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Faction Play - A New Hope (Pgi Taking Input)


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#741 Korz

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Posted 19 August 2018 - 07:06 AM

Seeing as my main ideas will not be considered this one should be atleast looked at.

We need an easy way to bring in new players into faction play and a simple way for them to join into faction play without bring down the team.

There would be a new que for quick play faction battles. This would be the "new player" friendly que for FP. They would be just like current quick play but would be limited to Clan on one side and IS on the other or faction against faction all depending on population. Reward in faction points would be payed out the lowest here. This que should be dynamic in the number of players so you could drop with only 4 per side if population is to low.

#742 Tier5ForLife

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Posted 19 August 2018 - 09:29 AM

View PostKorz, on 19 August 2018 - 07:06 AM, said:

Seeing as my main ideas will not be considered this one should be atleast looked at.

We need an easy way to bring in new players into faction play and a simple way for them to join into faction play without bring down the team.

There would be a new que for quick play faction battles. This would be the "new player" friendly que for FP. They would be just like current quick play but would be limited to Clan on one side and IS on the other or faction against faction all depending on population. Reward in faction points would be payed out the lowest here. This que should be dynamic in the number of players so you could drop with only 4 per side if population is to low.



I like it. Yea, you have to keep ideas very very simple here.

I also still say that a good player with 24 friends could make some great FW/Siege YouTube Videos in a couple of weeks. Film it from the view of a spectator.

PGI is not going to do it, someone needs to step the funk up!

#743 Horseman

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Posted 19 August 2018 - 10:01 AM

View PostTarteso, on 19 August 2018 - 03:57 AM, said:

That may work or may not. Anyway, if all this aims to gain more people playing FP, separate queues should make a big improvement in the PUGs interest for it
Or a big dent. There are two types of pugs: one interested in developing their skill and knowledge of the game - including by playing with and against more experienced teams - and one that just wants to putz around and play QP with respawn, unencumbered by any notions of teamwork and competence.

#744 Tier5ForLife

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Posted 19 August 2018 - 11:16 AM

IMO, you learn more by playing WITH more experienced players than you do AGAINST more experienced players. I just try to listen for tidbits of info but I've yet to see anyone really training anyone for FW.

I learned a good amount from Knightfox18 and the Legion but they are a comp team and way beyond me.

I do not want to suck at this. I try to try....

Drip, drip, drip

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#745 KingCobra

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Posted 19 August 2018 - 11:25 AM

I have to say thank you PGI for these FP events played 4 games this morning with 3 wins 1 loss all conquest and the great thing about the battles were there were all close scores and kills like 1250-1220 as a final score on all 4 battles.

The interesting thing I have noticed is since PGI has been doing these FP events there have been a lot of mixed small groups and solo player and the games have been fun and close on scores.

The opposite effect can be seen when I played with a premade team during the events we blew out every solo/small group team we played and it was very competitive when we played another premade team.

Is there a real solution to FP sure there is have 8man-12man premade teams play in there own queues and let small premade groups 2man-4man play with solo players to form a 12 man group in another queue and FP might just make it back from the brink of death.

Of course any premade team from a 2man-12man should be grouped first for that queue or a alternative would be to have selectable check boxes for both types of queues for FP like we had before so premade groups could decide to play in ether queues for FP as a large 12 man ETC or as a small 2man-4man in the other solo FP queue.

The other thing I can say to Paul and PGI is look into a big social lobby system for MWO and FP like we once had but was never used place it on a tab in the game UI next to the mechlab ETC. and let players use it to find each other for games and general info.

Once again thanks PGI for the FP events I do hope you regain players old and new for hopefully more MWO gameplay for the next 5 years+.

Edited by KingCobra, 19 August 2018 - 11:39 AM.


#746 Yushi

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Posted 19 August 2018 - 11:41 AM

PGI redacted input ther is no hope

#747 Tier5ForLife

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Posted 19 August 2018 - 02:55 PM

View PostYushi, on 19 August 2018 - 11:41 AM, said:

PGI redacted input ther is no hope



I'm going to give Yushi a shout out because he is one of the few players EVER in FW to give me advice. He told me to look for the window in the Gens to shoot them. I had been playing a year or more and did not know that. There are players that also do not know it. A couple of weeks ago I had two teammates shoot at the gates to try to bring them down.

Now, I'm sure he did it so we could get the Gens down instead of ust feeling the need to help me but it made an impact on me because it so rarely happened.

Plus, he is Clan Wolf so.....

#748 50 50

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Posted 20 August 2018 - 02:34 AM

View PostUnKnownPlayer, on 17 August 2018 - 05:06 PM, said:



Rush mode would be awesome, farm it out to the community, loads of people would be willing to build maps for it, PGI could QA them and implement from the basic wireforms and events. Everyone wins.


Rush would be pretty interesting but after thinking it over a bit and looking at how it progresses, there might be a quick way to do it using a changing out of bounds and activating/deactivating objectives as they are won, otherwise it looks like it would need new maps and is a brand new mode.

