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Solaris 7 Revamp Idea (Thanks Colonel!)


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#1 razenWing

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Posted 05 January 2019 - 09:17 AM

So I was completing the Solaris portion of the event yesterday with my unitmates and friends, and I observed that a common complaint is the pure insane complexity of the interface.

I get the idea of patrons and sponsors. You are are trying to NBA2k out of this crap. (sadly, most don't) But, in truth, for people that just wanna hop on a mech and duel, it's like navigating through puzzles. Some of the more experience players had to spend more than 10 min walking through some newer players to event get a match started. And that's just... blah.

Beside this biggest issue, there's also a ton of minor issues that range from crippling to annoyance.

Now, Solaris 7 is a very hyped feature pre-launch. But like a lot of things, it's just not executed right. Escort is not a bad mode. It's just not done right. Assault, incursion... it's like you guys have the vanilla idea of how something should work, and never think beyond 2 steps to perfect it. Which hey, I understand you guys are manpower short and maybe cash strapped, so I don't blame you guys to not pursue the best idea, but there has to be a limit to what's acceptable vs not acceptable.

And that's why we are here. Just listen to what fans want, some of us are actually quite reasonable beyond the 50 topics about how laser damages should be nerfed by 1 point or not, and if anything goes any ways, someone with 5000 posts will threaten to boycott and quit.


Ok, \let's tackle the issues point by point, and buckle up, cause it's going to be epic:

1: Interface

There are actually multiple facet that goes with this. But I will categorize them all into interface issue. First is obviously the complexity. It's just not intuitive enough for first timer to simply get into the action. (In fact, this really reminds me of Beta interface, which is part of the reason why I didn't play from Year 1-3, since I logged on, and it's just amazingly perplexing to navigate)

Second issue with the interface is just simply how boring it is. And how incredibly meaningless sponsors and patrons are.

The thing is, unlike gameplay elements. Home Interface may be time consuming, but ultimately takes the least amount of effort because there is no upkeep. Once you get it right, you don't have to do anything else. So it's actually quite disconcerting to know that most people are getting stuck just navigating. There are literally money to be made here, and you guys are squandering it as another game mode.

So first thing first, is to not treat it as... you know, another game mode, but as a separate game. Almost like a mini-game! First, is to get rid of the 7 tier systems, sponsors, and patrons. Those are all meaningless. Tier system should be an internal value that you guys can tweak, but not divide the already thin que into 7 more mini-ques... which makes absolutely no sense. Make it easy. Select mech, drop, fight. That's all you need to do.

But what about the tier difference? Ah yes, we will definitely address this, but for now, we will just focus on the interface.

A cleaner interface will at least remove the roadblock of participation. So that's step 1.

Step 2 is just how incredibly boring it is. There is a reason why major arcades like Street Fighters do their designs a certain way. It's about colorful excitement. Right now, it feels like we are participating in some workshop for human resource seminar. Have more diagonal splash screens... you know, like Street Fighters! Sound effect.. visuals, excitement! And again, it's not something incredibly difficult. You just have to study up on other games, come up with something that won't have lawsuit implications, and rearrange elements.

There are no complex weapon mechanics to think about.
There are no geometry trajectory calculations.
No math
No programming

Like literally, it's just a bigger Dreamweaver. And I know you guys are not short of creative people. I don't understand how interface, webpage 101, GUI, is the one thing tripping you guys up. So for point 1 summary: cleaner and more exciting.

2: Tiers

This one is completely the idea of Jaime. He has a bunch of bad idea about... other stuff. But this one, I have to give him 100% credit because it's just brilliant. So once we simply the drop. The next step is to re-integrate tiers. Basically, a stake/reward system should be implemented. See where I am going with this?

Even with your own tier system, there are obvious good mechs vs bad mechs. Because you guys removed coolshots for absolutely no reason (since you know, coolent flush has been the stable of mechwarrior games since ... forever, but you guys decide that it's something that people need to spend Cbill on, and worse yet... completely gone in Solaris), there's just a few realistic builds that will allow you to fire all day without overheating. It's obvious how those became the metas of each tier. Basically, all your clan mechs that are energy base are absolutely garbage in whatever category they can assigned to. You can't hit and run because of the size of the map, you can't fire multiple volleys to complete with those AC2 idiots. And you don't have the armor to matchup again... again... those AC2 idiots.

