Darakor Stormwind, on 07 December 2018 - 11:12 PM, said:
I have never played faction warfare. And none of these changes - aside from a decent matchmaker, allowing me to drop with people of my own skill level and not have long wait times- will motivate me to try it.
I am beginning to think people in the faction bubble have lost sight of what can attract new people to the feature, instead concentrating on what would improve the experience of the people already in it. And there are so few people still playing this feature, that I wonder whether this is the approach to take.
This is probably as good as any summary of the 90%. You'll find hundreds of similar examples just in the forums since CW went public. For each, many more left without a word.
Since others have addressed other topics, I'll stick to my original talking points and suggestions.
Game play and player experience are paramount. For many, it's the difference between fun and not-fun. And in a game, fun is the ultimate, penultimate and ante-penultimate goal. When the competive stage of a match has effectively ended, then END IT actually.
Automatic Victory
"Game over, man, game over!"
Borrowed from wargame design, AV is not a solution to stomps. It's a mitigation.
We've all seen QP go south and end 12-1. But it's one game, one match, one mech. Over. Queue again. FP takes the absolute worst phase of a game (obvious victory/defeat) and protracts it into a soul-draining, ignominious massacre stretching across 48 mechs. It's like capturing Berlin on D-Day and deciding to kill a million German soldiers any way.
With no MM to fix it, AV can soften it. AV is also one of the easiest to implement mechanisms to truncate stomps. It simply ends the game at some kill spread. Suicides don't count. Numbers from the teens into the twenties have been suggested. Because it's automatic, AV avoids the problems inherent in "Surrender" buttons and the like.
End game screens would reflect what happened. The winner sees something like "Victory - Enemy Withdraws", while the loser gets "Defeat - Mission Aborted." The victorious side gets a nice perk for having achieved AV. The defeated get what they earned and are spared the full "defeat in detail."
A possible objection is the abruptness of the end. The condition is met and, boom!, the game ends in the middle of your ERL blast. Programming an in-game transition (like trying to make an extraction point) would need significant effort. Cheap and easy would be adding a voice message warning the number is close. "You're taking too many casualties, we may pull you out" or "The enemy is collapsing, keep up the pressure."
Details aside, AV is pretty easy to do ... periodic or event-driven checks for the condition, an altered end game screen, and maybe a couple of DB fields for AV stats.
Of course, a matchmaker would be ideal....
Nightbird, on 07 December 2018 - 08:17 PM, said:
Relative team skill tonnage handicap is where it is at, if the more skilled team give up enough tonnage, the match can become better and much less a stomp
Lots of ideas have been offered for match balance or compensating for match imbalance. Some good, some not so good. Some easy to implement, some with steep code walls.
I agree with Nightbird that tonnage is the way to go. It's available and done cleverly can integrate with a MM.
However, it needs to be automatic and needs to be involuntary. This a where a MM comes in.
As I've said before a matchmaker doesn't require a player pool to work. That is preferred. What it needs is a balancing mechanism. It could be anything. One poster suggested super armor for the weak team. This would technically work, but probably isn't the most elegant solution. Weight class bumping by the MM is the better way to go, IMO.
In other words, and in the absence of a player pool, the MM would resort to a mech pool. This pool is formed by a new "Reserve Deck" for each player consisting of one each light, medium, heavy and assault.
In the event of a mismatch, the MM would do weight class bumping in proportion to the perceived skill difference. The exact details of the Reserve Deck and bumping would have to be worked out. But in the end, this allows a MM to make per-match adjustments.
The hope here is to create a bigger challenge for strong teams and a better chance for weak teams. Improving game play for both pug and OP would make FW more appealing (and addictive) for both.
The hypothetical matchmaker is pretty run-of-the-mill.
1) Player/group joins queue and is rated
2) If population permits, players/groups assigned during team building
3) With player pool options exhausted, teams are forcibly built
4) Teams are assessed
5) Weight class bumping occurs
6) Launch
This proposal represents a much heavier committment of time than Automatic Victory, though the two concepts are compatible. Push come to shove, I'd urge Paul to press AV into service. It's easy and cuts deeply into the frustration of FW.
Of course, a matchmaker would be ideal...
Edited by BearFlag, 08 December 2018 - 10:23 PM.