't go back to 8v8 quickplay and if you do, really finish and flesh out faction warfare first.
#92
Posted 06 June 2018 - 06:25 PM
SHD2, on 06 June 2018 - 06:09 PM, said:
I probably have a better computer than you, but the framerates have been worse no matter what type of computer you have since they changed it to 12 v 12.
On a side note, I wish they would move the North American Server back to Vancouver so I can get sub 80ms ping again, like I used to.
#93
Posted 06 June 2018 - 06:25 PM
A mix of 12v12 and 8v8 could work out too, if you can make the matchmaker handle that. 12v12 when possible, 8v8 when short on people, or maybe even the reverse where it forms a 12v12 when it has an 8v8 ready but it sees 8 other loose people on the queue.
If 8v8 is enforced, some ammunition values may be changed to reflect the drastically reduced consumption. That or Piranha accepts that the meta for how much ammo is usually carried might change; the tonnage going elsewhere and the risk of explosion becomes even lower than it already is (poor CASE).
#94
Posted 06 June 2018 - 06:30 PM
On the other hand creating specific maps (or bringing back the old river city/forest colony/frozen city ect) for 8v8 matches and adding it as an option to quick play, that would be interesting...then you could decide if you want to drop in 8v8 matches or 12v12 matches or both. I know this may be tough to pull off with our current (and somewhat declining) population...but more options and more maps might actually help "grow" the population again
#95
Posted 06 June 2018 - 06:33 PM
More mechs is cooler.
But I also just really enjoy the game and it takes me back to the card game as a kid, and I will adapt to and be fine with whichever way this goes.
#96
Posted 06 June 2018 - 06:41 PM
Remember folks, vote, vote, vote.
#97
Posted 06 June 2018 - 06:43 PM
I'm down.
#98
Posted 06 June 2018 - 07:04 PM
Gazbeard, on 06 June 2018 - 06:09 PM, said:
And especially include in the tutorials the importance of voice comms - use voice recognition for cadets to tell AI lance mates which square to go to, or have AI mechs warn the player of a spotted mech - teach them how to call targets and dangers, but most of all - don't let them complete the academy without verified voice comms capability.
Not me, but some people dont even try tutorials, can't remember if MWO tutorial is unavoidable have been playing before the tutorial existed, and if you add more stuff there, i don't know if it is going to be that useful
#99
Posted 06 June 2018 - 07:16 PM
#100
Posted 06 June 2018 - 07:17 PM
You could even make it a big promotion with e-mail notifications to everyone, an event, etc. to draw more people in... and then throw up a poll at the end of the week.
Did you play at least 10 8v8 matches? Y/N
If Y, Do you prefer 8v8 over 12v12? Y/N/Don't care
The problem is "What do you do if it's 45/45/10?"
The answer might be to go on a quarterly rotation...but that's probably too complicated.
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