So the point is clear, your tier system is flawed because of how it creates internal inconsistency within the tier itself. So the solution? Don't worry about it. Your tier system should be re-evaluated based on performance, like how you guys are constantly monitoring mech stats and still decide not to nerf PIR1 for some raison but have gone after mechs like KDK3 within 1 month of introduction. And just drop everyone in same que. But here's the kicker... and how stake/reward system comes into play:

Your pay is based on MEch tier disparity. Basically, you use a high tier mech and demolish low tier mech, you are going to be paid peanuts. Like... serious peanuts. However, if you are MErata KEll, and pilot a tin can and still manage to kill a meta AC2 loser, good for you! And you are going to be paid BANKS. Tier system still stays, it just no longer divide ques and reduce the confusion of everything, and incentivize great players like Merata to troll the que with tin cans. (he already does, but just saying... maybe other people can take his lead too)

Basically, we accept that some mechs are better than others. You can use the super good mechs and feel good about wasting your time, or... be a man and try to prove how awesome you are by using a trash can to beat optimus prime. Let players make that choice, not you, PGI.

(and for reals, give back the ability to use coolshots, god damn with this stupid Clan laser handicap)

3: Quality of Life Improvements

Now that we fix elements holding this back. We can focus on implementing elements that people actually want.

a. FFA: My god PGI, there is a reason why top 7 out of 10 games are all last man standing. People WANT FFA. Get with the time and give us one. If you need examples (since maybe we shouldn't assume you are gamers just because you program video games), check Fortnight, PUBG, Overwatch, and their countless clones. You may not agree with the trend, but it's the trend none the less, give people what they want. (besides, people want FFA like in Mech4 for Solaris, and that request predates all of these Fortnite crowd. See? Your players are forerunners. We KNOW what's fun because it even became a thing. Had you guys just listen to us a bit more.)

b. Patrons/Sponsors: Yea, I know I said earlier to get rid of Patrons/sponsors... but that's IN THE MAIN INTERFACE. Again, your idea is not bad, they just have to be meaningful and not clog up the fluidity of play. Patrons should give you actual performance boost (small, not game changing, but enough to alter the way to play) FOr example: Extra ammo. Different type of cooling system for improve heat dissipation. Engine Upgrade by being an exclusive engine providers, etc etc. These you are can select on a specific tab, and does not interfere with your play if you decide to choose none. Be your own boss. Be proud. (and maybe all positive comes with some slight negative... reduce movement, for example... so... makes sense to be your own boss)

As for Sponsors, they work just like now, give out bonus payouts (actually, do they even work. right now? it's so minute it hardly makes a difference...) I will continue sponsors on the next section...

c. payout structure

Ok, I don't know why this is not obvious, but your payout shouldn't be performance based. It should just be WINS. You are fighting 1 guy. This is more like a sporting arena. You are not slugging it out in team games where more contribution = better pay (which is unfair already if we are being honest here, LRM damage should count to 1/2, cause... that 1000 damage, only 400 of it is meaningful, so 1/2 is being generous). SO your pay should just be win. If you want more? Get more sponsors. Win more, win more sponsors, get paid more. That's how real life works. Now, your sponsors might give you performance incentives, but that's on the side. Kinda like... an ongoing mini-events. Maybe Space McDonald will give you extra 20,000 if you can destroy 2 components. Great! But that's not calculated in game. That's claimed afterward in a separate. (maybe sponsorship claim or some stuff like that)

YOur payout shoujld be simple:
Win = x cbill
Sponsor A = +y Cbill
Sponsor B = +z cbill
Total = x+y+z cbill

See how I just made the concept of sponsors meaningful with a tweak to pay structure?

So as you can see, sponsors become a big deal because they are a big part of your payment. Which, if they are a big deal, they shouldn't be a 1/4 in by 1in text on the bottom of your screen when you get one.

