Faction Play - A New Hope (Pgi Taking Input)
#221
Posted 04 August 2018 - 09:59 AM
#222
Posted 04 August 2018 - 11:31 AM
Now if only we give out reward bonuses for every player actively playing Faction Play, Those Rare or Ultra Rare Supply Caches look very good right now.
Edited by Wing 0, 04 August 2018 - 11:35 AM.
#223
Posted 04 August 2018 - 12:01 PM
#224
Posted 04 August 2018 - 01:00 PM
If defenders are able to find and fight in the square under drop ship fire, the mission should not end.
The timer should pause, or allow them to shoot the dropship and drive it off. Then dropship chooses a new location after 30s-1m.
#225
Posted 04 August 2018 - 04:17 PM
Peiper, on 02 August 2018 - 09:50 PM, said:
BATTLE VALUE INSTEAD OF TONNAGE
Change tonnage to battle value. So, give every mech a battle value based upon the capabilities of the mech, and tell people they can take that much in the way of battle value. (This will have minimal impact on this game mode, but a big impact on quick play matchmaking, btw.) Battle value is simply a value of 1-100 based upon the capabilities and potential of the mech selected. A pre-nerf Kodiak might have 100 BV, pre-nerf Timber Wolf of 75. A pre-buff Atlas might have a BV of 80 and a pre-buff Orion might have a score of 60. (Currently, the scores are far more even by tonnage due to forcing unlike mechs to be equal.) In any case, the idea that all mechs of a certain weight are equal is bogus. This would change it so mechs are valued on what they can do, not their tonnage. It would both allow PGI the freedom to let the mechs be what they are instead of 'balancing them' into crap or god-ness, and get rid of the whole idea that mechs should be equal when they were never supposed to be in the first place.
TL;DR Battle value is a value of 1-100 based on mech ability. Use this to replace tonnage. Result: IS and Clan no longer have to be equal in tonnage, rather simply equal in battle value vs. each other.
justcallme A S H, on 03 August 2018 - 01:59 PM, said:
Yeah but look at Solaris and balance, it's really not great. There are 3-4 chassis per div that are good and that's basically it (I've played a decent amount of it).
As I said a chasiss can be deemed to have a higher value, you put a junk build on it suddenly it's worth less than a bad chassis with a good build. This instantly breaks any semblance of a decent 'Value' calculation. Plus the overt complexities that come with it that I pointed out... It literally means another layer of balance for PGI and also understanding for Players. I can't see anyone in a logical frame of mind thinking that's good for anyone.
Even considering that the system we have now is based on only Tonnage? So plenty of players would freely trade a 65 ton Ebon Jaguar for a Jagermech? Or take a Spider 5V instead of a Arctic Cheetah, because they are both 30 tons and the current system is based on balance by tonnage.
I do not think Peiper or anyone else suggesting an alternative is not thinking "logically". I think the current system could use improvement
#226
Posted 04 August 2018 - 04:18 PM
dragoburnhard, on 04 August 2018 - 09:58 AM, said:
This...
Clone MWLL with modern tech and effective and functional physics, clean programming and a sh..load of maps, multiplayer missions and npcs for pvp and coop Faction wars and there you go....
[redacted]
Edited by Tina Benoit, 07 August 2018 - 10:08 AM.
nonconstructive & staff abuse
#227
Posted 04 August 2018 - 04:37 PM
Number of players in Searching Lobby, like Solaris.
As soon as there is one player, another player sees this and will be more willing to wait seeing others in the wait queue.
Much better than a waiting searching logo.....
#228
Posted 04 August 2018 - 05:15 PM
FuzzyNZ, on 04 August 2018 - 04:37 PM, said:
Number of players in Searching Lobby, like Solaris.
As soon as there is one player, another player sees this and will be more willing to wait seeing others in the wait queue.
Much better than a waiting searching logo.....
That does more to discourage than encourage queueing, FP "oh theres only <7 people queueing stuff it ill go back to QP for another game, repeat.
#229
Posted 04 August 2018 - 05:59 PM
Paul Inouye, on 02 August 2018 - 10:19 AM, said:
Jesus Christ Paul, its Marik.
#230
Posted 04 August 2018 - 06:24 PM
Cato Zilks, on 04 August 2018 - 05:59 PM, said:
Jesus Christ Paul, its Marik.