In some ways the Operations mode as shown in the link for BF1 is more of an option and it's actually what the tug of war bar was meant to try and achieve. A team wins enough points and they get a bar on the tug of war to push it to the next map and mission.
Look at the recent events as well and how there is this sense of progression.

Faction Play has several layers and we probably needed the tug of war at a personal group/team level to represent the campaign we are engaged in on the ground. Have the overall success or failure from that campaign then tally up at the Faction Level to determine the success at the end of a week or something.

If we look at what is already in the game in different areas I believe this might be the best way to tackle adding in more features and depth. Still a fair bit of work but perhaps less than we might think.

Edited by 50 50, 20 August 2018 - 02:36 AM.


#749 SuperFunkTron

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Posted 20 August 2018 - 10:35 AM

View PostNinjah, on 15 August 2018 - 09:12 AM, said:

Make only Tier 3 and above able to play FP. Tiers will finally have some meaning and it'll motivate newbs to do well in QP in order to unlock FP and in return it'll be less polluted with noobies. New players will get a real sense of progression this way. Another point of motivation is higher C-Bill reward then other modes. I would totally change the loyalty rewards - add some faction warhorns, faction colors, faction decals, something interesting. Current rewards are laughable and so out of date.

I won't repeat what others said, just adding some ideas that I haven't seen so far.


The issue of player quality in FP really boils down to people who are not prepared for the mode coming in and dragging down players who know what they are doing. A less popular but significantly more effective method of addressing this would be to create a training plan to help prepare players learn skills and behaviors that are conducive to playing in the much more competitive FP mode.

For those who get bored easy, the basic idea is at the top, details below it.

TL;DR
Create an objective based set of goals that helps new players focus on useful skills and behaviors that will help them become FP ready. Add explanation and application notes so new players know what to do and why it is important. A reasonable "gate" is created to reduce the number of grossly unprepared pilots frustrating more advanced players.

Details
I tossed an idea out last year suggesting that a number of objectives be met in order for new players to gain access to FW. The basic idea was to utilize the criteria already used in events (i.e. protected medium, kill assist, KMDD, etc) by creating a number of short objectives (i.e. get 10 kill assists) that focus on specific skills. By creating multiple tiers of these "behavior oriented skills", new players could focus on these core skills and start preparing for battle in FP over time while seeing their progress.

A graphic interface could be added to make a clear visual of their progress on the road to becoming "FP ready" (it's obviously a subjective standard, but would at the very least provide a bar). Short explanations of the actions as well as an explanation of how they apply to battle in FP would help new players understand why they are valuable behaviors.

The whole thing could be packaged as "Recruit Advanced Field Training" or "R.A.F.T" or some other idea that conveys that new players are working toward becoming FP ready. Anything that creates a sense of progression toward target skill competency/understanding/application would be a powerful first step in increasing the FP player pool quality while using a minimally exclusive gate to get to that end.

There are many potential ideas that could be implemented into these training objectives that would help keep the training interesting such as requiring the players to purchase a mech for each weight class, and complete a set of tasks that is conducive to improving scores for that general weight class (i.e. mediums could have a focus on lance in formation, protected medium, etc...)or even have mechs defined in a second Field Function System in which typical roles for the mech are focused on (i.e. Both fast medium and light mechs have scouting and hit and run style objectives).

This system could be really broad to start with and be refined a layer at a time to help pilots focus on particular skills/behaviors over time.

#750 Tarteso

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Posted 20 August 2018 - 10:44 AM

View PostHorseman, on 19 August 2018 - 10:01 AM, said:

Or a big dent. There are two types of pugs: one interested in developing their skill and knowledge of the game - including by playing with and against more experienced teams - and one that just wants to putz around and play QP with respawn, unencumbered by any notions of teamwork and competence.


No dent, just premades challenging other premades and pugs playing vs pugs. It sounds better than premades stomping pugs over and over, thus pugs not playing the mode and teams closing because the game is boring.
On the other hand, a pug does not mean necessarely a newbee, nor people who need to learn the game nor gain skill. Some have been here since the very beginning, playing as pug most of that time

#751 Bombadil

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Posted 20 August 2018 - 02:29 PM

Podcast edited, just need to render then post. Will go up today!

#752 Marius Evander

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Posted 20 August 2018 - 03:15 PM

View PostBombadil, on 20 August 2018 - 02:29 PM, said:

Podcast edited, just need to render then post. Will go up today!


Been refreshing 3 forums (Announcements , Faction Play and Developers Outreach) for 3 hours, I assume it will be posted in the developers Outreach ?

Edited by Cadoazreal, 20 August 2018 - 03:20 PM.


#753 Wing 0

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Posted 20 August 2018 - 03:25 PM

There will be blood tonight.

#754 Marius Evander

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Posted 20 August 2018 - 04:02 PM

Wow i didnt see it coz its not pinned

https://mwomercs.com...on-aug-20-2018/

Edited by Cadoazreal, 20 August 2018 - 04:03 PM.


