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Faction Play - A New Hope (Pgi Taking Input)


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#441 Danjo San

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Posted 09 August 2018 - 10:56 AM

View PostPaul Inouye, on 08 August 2018 - 05:16 PM, said:

One other thing I need to ask here. Thoughts on a 'Mech spawning into the match without dropship animations? Kinda like Battlefield/CoD/et al. I know it's not the greatest for immersion but it will help address some other issues on the table.

you could consider the "home" team having elevators or hangars like in Solaris... that would be sweet

#442 GBxGhostRyder

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Posted 09 August 2018 - 10:59 AM

View PostPaul Inouye, on 09 August 2018 - 10:02 AM, said:

My notes:

While not all encompassing on every single topic... these are the notes that are in for investigation for the update. These are higher level notes in which if your suggestion touches on the same area, consider your suggestion to be part of the discussion.

FP Update – Notes from the Community
Make faction alignment meaningful and rewarding
  • Faction specific rewards (Colors/boltons/cockpit items/skins/etc)
  • LP used as a currency
  • Story/Lore/Faction driven choices to cement a desire to stay loyal
  • Expand on the Loyalist path drastically
  • Expand on lore in global descriptions in FP
Map Alterations
  • Revisit sightlines
  • Revisit pathing
  • Look at generator positioning
Game Mode/Hooks
  • Tug-of-War adjustment for less punitive win condition flips.
  • Removal of Tug-of-War mechanic for smaller events with different win scenarios.
  • Incursion base building health adjustments.
  • Drop Zone wall angle adjustments.
  • More reward kickers based on player behavior.
  • Bring back queue count.
  • Planet/event specific map selection.
  • Objective play reward increase.
  • Conquest score adjustment.
  • Adjust launch countdown.
  • Earlier win conditions based on team destruction (stomps)
  • CalltoArms timer change.
  • Unit based objectives.
  • Queuing integrated into LFG
  • Reward group play at a higher level than solo
  • Scouting mode end condition investigation (diving)
  • Rewards for CalltoArms participation
  • Battlefield based tonnage restriction (e.g. only 4 assaults at a time)
Systems Update
  • More than 4 drop decks
  • VoIP prior to drop
UI
  • Refresh on friends list
  • Favorites on friends list
  • Status indicator (drop type/game area)
Coffers
  • Unit management taxation removal/change.
  • C-bill transfer between players.
Misc
  • Tool for players to enter planetary data
NOTE: This list is not a list of things definitely going in. Again, it's a list of investigation points that I'll be presenting on top of what is already in play to see if anything can be included. i.e. NOTHING on this list is promised.


None of this is going to make one bit of difference as long as its Solo players VS premade teams it will still end in a FP ghost town ether split the FP queues like you did in QP or limit premade groups to 2man or a 4 man per side per drop.

#443 Ivor

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Posted 09 August 2018 - 11:03 AM

I just had another thought, which might be simple or maybe not depending on what data is already tracked and where. When a unit wins a planet, you have to check your numbers then go scrolling around the map to find it. It would be nice to have some sort of notification of which planet you won. Maybe a little popup for all unit members that says something like, "Congratulations! [Your unit] now controls [planet name]!" At which point, you can search the planet name to find it on the map.

#444 Eisenhorne

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Posted 09 August 2018 - 11:04 AM

View PostGBxGhostRyder, on 09 August 2018 - 10:59 AM, said:


None of this is going to make one bit of difference as long as its Solo players VS premade teams it will still end in a FP ghost town ether split the FP queues like you did in QP or limit premade groups to 2man or a 4 man per side per drop.


Meh, if there are bonuses to loyalty and a reason to actually be in a unit, units will be more actively recruiting players, and players will have more incentive to join. One of his items on the list is C-Bill sharing from unit coffers. If that makes it in, then huge units with many rich members will definitely attract new players, as they can help them set up the mechs they need to actually be useful in FP. If you have no interest in playing as part of a group, then yea this mode isn't for you in general and you should go back to QP.

