

Suggestions For Making This Game More Fun
#1
Posted 31 October 2018 - 10:19 AM
#2
Posted 31 October 2018 - 10:41 AM
Perhaps it's just simply that everyone eventually finds themselves in tier 1. Leading to lackluster match quality for people who belong there and a strict competitive environment for people who don't belong there. But I don't think we have enough people throughout the day to change that.
Edited by MechaBattler, 31 October 2018 - 10:41 AM.
#3
Posted 03 November 2018 - 09:16 AM
Player 0ne, on 31 October 2018 - 10:05 AM, said:
So I realised straight away that in order to do relatively well, my mech needed to be setup for high alpha or recurring firing without over heating.
This is easily do-able, BUT the FUN factor was missing. Yes, I can run winning mechs/builds and obliterate the enemy, but "why am I not having fun" I kept asking myself. Even when I did tremendously well, which is on occasion, I did not enjoy it.
Dakka is already fun, and if you do not agree then you are a sad person and I do not wish to talk to you any longer.

MechaBattler, on 31 October 2018 - 10:41 AM, said:
Technically if OP wanna screw around however he chooses then he could drop down tiers--win win for him.
#4
Posted 03 November 2018 - 09:25 AM
#5
Posted 03 November 2018 - 10:11 AM
#6
Posted 03 November 2018 - 10:15 AM
#7
Posted 03 November 2018 - 11:10 AM
Firstly make the mechbay loader a lot more simple (no need for all the fancy bells whistles and advertisements etc, basically a spreadsheet with a 3d model list) to reduce load times and build making outside of playing, while there I would re-do a lot of the information provided to the player through the UI in how and what it displays in its descriptions and warnings too just for clarity.
Then I would develop more things for new players to accomplish with other players, specifically stuff like lance training, basically have the period where the player gets paid extra for being new directly linked to these introductory match sets, and unlocking stuff by achieving team based goals within those matches and beyond. This might involve simply removing the other start out training are, or incorporating that alongside that multiplayer training portion. This encourages new players to get used to the idea of at the very least looking out for your lance the functions for doing so, and the benefits of working together through practice, and if you do the unlocking rewards right it teaches players other skills that they will want to develop more as they go on.
Next would be the grouping system, I would make all comm technology available outside of the game, inside the game, and promote its usage, namely through allowing easier communications with other people online and a focus on grouping in general and being matched with people you like and play well with for the most part. This would probably involve "removing" what we have as quickplay now (or renaming it to solo play etc etc) in favor of quicker grouping systems as the norm/quickplay system.
From there I would change up some of the base reward systems and leaderboard stats, mainly just to increase the focus on not just securing kills and conserving paint, which reward the player well enough when done in game, basically you want to encourage players to not always be as cheap as possible through the rewards outside of a win, because they will often be doing the most cheap thing by default for the rewards doing so gives by default.
Lastly and probably most importantly is redoing the matchmaker and tiering system with the group focus I mentioned above in mind. Track and utilise individual stats still, but also track performance within groups and the general comparative stats of people they team with etc, not all for matchmaking purposes but also for players discerning player types and tendencies for themselves if they like.
Getting into how I might change up the actual game mechanics is a whole other textwall lol, and is probably too subjective to bother with.
#8
Posted 03 November 2018 - 02:57 PM
1) allow 9 more skill tree points to make it an even 100
2) have a check box at the top of each category or some indicator that shows you have all skill
points in that category and you get a role warfare bones (1% addition for all skill points
in that area)
so if you got all the mobility skills you would be a mobility specialist box checked off
and you would get an additional 1% for all nodes (note a c-bill or XP bonus could also work since
what your doing is rewarding for some type of roll warfare)
3) enhanced imaging adding more in game content is always good
4) abandon the risk vs reward mentality AKA shooting for 50% lets shoot for 80 90 100%
I want to be able to brag how great MWO is not how much the game mechanic'ed me to death
example you might have tank trap type obstacles like on entering boreal vault but allow the Mechs
to crush those obstacles (just blast right through them)
5) Union and or Overlord drop ships (Russ said they would add it back in the summer of 2015
town hall)
fighting in and around big drop ships covers a multitude of bad game mechanics
6) FP tell people what your vision is for FP
you would be surprised how people will get on board with that type of leadership
example campaign mode for units (campaign means moving through the BT universe step by
step)
real life story
I had one supervisor that was at the Fly off between the A9 and A10 jets he said the A9 would
fly circles around the A10 but they picked the A10 because it was designed to be easily maintained
and repaired
so building a base game that is easily expanded goes a long long way
JMTCW
Edited by Davegt27, 03 November 2018 - 03:07 PM.