REmember point 1 on interface about excitement??? FLASH THAT DAMN SPONSOR ON SCREEN WITH FIREWORKS AND WHATEVER SPACE CELEBRATION ONE CAN POSSIBLY THINK OF. A quick 3 seconds of screen madness to actually celebrate an exciting event. Just like pokemon Go. Whenever you hatch an egg, it doesn't just say on the corner of my screen that a Lapras has been hatched. It moves into its own screen WITH LIGHT AND CONFETTI, AND OMG BOSS, HOLY HEL A LAPRAS HAS BEEN HATCHED!!!!!!!

Even in text, see I just increased the emphasis and excitement level just by changing font sizes and capitalization? That's what I mean by excitement.

c. More maps. That goes without saying. Instead of X-ing out till the last map, have a list of pre-banned (like in Starcraft) and the rest of the pools are in play for random, after crossing out the non-compatibles from your opponents.

d. Tournament Mode: Again, every hour, a mini tournament is held. People simply need to que. A message will tell you if you are 20 min out and don't que another full faction game. A missed tournament game (due to being inside a quick play, for example) will result in losing sponsors. The mini tournaments is basically like a 4 man round robin. Winners get a gold trophy (for a 3-0) and a certain amount of ... LARGER prizes (cbill, decals? be creative) Second place.. third place, and last place gets cbill consolation prize.

The more tournament trophy you hold, the higher your seeding for MWOWC player seeding. And when there are individual player ranking for MWOWC... I don't have to tell you the possibilities. We are talking about interactive events, sponsors, (like real life sponsors... more to this later), storylines, narratives... i hope you guys are as pumped about this as I am.

(I mean, why do people watch sports? It's not because generic 5 guys are dribbling the ball around for a jersey with your city on it. It's because OMG it's Kawaii Leonard. And What a BETRAYAL on the city of San Antonio!?! It's these human storylines with stats that makes sports exciting. IT's like our masculine Kardashian Show. You have the potential to create this with everything I just proposed. Solaris 7 could provide you with that platform, and believe me. It's NEVER BEEN DONE IN OTHER GAMES. You can be pioneers)

e. player sponsorship. No, no one is giving money to proton in MWO. But imagine if you can sponsor your favorite player like a twitch sub. Player sponsorship is every 7 days and you can sponsor that player to a certain level. Shouldn't be like 5 millions cbills... something reasonable to prevent cbill transfers. Player sponsors are not collected in games, but once every 7 days, tabulated at week's end. It's a fun way for great players to get a sense that they are being followed.


----------------------

In conclusion:

No one here is doubting the effort that you guys make on this game. Thats why so many F2p games died and this one is still going after 7 years. However, we just want you to put a little more effort to make changes that are basically the same amount of work, but better. Instead of rushing release for the most vanilla products that then get shredded.

We LOVE the concept of Solaris. We LOVE the concept of Escort.

ust make it right. Give us the real mode that we deserve. And we will reward you with... more mechpacks pre-order!

(btw, can you guys imagine if Solaris became its own thing? YOu guys can release Solaris exclusve mechs! Like, mechs sucky everywhere else, but AWESOME at Solaris. Or hell... maybe event SOlaris exclusive. These are the cha-ching we are willing to give you, if you just reward us with a game mode we acutlaly want)

Edited by razenWing, 05 January 2019 - 09:34 AM.


#2 HammerMaster

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Posted 05 January 2019 - 02:19 PM

Failed feature is failed.
Bury it and I wouldn't shed one solitary tear.

Edited by HammerMaster, 05 January 2019 - 02:41 PM.


#3 crazytimes

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Posted 05 January 2019 - 03:05 PM

I tried again for the event. I got destroyed a number of times by people with +3 w/l and k/d. One notable match against a 4.5 k/d I ran into a dude who alphaed my heavy CT in one shot before I could even find his loadout.

Finally ran into other event newbies and had a couple of good matches. Now I need to try and go through the same circus for group... or I could just play 3 or 4 matches and earn the same chills without ever touching Solaris again.