FP isn't a ghost town as it is now, there is a small but dedicated group of teams who actively play it. Making it more attractive with features like this can only help drive more people who want team-based Mech on Mech action back to FP.

#445 Paul Inouye

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Posted 09 August 2018 - 11:12 AM

View PostDanjo San, on 09 August 2018 - 10:56 AM, said:

you could consider the "home" team having elevators or hangars like in Solaris... that would be sweet


Issue: 8/12 of your players get obliterated in a highly intense frontline battle. All 8 are queued to respawn and they pick the same spawn point (where the elevator is), who comes up the elevator first? What do the other 6 people do while the first 2 are moving up the elevator?

If there's no static object to spawn from, we can pop people in an area and only have to worry about people spawning on top of each other.

#446 Nightbird

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Posted 09 August 2018 - 11:13 AM

View PostGBxGhostRyder, on 09 August 2018 - 10:59 AM, said:


None of this is going to make one bit of difference as long as its Solo players VS premade teams it will still end in a FP ghost town ether split the FP queues like you did in QP or limit premade groups to 2man or a 4 man per side per drop.


There's can't be any matchmaking in FP today, it would take so long the queue instantly dies. Limiting group sizes also prevent friends from playing together = game death. (PGI tried this before)

I did put ideas on making pre-made versus pugs fun and unique, but it was probably too difficult for this scope.

https://mwomercs.com...ost__p__5903960

Edited by Nightbird, 09 August 2018 - 11:16 AM.


#447 GBxGhostRyder

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Posted 09 August 2018 - 11:14 AM

View PostEisenhorne, on 09 August 2018 - 11:04 AM, said:


Meh, if there are bonuses to loyalty and a reason to actually be in a unit, units will be more actively recruiting players, and players will have more incentive to join. One of his items on the list is C-Bill sharing from unit coffers. If that makes it in, then huge units with many rich members will definitely attract new players, as they can help them set up the mechs they need to actually be useful in FP. If you have no interest in playing as part of a group, then yea this mode isn't for you in general and you should go back to QP.

FP isn't a ghost town as it is now, there is a small but dedicated group of teams who actively play it. Making it more attractive with features like this can only help drive more people who want team-based Mech on Mech action back to FP.


Sorry don't think it will work for long as you can see from the last FP event Kurita had all the big premade teams that just mopped the floor with solo and small groups on Davion's side it was a real fun event when you did not have to fight premades if you were a solo or small group player.

On the other side if you were in a 8 man or 12 man premade it was just farming and collecting rewards I would much rather have played other premades for a little competition and yes I played both solo and premade during the event.

I still stand by my post solo and small groups have no business playing large premade teams regardless of rewards.

Edited by GBxGhostRyder, 09 August 2018 - 11:17 AM.


#448 Peter2k

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Posted 09 August 2018 - 11:15 AM

View PostPaul Inouye, on 09 August 2018 - 10:02 AM, said:

My notes:

Snip



Really nice list


Quote

NOTE: This list is not a list of things definitely going in. Again, it's a list of investigation points that I'll be presenting on top of what is already in play to see if anything can be included. i.e. NOTHING on this list is promised.

Well here is hoping, because there is A LOT on that list I can agree on

#449 Rizn Nuke

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Posted 09 August 2018 - 11:21 AM

I always thought it would be easiest, if you could just select 1 of the 3 drop ships during respawn countdown. If a ship is full, it is not selectable and you must select another (or sit out the respawn?).

#450 Eisenhorne

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Posted 09 August 2018 - 11:30 AM

View PostRizn Nuke, on 09 August 2018 - 11:21 AM, said:

I always thought it would be easiest, if you could just select 1 of the 3 drop ships during respawn countdown. If a ship is full, it is not selectable and you must select another (or sit out the respawn?).


That seems like it would be the best. It honestly can work like that anyway, if you have another player assume command and just shuffle the lances around, but it assumes a level of teamwork and coordination that are beyond most groups.