We finally get direct interaction with Paul on the forums and the playerbase would rather nitpick mispelling by one vowel instead of discuss the game? We might see another thread like this by 2024.
#231
Posted 04 August 2018 - 06:49 PM
SilentScreamer, on 04 August 2018 - 06:24 PM, said:
I am going to discuss the game, but I don't think razzing Paul for using the wrong vowel is going to dissuade him from interacting.
#232
Posted 04 August 2018 - 07:50 PM
justcallme A S H, on 01 August 2018 - 08:48 PM, said:
- Loyalist / Merc Tree - Max Rank 20 Loyalist / Rank 10 for Merc. Many users achieved this 2 years ago...
- 1-Bucket Merger / Purpose of the map - There is now no 'purpose' to Faction Play...
- Mercs Insta Contract Switch vs Loyalist- ...
- Tug-O-War bar is BROKEN - ...
- Loylist Probation Games - Make it 5 and not 10...
- IS v IS / Clan v Clan - This really has not eventuated at all. Needs to happen, keeps things interesting.
- Incursion -Increase base points hitpoints...
- New Player Experience - gate FP by making new accounts spend 50-100 games in QP first to 'qualify'...
- Regular Events - We were promised regular stuff as part of FP4.1. It just isn't happening, that was December 2016.
- SEIGE Maps - tweak maps...
- In-game UI - Make a 'Marketplace' of sorts where a Unit Leader can advertise in game...
- Drop Zone walls - have the walls face 45deg INWARD toward the drop zone centre...
Ash, first thanks for getting this started. Second, the angled dz walls is ******* gold, needs to happen ASAP. I think your points generally spot on, but some are sparse on the details for certain points. Like how do we add purpose? etc.
Eisenhorne, on 01 August 2018 - 09:53 PM, said:
* Allow Loyalty Points to be converted to MC once you're past rank 20...
* (F) Faction variant mechs....
* Show how many groups are queued...
* If scouting gets to Tier 3 FP bonuses, the team with the bonuses should have a cooldown reduction on the global strike cooldown.
* Seasonal rewards for faction play...
* Have 3 conflicts at once...
* Add a new game mode ...
* Make it more profitable to win by objectives, or at least equally profitable...
Eisen, I think the Faction Variant idea and small MC for LP exchange could be really fun rewards for LP post max level. I am not keen on seasonal participation awards for number of matches. I think it makes more sense to just give us rewards up front. 3 buckets is not going to really be on the table. In regards to the rewarding objective, see below
Jon McFuzzy, on 02 August 2018 - 05:37 AM, said:
- Do NOT allow Trial mechs to be used in FP drop decks...
- Re-enable IS vs IS / Clan vs Clan
- Significantly improve CBills and Loyalty point rewards for performance, even for a loss, discouraging gen rush
- Provide rewards/incentive for group drop as compared to solo drop
- Re-enable the ability to see who's in queue and how many
- Sales on Drop decks and add more than four (I got four already)
- Change the lobby wait time from 60 seconds to 90 or 120 seconds
- (Slightly) alter Siege map design. Too many choke points, huge disadvantage for attackers
- More Content - Give players reason why win is important, why planets are important, background stories for events
- Why can't we have "form up on me" command option
Jon, I think you are spot on with the increased drop decks, added lobby time, seeing queue size, and the form up on me command. Now you want to increase the rewards for fighting while Eisen wants to increase rewards for objectives. Obviously, ya'll are in direct opposition on this issue, and I think this is an issue that does deeply divide the community. I don't know which direction PGI needs to take rewards in some of their game modes, but I do think they need to take a fresh look and take a more clear direction in each mode.
QueenBlade, on 02 August 2018 - 10:45 AM, said:
https://docs.google....dit?usp=sharing
FP needs to be more RPy...
Make us care about planets...
The Reward/Rank system could use an overhaul...
QB, while I totally agree that the nerd factor of FP needs to be turned up significantly, you are proposing a major overhaul. Little of this is easily achievable and I am afraid that your system is going to increase the frequency and brutality of stomps, which I think is bad for game pop.