#4 Monkey Lover

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Posted 05 January 2019 - 03:10 PM

Sorry to say im sure you have some great ideas but I didn't read them all. From the day this mode came out tons of people even me asked for improvements. I seen great posts, graphics, videos and still not 1 improvement.

They can't even remove the 7 launch buttons. You can have 7 select boxes and 1 button so maybe we could find games pgi!

I now truly believe they stopped putting money into this game and they're waiting for it to fade out.

#5 Koniving

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Posted 05 January 2019 - 03:24 PM

While I agree the interface was a confusing mess, and it basically just looks like a revamped version of the regular UI, my personal point of contention is that there is no Solaris in Solaris.

I read up on some of the things about Solaris in the source material. Yes there's some one on one battles, but it goes far beyond that. Yes, Free For All is among them. But it goes beyond that, too.

Lets begin with Steiner Stadium.
In MWO its a place to fight with some hills and pretty much nothing else.
In Solaris VII (the board game) it is: an Arena with obstacles and MOVING WALLS that raise and lower at intervals. These walls stretch large reaches of the arena and have 3 heights, "lowered" or fluff with the ground, partially raised which can be jumped over, and completely raised which cannot be jumped over (except by extremely jumpjet savvy mechs).
There's also 12 pylons, which also raise and lower to provide additional obstacles and cover, which can raise randomly or collectively in groups. Unlike the walls, the pylons are not thick enough to stand on and are destructible. Any mech standing on one when it raises will fall.

Already with one map and just that alone it'd probably become the favorite map because it is something.....different.
And that's what Solaris really failed to deliver on. Something different.

Of the others in the main book, the Davion arena is the coolest because its basically a holodeck that generates actual things.

----------

But in Solaris the Reaches, we have the really cool things.

Hartford Gardens
This arena has some stationary walls that are listed as 12 meters tall and a construction factor of 75 (so with 75 damage one could blow a hole through it) as well as numerous large trees and vegetation.
It is pretty basic but only at first glance.

Hidden in random locations are landmines and hatches that open to reveal hidden turrets with either a small laser or an SRM-4 (single volley). They have 4 health (3 armor 1 structure) and can only be attacked once they open. They will attack either side if they get within 90 meters.
There's also quicksand. 6 meters deep and slows down movement significantly.

------------

Xolara has an Arena called King of the Mountain.
The challenge is also called "King of the Mountain".

This is both a team fight as well as a free for all fight. It begins with a moat-like basin which may or may not have vibra-bombs. This is designed to slow the approach to the center, as well as provide a potential cushion to those that are falling should they be able to activate jumpjets during a fall. The arena features multiple tiered levels on the main feature of the artificial mountain, each higher level is thinner than the last, with a continuous ramp going around the edge of the mountain as well as points for manual climbing using slabs of concrete, metal hand-holds for the mechs, etc. Many of these are unstable and some areas are not compacted to hold weight and as such sliding is a common setback. Jumpjets are naturally permitted as well, though someone jumpjetting is open to being shot from the side and the consequences of being shot out of the air are dire when it comes to the fall. The objective is to be the one that remains at the top of the mountain when all other mechs are damaged or unable to move.

Falling from the hill is a deadly affair.
"Another time I found myself on one of the plateaus and just opening up point blank on a guy -- funny thing is neither of us expected the other to be there. We stumbled on each other both of us opened up. I was the lucky one as he lost his footing and fell down the hillside, cockpit first." -- Mechwarrior Lorri Bent interview with Solaris Fight News, November 6th, 3055.

The mountain itself has random vibrabomb traps, too. Bombs are set for 1d6*10 tons, with the number being the minimum weight necessary to set it off.
---------

"The Pool" in Bracken Swamp:
A mostly underwater combat arena.
The bottom of the pool has a maximum depth of 30 meters, though some areas are 6 meters or less deep. There is rubble underneath the water which provides obstacles and cover. Jumpjets are ineffective under water.

No other interesting points. There's the possibility of hostile creatures and false target positives.