#451 Peter2k

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Posted 09 August 2018 - 11:30 AM

View PostGBxGhostRyder, on 09 August 2018 - 10:59 AM, said:


None of this is going to make one bit of difference as long as its Solo players VS premade teams it will still end in a FP ghost town ether split the FP queues like you did in QP or limit premade groups to 2man or a 4 man per side per drop.


Not so sure, I've found at least 2 items, while others could be seen as helpful

Maybe you need to read it again more slowly with less salt

#452 Tarogato

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Posted 09 August 2018 - 11:35 AM

View PostPaul Inouye, on 09 August 2018 - 11:12 AM, said:


Issue: 8/12 of your players get obliterated in a highly intense frontline battle. All 8 are queued to respawn and they pick the same spawn point (where the elevator is), who comes up the elevator first? What do the other 6 people do while the first 2 are moving up the elevator?

If there's no static object to spawn from, we can pop people in an area and only have to worry about people spawning on top of each other.

First come, first serve. The option to select a spawnpoint is instantly greyed out the moment it fills up. Verify that the server accepted your packet before having the client update to reflect a successful selection. If more than one person clicks the button to join a lance at the same time (ie., in the same server tick), then order them by ping or RNG before sending the verification/rejection.



Although, you said "elevator". You mean like on the Solaris maps? Because the Solaris maps have holes in the ground for the elevators to pass through. You couldn't do this on the QP maps because not all gameplay on those maps would involve this mechanic. Maybe possible on the Siege maps... but that's a maybe.

Edited by Tarogato, 09 August 2018 - 11:37 AM.


#453 Bud Crue

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Posted 09 August 2018 - 11:36 AM

View PostGBxGhostRyder, on 09 August 2018 - 11:14 AM, said:


Sorry don't think it will work for long as you can see from the last FP event Kurita had all the big premade teams that just mopped the floor with solo and small groups on Davion's side it was a real fun event when you did not have to fight premades if you were a solo or small group player.

On the other side if you were in a 8 man or 12 man premade it was just farming and collecting rewards I would much rather have played other premades for a little competition and yes I played both solo and premade during the event.

I still stand by my post solo and small groups have no business playing large premade teams regardless of rewards.


But using that same event as an example, increased rewards for winners and losers (call it bribery if you like) did in fact get a lot of folks playing including us folks who fully expected to be “mopped the floor with”. I think that if the rewards and other enticements are there folks will come, folks will like the taste of those incentives, they might even try to gain those increased rewards associated with playing well and winning, they then might form a team and make FP a weekly or even nightly part of their play, etc.
Even if I am wrong, I hope improved//increased/team encouraging rewards make it in to any eventual revamp of FP just to encourage ANY additional population in the mode.

#454 MischiefSC

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Posted 09 August 2018 - 11:36 AM

View PostPaul Inouye, on 09 August 2018 - 11:12 AM, said:


Issue: 8/12 of your players get obliterated in a highly intense frontline battle. All 8 are queued to respawn and they pick the same spawn point (where the elevator is), who comes up the elevator first? What do the other 6 people do while the first 2 are moving up the elevator?

If there's no static object to spawn from, we can pop people in an area and only have to worry about people spawning on top of each other.


People will like immersive additions to respawns for the first while. After that it's just background noise. People will enjoy mechanics that make the match more fun to play forever. All the immersion stuff you can do is great - however if you start with mechs popping in but more dynamic so respawns are a better overall experience, spawn camping isn't as much of a thing and reinforcing is a bit faster and more organic people will adjust quickly enough and you can always come back to the immersive visuals later on if the mechanic changes brings players back enough to make it a worthwhile investment.

The list of mechanics you're looking at makes me happy and I'm sure plenty of others as well. Overall I bet more people would be happier with tangible mechanical improvements now and immersion windowdressing later than the other way around. Nice visuals will get people to play a couple more matches but if little actually changed, why stay? A bunch of improvements to how the match plays, even if it's a bit ugly for a while, will get and keep people playing IMO.

#455 MechaBattler

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Posted 09 August 2018 - 11:38 AM

Could we get the gates replaced with the destructible walls? It seems silly that the gates would open because the generator went offline.