Paul Inouye, on 03 August 2018 - 02:00 PM, said:
Here's a quick list of stuff that can be done pulled from comments here:
- Increase health in Incursion base buildings
- Higher ticket count in Conquest
- Call to arms timer change
- Game area indicator for Friends List (QP/FP/Comp/Sol instead of just "Deployed")
Investigating:
- More than 4 drop decks
- Removal of certain maps/modes from FP cycle
- Refresh button on Friends List
Paul, first, thanks for being so active in here. I think most of these are pretty good (especially the extra drop decks), but I personally think the brakes should be pumped on a few of these ideas. I don't think conquest needs a sizable ticket change (or if it needs any change at all). As has been said several times in this thread, conquest is currently one of the most dynamic game modes in FP and I don't want it to be changed over to more of a slugfest with cap points as an after thought. Also, I strongly disagree with the posts about removing the long-range/open-sight-line maps like Alpine or Polar. I think they serve as a good balance to the congested brawling maps we have invasion.
#233
Posted 04 August 2018 - 08:01 PM
Its obvious PGI is trying to revive FP which is great but if they continue to let it be Premade groups VS everyone else it will fail hard just like Solaris has because of bad game mode design.
#234
Posted 04 August 2018 - 08:04 PM
Also, lets get more of these smaller faction events going.
Edited by Cato Zilks, 04 August 2018 - 08:16 PM.
#235
Posted 04 August 2018 - 09:01 PM
Xavier, on 04 August 2018 - 05:50 AM, said:
If the wall fix I put forward happens it would fix a lot of those issues.
Side point on selectable dropzones - this will be a Paul clarification item - I think this came up at one point as not being easily possible due to the way dropship mechanic work/come in off the map... This is a vague recollection though.
#236
Posted 04 August 2018 - 11:07 PM
justcallme A S H, on 01 August 2018 - 08:48 PM, said:
- Drop Zone walls - To alleviate some spawn camping sitiatuons need to move the Spawns a bit closer to gether on some maps and also have the walls face 45deg INWARD toward the drop zone centre. This will stop spawn camping a little by letting dropships shoot OVER the walls. Currently you can hit behind walls, wait for dropship to leave, go kill mechs. Adjusting the wall angle instantly resolves this big complaint. Will it stop it entirely? No, but it will help.
Cato Zilks, on 04 August 2018 - 07:50 PM, said:
LATER THAT WEEK AT PGI HQ
A FEW MONTHS LATER
MORE SIMPLE "SOLUTION" IF YOU REFUSE TO DO SOLO AND GROUPED QUEUE.
MORE COMPLEX, IM DREAMING, SOLUTION.
Edited by Cadoazreal, 05 August 2018 - 04:54 AM.
#237
Posted 04 August 2018 - 11:37 PM
And wow finally a FP EXCLUSIVE event after 9 months. Have we finally seen the light at the end of the tunnel we have been walking through for 2018? Or is it just a brief reprieve? Time will tell but at least there's some optimism to be had.
#238
Posted 05 August 2018 - 12:14 AM
Still, that was funny.
Edited by Cato Zilks, 05 August 2018 - 12:14 AM.
#239
Posted 05 August 2018 - 12:43 AM
So that leaves us with SPLITTING THE QUEUES! into solo with SSR and grouped with additional rewards !
V Agree word for word with what CZ said quoted below.
"Paul, first, thanks for being so active in here. I think most of these are pretty good (especially the extra drop decks), but I personally think the brakes should be pumped on a few of these ideas. I don't think conquest needs a sizable ticket change (or if it needs any change at all). As has been said several times in this thread, conquest is currently one of the most dynamic game modes in FP and I don't want it to be changed over to more of a slugfest with cap points as an after thought. Also, I strongly disagree with the posts about removing the long-range/open-sight-line maps like Alpine or Polar. I think they serve as a good balance to the congested brawling maps we have invasion"
Edited by Cadoazreal, 05 August 2018 - 03:56 AM.
#240
Posted 05 August 2018 - 12:45 AM
Terrorsdawn, on 04 August 2018 - 09:45 AM, said:
And exactly on this we are working on.
We all can help:
- be friendly to enemies / no trash talk against noobs/ beginners
- constructive (!) advices if you see a teammate using wrong setup
- i rarely see DropLeader in Pug-Teams. Everyone have to take courage a bit more, everyone is happy about some talking! At least some Target calling and giving some intel about enemies sightings
- The premades should take 1-2 Guys from LFG with them on regularly base
- Try new / fresh tactics, even if there is a chance you will not succeed this time. Be open for new stuff!
These points can help imo to create a more friendly environment for ALL Players, consequence should be an increasing number of FP participants.
Then PGI is doing their part and zack bumm, we will have a more living FP!
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