-------------

The Mud Pit of the Roland Fields.

The Mud Pit is apparently 100 meters deep and 200 meters in diameter with bleachers surrounding the rim. Due to the oversized nature of MWO's mechs versus Battletech's mechs, it'd be better to make this 800 meters.
Movement is extremely sluggish in the mudpit. There's a mire of mud and water, with pools of water providing somewhat quicker movement as well as minor submersion of only 6 meters deep at the most. In the mud Mechs can sink down to their knees in muck. Vibra bombs are hidden in both the water pits and the mud between them. In the fluff there's a 30 meter start before they can fire at each other, in MWO it may need to extend a bit. This is so that they don't risk endangering spectators. (Somehow these slugfests tend to last minutes. In MWO it might last until the first laser vomit is fired.)

The actual map of it appears to have a number of tiers, so something crafty could go for a little bit of high ground.
-----------

There are dozens more examples. But what's important is that these offer something...different.

Edited by Koniving, 05 January 2019 - 03:26 PM.


#6 Darian DelFord

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Posted 05 January 2019 - 03:28 PM

Solaris was truly DOA when it launched. At least CW floundered for a while before it went belly up.

#7 HammerMaster

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Posted 05 January 2019 - 03:45 PM

View PostKoniving, on 05 January 2019 - 03:24 PM, said:

While I agree the interface was a confusing mess, and it basically just looks like a revamped version of the regular UI, my personal point of contention is that there is no Solaris in Solaris.

I read up on some of the things about Solaris in the source material. Yes there's some one on one battles, but it goes far beyond that. Yes, Free For All is among them. But it goes beyond that, too.

Lets begin with Steiner Stadium.
In MWO its a place to fight with some hills and pretty much nothing else.
In Solaris VII (the board game) it is: an Arena with obstacles and MOVING WALLS that raise and lower at intervals. These walls stretch large reaches of the arena and have 3 heights, "lowered" or fluff with the ground, partially raised which can be jumped over, and completely raised which cannot be jumped over (except by extremely jumpjet savvy mechs).
There's also 12 pylons, which also raise and lower to provide additional obstacles and cover, which can raise randomly or collectively in groups. Unlike the walls, the pylons are not thick enough to stand on and are destructible. Any mech standing on one when it raises will fall.

Already with one map and just that alone it'd probably become the favorite map because it is something.....different.
And that's what Solaris really failed to deliver on. Something different.

Of the others in the main book, the Davion arena is the coolest because its basically a holodeck that generates actual things.

----------

But in Solaris the Reaches, we have the really cool things.

Hartford Gardens
This arena has some stationary walls that are listed as 12 meters tall and a construction factor of 75 (so with 75 damage one could blow a hole through it) as well as numerous large trees and vegetation.
It is pretty basic but only at first glance.

Hidden in random locations are landmines and hatches that open to reveal hidden turrets with either a small laser or an SRM-4 (single volley). They have 4 health (3 armor 1 structure) and can only be attacked once they open. They will attack either side if they get within 90 meters.
There's also quicksand. 6 meters deep and slows down movement significantly.

------------

Xolara has an Arena called King of the Mountain.
The challenge is also called "King of the Mountain".

This is both a team fight as well as a free for all fight. It begins with a moat-like basin which may or may not have vibra-bombs. This is designed to slow the approach to the center, as well as provide a potential cushion to those that are falling should they be able to activate jumpjets during a fall. The arena features multiple tiered levels on the main feature of the artificial mountain, each higher level is thinner than the last, with a continuous ramp going around the edge of the mountain as well as points for manual climbing using slabs of concrete, metal hand-holds for the mechs, etc. Many of these are unstable and some areas are not compacted to hold weight and as such sliding is a common setback. Jumpjets are naturally permitted as well, though someone jumpjetting is open to being shot from the side and the consequences of being shot out of the air are dire when it comes to the fall. The objective is to be the one that remains at the top of the mountain when all other mechs are damaged or unable to move.