#456 GBxGhostRyder

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Posted 09 August 2018 - 11:40 AM

View PostPeter2k, on 09 August 2018 - 11:30 AM, said:

Not so sure, I've found at least 2 items, while others could be seen as helpful

Maybe you need to read it again more slowly with less salt

No salt here bud just stating what I see as maybe the #1 problem in FP as far as new player retention and the almighty fun factor that hooks you on a game mode or game.

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View PostBud Crue, on 09 August 2018 - 11:36 AM, said:

But using that same event as an example, increased rewards for winners and losers (call it bribery if you like) did in fact get a lot of folks playing including us folks who fully expected to be “mopped the floor with”. I think that if the rewards and other enticements are there folks will come, folks will like the taste of those incentives, they might even try to gain those increased rewards associated with playing well and winning, they then might form a team and make FP a weekly or even nightly part of their play, etc.
Even if I am wrong, I hope improved//increased/team encouraging rewards make it in to any eventual revamp of FP just to encourage ANY additional population in the mode.


It might work for a few weeks maybe a few months but once player start to understand there going to get rolled by premade teams 24/7 they will just leave the game mode and go back to QP what it is is just a big band aid not a real fix.

I guess what im trying to say is FP-solo mode would be like a entry FP game mode where solo players could just have fun in FP and learn the ropes as far as mech builds and skills and a little teamwork.Then when there ready they could join the FP group queue and play meta buils and the best comp FP play MWO has to offer.

Makes perfect sense to me from both sides of the player base equation.

Edited by GBxGhostRyder, 09 August 2018 - 11:48 AM.


#457 Bud Crue

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Posted 09 August 2018 - 11:43 AM

In re the dropships animation as a limiting factor to other changes:

Am I remembering wrong, but back a couple years ago didn’t we play the mode without dropships? I don’t remember their absence being anything other than one of those longed for immersive aspects. Is not having them again such a big deal? Or was that just QP?

#458 Eisenhorne

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Posted 09 August 2018 - 11:46 AM

View PostGBxGhostRyder, on 09 August 2018 - 11:40 AM, said:

It might work for a few weeks maybe a few months but once player start to understand there going to get rolled by premade teams 24/7 they will just leave the game mode and go back to QP what it is is just a big band aid not a real fix.


Well the hope is that eventually with the massive piles of MC, C-Bills, and other rewards FP gives players, they'll build up a stable of mechs of their own, and join a unit, and "git gud", so they can put up a fight. Most games are lost in the mechlab, well before they actually drop. If they have the right mechs, and know what to bring, then they're already well ahead of most puggles.

#459 Nimnul

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Posted 09 August 2018 - 11:55 AM

Paul Inouye

Internal battles https://mwomercs.com...-or-inner-game/

Edited by Nimnul, 09 August 2018 - 11:56 AM.


#460 GBxGhostRyder

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Posted 09 August 2018 - 12:00 PM

View PostEisenhorne, on 09 August 2018 - 11:46 AM, said:


Well the hope is that eventually with the massive piles of MC, C-Bills, and other rewards FP gives players, they'll build up a stable of mechs of their own, and join a unit, and "git gud", so they can put up a fight. Most games are lost in the mechlab, well before they actually drop. If they have the right mechs, and know what to bring, then they're already well ahead of most puggles.


Those ideas are great but only part of the solution to the problems FP has or MWO in general solo players have a hard enough time finding info on this forum let alone find teams that's why even back in MechWarrior 2 we has a huge Social lobby on Kali and ten.net then on gamespy for Mechwarrior3 and MW4 Vengeance then the MSN gamming zone for all 3 MechWarrior IP titles.

Players have always learned faster and easier by player to player interactions or group to solo player interaction in this IP that's what made the old PC IP games work so well for player retention and team recruitment and just plain fun chatting and playing stomp robots with friends and family all over the world for so many years.

MWO is such a sterile unsocial game I wont even include it in the pantheon of PC IP MechWarrior games that personally were much more fun overall and im talking multiplayer not solo play.





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