

#61
Posted 25 July 2018 - 02:37 AM
#62
Posted 25 July 2018 - 09:06 AM
They have totally destroyed and kind of flavor fp had.
#63
Posted 25 July 2018 - 01:46 PM
Imperius, on 25 July 2018 - 02:37 AM, said:
See this is where I disagree. Fundamentally faction warfare is a mechanism that plays out separate from the ingame tactical experience. The choice of engine is irrelevant. The results of a match could have been determined if you were using Netmech in ancient MW2, MGZ with MW3/MW4, old skool MPBT or even pen and paper table top.
The programing that deals with changes in faction territory are separate from the ingame combat engine. That is where the problem is, the strategic level. Unless you disagree. It seems MWO's fighting mechanics are good enough for privately run ladders and tournaments so I don't know why this win loss data can't shape interstellar cartography.
Faction warfare is a hybrid system. Just like any game of Creative Assembly's Total Warfare series is the combination of the real time and the turn based actions, the strategic element doesn't care if you auto-resolved or manually fought the combat phase.
Lets say I am playing a tabletop linked scenario campaign. Does it matter whether a planet is fought at the regimental level using alpha strike or numerous lance sized engagements that are meant to represent the same number of forces deployed? Maybe I don't have time to play one hundred lance sized engagements. I will just approximate it at the grand strategic level using the Succession Wars board game.
What I am getting at is the strategic game is simply an independent module. Spending resources on that module does not undermine its use in a future engine iteration like Unreal. The sooner that work is undertaken the better all future products with such a gamemode will be.
Edited by Spheroid, 25 July 2018 - 01:48 PM.
#64
Posted 25 July 2018 - 02:52 PM
That said, I said "no". As faction play stands, I simply don't want to commit to playing a 4 mech drop deck with the same crew of largely random people. Yes, sometimes I drop with larger groups, but as a largely solo player, the risk of getting stuck in with a low skill/low experience team is too large when I have to go through an entire FP game with them.
At least in Solo I can change mechs, or wait a bit before jumping back into the matchmaker.
If you found a way that I could play a 10 minute match with soloQ style matchmaking that means something in faction play, I'm cool with that (that means 1 mech, no groups, and hopefully an improved matchmaker/skill ranking system).
And no, I don't care for scouting. And I don't like being pigeonholed into playing only Clan or IS mechs at any given time (I'm about 2:1 clan:is in games played, but I like the IS mechs I play). I like variety. I suspect that a lot of people in the game feel the same way much of the time. They simply don't want restrictions on what or when they play. If I choose Clan:Jade Falcon as a faction, and you want my solo games in clan mechs to count toward some FP goals, go for it.
#65
Posted 25 July 2018 - 09:09 PM
Asym, on 18 July 2018 - 05:33 AM, said:
So, players who really liked the team work but abhorred the toxic behaviors left. There was no logical reason to stay and be abused every night... Faction Play is, to this day, a complete and absolute disaster.... You are now reaping what you've all sown......we voted with our keyboards and stopped spending and playing..... I seriously doubt it will be back as many of you want.... If I were the CEO, I would 100% gar-un-tee you it would not be back and if I had a reason to bring it back, there would not be teams > that four pilots.... Sorry.
Again the vast majority of toxicity happening in CW comes from the pugs who are unable to compete. Saying groups of more than four breeds toxicity is abject nonsense. Playing with 12 folks you like and working as a team is about as anti toxic and pro-social as it gets.
As well if people typing stuff out in chat hurts your feels, block them and never have to read their typing again! Personally my block list is huge and my safe space secured easily with a couple of mouse clicks.
The best part of CW is being prepared for the map, having four mechs, and the ability to co-ordinate and actually use strategy.
That you are so anti team, and have been so for quite a while now is a good indication that CW is not meant for you. Groups if even not of the highest skill level have much more success and fun in CW than solo artists and we still have people such as yourself that want every mode to cater to uncoordinated singletons.
#66
Posted 26 July 2018 - 12:56 AM
S O L A I S, on 25 July 2018 - 09:09 PM, said:
Again the vast majority of toxicity happening in CW comes from the pugs who are unable to compete. Saying groups of more than four breeds toxicity is abject nonsense. Playing with 12 folks you like and working as a team is about as anti toxic and pro-social as it gets.
If i am toxic i would hurt myself because after that long time playing FP these guys are all friends and/or respected enemies. We will meet again for sure!
Its like starting an argument in your relationship, makes no sense^^
S O L A I S, on 25 July 2018 - 09:09 PM, said:
The best part of CW is being prepared for the map, having four mechs, and the ability to co-ordinate and actually use strategy.
Thats the point why QP sucks hard and FP rules!