#9
Posted 03 November 2018 - 07:31 PM
#11
Posted 04 November 2018 - 12:19 AM
#12
Posted 04 November 2018 - 02:03 AM
I don't want to go and stomp newbies. Pirhana is only fun when people have an understanding of what is happening.
#13
Posted 04 November 2018 - 06:24 AM
1. Remove all nerfs and buffs and start over making MWO as deadly as intended. We start clean. Life's not fair.
2. Remove the skill tree as deployed. The new skill tree starts with a fully combat ready mech. The new skill tree are only "special enhancements" that extend or expand some of the basic mech capabilities....and, they take a while to "earn" and can't be bought with real money.
3. Change the team format. As in WoWs, you can have "Stars" of players" (divisions in WoWs) and, in some modes, teams of 12. But, those 12 mech teams would have item 4 to regulate them.
4. Install a Combat Effectiveness (CE) match maker, Basic tiers still exist but CE is driven by an ELO style MM.... CE isn't a fixed or static number. CE is you as a pilot: by map, by mech, by mission and those unique numbers vary each and every match.... Now, we are talking measuring real skill here; not w/l........your skills.
5. To go with 1: create a "customer focus team" of players. They and the Dev's work together to "resolve gameplay mechanics" that, in a far more deadly world, need addressing.... And, no, life's not fair....
6. Create a Strategic Vision for the game and start the process of getting back to the original value proposition: the IS vs. the Clan for control of the known universe...... System by system, world by world, etc... Teams: with a lot of chances. Remember CE applies to "teams as well".........
7. Build a customer support team that is 100% invested in the game itself..... Real time game monitoring to immediately stop toxicity in the game it occurs. You hit the moderation button on the menu and you have a real person now over-watching that match......you do so for a stupid reason and you just might pay the price...... Toxic play stops now.... Toxic players have zero chance if caught. IP's are used and new accounts from those IP's are disallowed, Authorities are notified should they need to be.,,,,
7a. Ideas and great ideas can be discussed in game with developers because they will be playing the game,,,,,,and, are easy to identify, You pass idea to them and they accept it, you get an Concept ID number that you can track in your stats, Rewards are dealt out for those efforts...........
#15
Posted 05 November 2018 - 12:45 AM
1) Remove classic PSR tiers - make matchmaking look at not only KDR and W/L, but make it look at your last 100 matches, and depending on your specific mech or at the very least, weight class. So with this, you can be T1 in a Supernova SNV-A, but a T5 in a Piranha, or alternatively, T2 in Assaults, but T4 in Lights. This system I feel would give more quality matchmaking.
2) FIx Faction Play, so it makes sense, and is the "meat of the game", with other modes being side dishes, rather than main courses.
3) Limit group sizes to 4 in Group Que, making 12-mans stomping pugs a thing of the past.
4) Stop balancing and re-balancing. Do it once, properly, and keep it that way. Incorporate new mechs into existing balance, rather than changing up balance to promote a new money-only mech.
5) One new map a month - every month! Use existing resources, you don't need to make new objects and map resources. Make new maps with the existing stuff.. We can use a new Polar, a new HPG, a new River city and so on.. Make them with all weapons in mind, not only dedicated to one weapon/play style like Polar or Rubellite are..
6) Do a "hasn't been fixed in ages so we're fixing it now" pass - Things like fixing the FP satellites being linked to non-existing Artillery, dancing decals bug, Weapon bay door shadow bugs, MadCat II cockpit monitor and decal placement bugs, and many many others that have been around for literally YEARS and you haven't gotten around to it.. The existence of these bugs after so much time makes you look uncaring and unprofessional, and you, as a gaming company, deserve better.
7) Advertise this game! I know it's an old niche game, but many many people have never heard of it.. This game needs an influx of players, and the only way to do that is to advertise it!
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users