Falling from the hill is a deadly affair.
"Another time I found myself on one of the plateaus and just opening up point blank on a guy -- funny thing is neither of us expected the other to be there. We stumbled on each other both of us opened up. I was the lucky one as he lost his footing and fell down the hillside, cockpit first." -- Mechwarrior Lorri Bent interview with Solaris Fight News, November 6th, 3055.

The mountain itself has random vibrabomb traps, too. Bombs are set for 1d6*10 tons, with the number being the minimum weight necessary to set it off.
---------

"The Pool" in Bracken Swamp:
A mostly underwater combat arena.
The bottom of the pool has a maximum depth of 30 meters, though some areas are 6 meters or less deep. There is rubble underneath the water which provides obstacles and cover. Jumpjets are ineffective under water.

No other interesting points. There's the possibility of hostile creatures and false target positives.

-------------

The Mud Pit of the Roland Fields.

The Mud Pit is apparently 100 meters deep and 200 meters in diameter with bleachers surrounding the rim. Due to the oversized nature of MWO's mechs versus Battletech's mechs, it'd be better to make this 800 meters.
Movement is extremely sluggish in the mudpit. There's a mire of mud and water, with pools of water providing somewhat quicker movement as well as minor submersion of only 6 meters deep at the most. In the mud Mechs can sink down to their knees in muck. Vibra bombs are hidden in both the water pits and the mud between them. In the fluff there's a 30 meter start before they can fire at each other, in MWO it may need to extend a bit. This is so that they don't risk endangering spectators. (Somehow these slugfests tend to last minutes. In MWO it might last until the first laser vomit is fired.)

The actual map of it appears to have a number of tiers, so something crafty could go for a little bit of high ground.
-----------

There are dozens more examples. But what's important is that these offer something...different.


Another classic case of ignored source material.

#8 Thorn Hallis

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Posted 05 January 2019 - 03:58 PM

I for one don't want FFA.

#9 HammerMaster

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Posted 05 January 2019 - 04:26 PM

View PostThorn Hallis, on 05 January 2019 - 03:58 PM, said:

I for one don't want FFA.

Any particular reason why?

#10 TheCaptainJZ

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Posted 05 January 2019 - 04:26 PM

They can ignore source material all day long but only if gameplay is fun and enjoyable. I do like some of the OP's suggestions. Like everything in MWO, there is a ton of potential here. The execution is lackluster.

As for FFA, I thought someone at PGI said for technical reasons, the game only supports two teams and they're locked into that. Sounds like an early programming decision that was not well thought out. Maybe it's a CryEngine thing too. Then again, at the start, they were scrambling to produce a product where two teams could play a match. The game hasn't changed beyond that really.

If they make a MWO2, I hope they do something like this:
2 modes, Solaris and Faction Play

Solaris supports 1v1, 2v2, 4 player FFA, 4v4, 2v2v2, 2v2v2v2, 4v4v4, 4v4v4v4, 8 player FFA. Something like that. Probably no more than 8 player FFA, but group play could go up to 12v12 if two teams. Multiple teams probably capped at 4 players on a team.

#11 John Bronco

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Posted 05 January 2019 - 04:36 PM

View PostHammerMaster, on 05 January 2019 - 04:26 PM, said:

Any particular reason why?

What would be the point? A bunch of ******* blasting all over the place and the hiding babies winning the game? It is neither lore-friendly nor game-friendly.

#12 razenWing

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Posted 05 January 2019 - 04:54 PM

View PostBlaizerP, on 05 January 2019 - 04:36 PM, said:

What would be the point? A bunch of ******* blasting all over the place and the hiding babies winning the game? It is neither lore-friendly nor game-friendly.


You can apply the same concept to almost every single other games. What's the point of PUBG? What's the point of Fortnite? The point is not whether you can see it, the point is that whether you like it or not, that's what MOST people like RIGHT NOW.

And let's be real, in MW4, who doesn't really hide until the Comp kill one another and then try to win it all at the end? But against real people, that's not a good strategy. And it's not like everyone are idiots and don't think that hiding is the best way to win. But a large enough map with diminishing circles will solve all of that.