#67
Posted 26 July 2018 - 06:04 AM
#68
Posted 26 July 2018 - 06:23 AM
S O L A I S, on 25 July 2018 - 09:09 PM, said:
All true. Sadly all that is overshadowed by the following cons:
- No matchmaker
- Abysmal payouts for losses
- No reason not to play for the winning faction
#69
Posted 26 July 2018 - 08:56 AM
Though of course if bolt on were removed from Q.P i'd probably spent most my time there in game, as it's far less time intensive.
#70
Posted 26 July 2018 - 11:36 AM
One Kodiak with angle wings is but a tiny minority of all those in the field. I suggest you learn to cope. The death of practical combat aesthetics predates bolt-ons. Hot pink and decals have done far more damage.
#71
Posted 26 July 2018 - 06:06 PM
The biggest problem is that it's only fun for a small percentage of the top players, so no one else plays, which means there's no one for the top players to play against, so it sucks for everyone, milked whales included.
Scouting is okay, but it still gets bland quick. Kill the other guys, maybe get some of the glowy things after. Everyone plays 55 ton brawlers and no one does any scouting.
#72
Posted 26 July 2018 - 06:55 PM
Faction Play was dead to me the day they removed the Factions.
Now, I will only play that mode if I am well rewarded for doing so. Like an event that gives away a pile of MC or the equivalent in Mech Bays.
#73
Posted 27 July 2018 - 01:41 AM
Spheroid, on 25 July 2018 - 01:46 PM, said:
See this is where I disagree. Fundamentally faction warfare is a mechanism that plays out separate from the ingame tactical experience. The choice of engine is irrelevant. The results of a match could have been determined if you were using Netmech in ancient MW2, MGZ with MW3/MW4, old skool MPBT or even pen and paper table top.
The programing that deals with changes in faction territory are separate from the ingame combat engine. That is where the problem is, the strategic level. Unless you disagree. It seems MWO's fighting mechanics are good enough for privately run ladders and tournaments so I don't know why this win loss data can't shape interstellar cartography.
Faction warfare is a hybrid system. Just like any game of Creative Assembly's Total Warfare series is the combination of the real time and the turn based actions, the strategic element doesn't care if you auto-resolved or manually fought the combat phase.
Lets say I am playing a tabletop linked scenario campaign. Does it matter whether a planet is fought at the regimental level using alpha strike or numerous lance sized engagements that are meant to represent the same number of forces deployed? Maybe I don't have time to play one hundred lance sized engagements. I will just approximate it at the grand strategic level using the Succession Wars board game.
What I am getting at is the strategic game is simply an independent module. Spending resources on that module does not undermine its use in a future engine iteration like Unreal. The sooner that work is undertaken the better all future products with such a gamemode will be.
Any modules like Solaris or FP can not and will not be copy pasted to MWO if it is moved to Unreal. You’re clearly missing my point. It’s completely obvious that doing things on CryEngine takes too long and is too difficult to get things working correctly. A lot of these modules may have been more successful if the engine they were using was more small team friendly. Look at Star Citizen. It literally advertises not to use CryEngine. Way bigger team and budget than MWO. Still nothing to show for it.
Basically I’m saying it’s time for MWO to step up and upgrade proving to the fans it’s not abandoned.
#74
Posted 27 July 2018 - 03:24 AM
#75
Posted 03 August 2018 - 01:11 AM
#76
Posted 03 August 2018 - 01:13 AM
I only QP these days when there's an MC reward.
I won't touch Solaris because my ping puts me at too much of a disadvantage in close range 1v1s.
#77
Posted 03 August 2018 - 03:44 AM
#78
Posted 03 August 2018 - 04:31 AM
If someone just wants to play solo QP let them choose to rep their faction and contribute in some small way and earn rewards for doing so. Get casual players in the casual gamemodes invested in factions so they don't feel completely left out.
FW/CW should be the core of MWO and everything should feed into it.
#79
Posted 04 August 2018 - 02:02 AM
ShaneoftheDead, on 26 July 2018 - 06:55 PM, said:
Faction Play was dead to me the day they removed the Factions.
Now, I will only play that mode if I am well rewarded for doing so. Like an event that gives away a pile of MC or the equivalent in Mech Bays.
The problem is that there are too many factions. Even on games that are built around a faction war premise, you will have only two or three, three in the case of Planetside. Chromehounds, which was a mech game built around the concept of large scale community warfare --- you cannot play this game without joining a squad --- is only built around three factions. And these are games that initially had large player bases.
Its essentially correct to reduce the amount of playing factions into two. However, there should also be some form of internal competition between the internal subfactions, limited events that say pits one internal faction against another, or these internal factions compete with each other on honor points.
Tetatae Squawkins, on 03 August 2018 - 04:31 AM, said:
Essentially the last sentence is correct. You cannot have too many modes in the game that divides the player base, and this situation is aggravated with a small player base that is shrinking by the month.
One of the most important experiences in a game is to get a match in a short time, and failure for a game to achieve that is a cancerous situation for the game.
#80
Posted 04 August 2018 - 07:20 AM
Anjian, on 04 August 2018 - 02:02 AM, said:
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