#755 Wing 0

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Posted 20 August 2018 - 07:08 PM

So much blood was spilled and so many complaints were coming from so many players who not liking the Raining LRMS. it was so hilarious with the amount of salt that was being spewed out there on in game chat.

"Thank You for playing Skirmish. If you don't like the raining lrms due to the last patch has created, feel free to post your complaints on the forums."

#756 MW Waldorf Statler

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Posted 20 August 2018 - 07:16 PM

View PostCadoazreal, on 20 August 2018 - 04:02 PM, said:

Wow i didnt see it coz its not pinned

https://mwomercs.com...on-aug-20-2018/

Sounds good in the first ..now seeing what coming in which way ...in good Condition or like the long Tom

Quote

2.1 Faction Play will be driven using the event system.

2.1.1 Event length

· Events can last from 1 day to multiple weeks.

· Events should be planned based on the scale of the battle being presented.





im hope really thats this events besides the regular FW matches ,and not like this Event with a "switch or you not can play FW"

#757 SilentScreamer

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Posted 20 August 2018 - 08:41 PM

View PostOld MW4 Ranger, on 20 August 2018 - 07:16 PM, said:

Sounds good in the first ..now seeing what coming in which way ...in good Condition or like the long Tom



im hope really thats this events besides the regular FW matches ,and not like this Event with a "switch or you not can play FW"


Paul is a big endorser of choose your side each DROP. Not each Month/Week/Day like the contracts we have now. So not being able to play because of Faction should not be an issue.

**EDIT**

Plans may have changed since Paul's previous posts though....

View PostPaul Inouye, on 02 August 2018 - 10:19 AM, said:


Here's my personal thoughts as to what we can do with what is currently in FP:
- A while ago, we removed all the penalties for switching factions. Personally I think this is a good thing. My main thought on this is to move forward with this notion where ANYONE wanting to play Faction Play can choose their path of participation on a per match level.
- Adding lore and decisions to your participation in any given conflict. For example, if the conflict is between Clan and IS, when I select a planet that is in contention, I will choose at that point whether I want to play as Clan or IS. If the conflict is between IS and IS, I can choose the faction I want to back. Even as a Kurita Loyalist, I can choose to fight in a conflict between Steiner and Merik and not have to be penalized for doing so. I also want a story or story arch to tell me WHY I'm going to be fighting.

Edited by SilentScreamer, 20 August 2018 - 09:04 PM.


#758 Marius Evander

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Posted 20 August 2018 - 08:48 PM

View PostSilentScreamer, on 20 August 2018 - 08:41 PM, said:


Paul is a big endorser of choose your side each DROP. Not each Month/Week/Day like the contracts we have now. So not being able to play because of Faction should not be an issue.


I am sure I heard Paul say during the 2 hour podcast something along the lines of staying with the side you choose for the duration of event.

having said this, I am going to try to keep the continuation of this thread for myself in the Post podcast thread.

#759 Lances107

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Posted 20 August 2018 - 09:36 PM

I put some thoughts in the beginning of this thread. I am going to add one more. The long tom made scouting worth it, even more to point it took a great deal of scouting for the long tom to be used in faction play. With the changes you are proposing to the q system, by having groups qed separately from solos. Might I suggest you bring the long tom back but only have it activated on the map if it is a unit group vrs another unit group, and only if that faction did enough scouting to unlock it. Thinking about I think it could work unless it would cause issues with the programming of what your trying to do. To be clear say this faction unlocked the long tom, but a solo group ends up popping against another solo group. The long Tom would not be available to them. Same situation, but this time a unit group pops against another unit group this time the Long Tom would be available to them to use.

#760 Kin3ticX

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Posted 20 August 2018 - 11:04 PM

I'm listening to this podcast right now.

PGI has folded CW/FW/FP down into a over glorified play now button with a map that means nothing. Any way you can add lore fluff and space nerd politics is appreciated I guess....

For starters, I would suggest completely axing the invasion mode maps.

2nd, a considerable change to the dropdeck / respawn system. This whole 240 tons bring your own personal battlemech lance thing is likely core to your FP woes. If someone is a light pilot, they can't bring 4 lights without handicapping tonnage. If someone is an assault pilot, they can't stay in their element without being in a locust in their 3rd and 4th mech. This system also allows silly **** like waves of 12 100 tonners or 12 lights all at once. If you are serious about stopping seal clubbing, then start by removing the gimmicky stuff like waves of 12 fill in the blank.

3rd, spawn players together. I think the lore is cool like the next guy but in all my years playing your game I never used lances for anything. Nobody moves mechs around by lance. If people are going to get spawn killed, at least let them do it with their entire team.

4th, Seal clubbing. I can think of no other way to fix this than to limit groups to 4 and allow people to sync drop and maybe or maybe not get with all their buddies. 4-mans should be the anchors for the baby seals on each side. All the force multipliers of a proper 12-man will crush random skittles short of the stars and planets aligning.

Edited by Kin3ticX, 20 August 2018 - 11:05 PM.






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