Besides, FFA is just a small part of my recommendation. That's on my 3rd "improve quality of life" section, meaning it can take a backseat until interface and tier systems are fixed. But if they want the mode to grow to it's own thing with it's huge potential, then the quality of life implementation is a great way forward. It's a lot of everything that current gen gamers like, and it's a lot of new concepts unheard even as of now.

Are there any other games or platforms that let you directly sponsor a fellow gamer? Are there any other systems where it in fact, creates it's own sports-esque ecosystem?

PGI got it all wrong. Solaris shouldn't be a side piece to slow the decline of players. It should be a main piece that can potentially turn this game around.

Kinda circle back to my main point all along (and not just this thread, but MANY MANY threads from the past):

Great ideas, HORRIBLE executions. And all because of short sightedness.

If the game is going to die anyways, why not give it a last shot? Why just fade into obscurity when this game has the potential to turn it around?

---------

So my last word to PGI, this is a workable concept. Don't squander it.

Edited by razenWing, 05 January 2019 - 04:59 PM.


#13 John Bronco

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Posted 05 January 2019 - 04:56 PM

View PostrazenWing, on 05 January 2019 - 04:54 PM, said:


You can apply the same concept to almost every single other games. What's the point of PUBG? What's the point of Fortnite? The point is not whether you can see it, the point is that whether you like it or not, that's what MOST people like RIGHT NOW.

And let's be real, in MW4, who doesn't really hide until the Comp kill one another and then try to win it all at the end? But against real people, that's not a good strategy. And it's not like everyone are idiots and don't think that hiding is the best way to win. But a large enough map with diminishing circles will solve all of that.


So if you want MWO Battle Royale just say that. But there's s HUGE amount of development work to get MWO up to that standard. Not familiar with MW4 so I can't comment.

#14 razenWing

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Posted 05 January 2019 - 05:00 PM

View PostBlaizerP, on 05 January 2019 - 04:56 PM, said:


So if you want MWO Battle Royale just say that. But there's s HUGE amount of development work to get MWO up to that standard. Not familiar with MW4 so I can't comment.


Ok, so that's why you are confused. Had you played through Mech 4, then maybe this thread will make more sense to you. As in, FFA is not a random concept. It's a THING in the lore and past games. Like it has meaning. So no, it's not a random Battle Royale game. If anything, it had the concept before its time, and we are just calling PGI to bring it back from the past.

Edited by razenWing, 05 January 2019 - 05:01 PM.


#15 Koniving

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Posted 05 January 2019 - 05:15 PM

I know people didn't really read my post, but I gave a Solaris VII map that had Free For All combat as the core mechanic.
So not only is it a BT/Solaris thing...it's a SOLARIS thing.
<.<
With a map dedicated specifically to it, even.

#16 Thorn Hallis

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Posted 06 January 2019 - 03:00 AM

Is anyone really playing S7 to farm C-Bills or level their 'Mechs?


View PostBlaizerP, on 05 January 2019 - 04:36 PM, said:

What would be the point? A bunch of ******* blasting all over the place and the hiding babies winning the game? It is neither lore-friendly nor game-friendly.


Thank you, this sums it up.



#17 razenWing

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Posted 06 January 2019 - 03:41 AM

View PostThorn Hallis, on 06 January 2019 - 03:00 AM, said:

Is anyone really playing S7 to farm C-Bills or level their 'Mechs?


Thank you, this sums it up.


Where that came from?

Also, you know the "sum up" later admitted that he didn't know jack crap about lore right? So no, it didn't sum up sh7t.

#18 Thorn Hallis

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Posted 06 January 2019 - 12:56 PM

He summed up my thoughts on FFA. I'm not interested in a campfest. If FFA is lore or not I don't know, I don't own the Solaris 7 box nor its rulebook. But doesn't matter anyway, I'm not the measuring stick here.

But the other question is this: If you want to rework the risk/reward scheme of S7 in MWO it will need players who are actually interested in doing so. Thats why I asked if there are players who farm C-Bills in S7 or level their 'Mechs. Those would be the target audience for your revamped Solaris I guess.





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