Some good points here worthy of discussion!
245 Trioxin, on 21 February 2019 - 08:28 AM, said:
MWO problem #1: Everything's a Brawl
Yep, in the end almost everything that matters boils down to which team can kill off the other team first. Almost everything, cuz sometimes wins can be had even after your entire team is dead, eg Conquest.
245 Trioxin, on 21 February 2019 - 08:28 AM, said:
MWO problem #2:It's not you, it's the Maps, baby...
Some maps certainly encourage a certain behaviour. Maps that are mostly symmetric with a central feature.
245 Trioxin, on 21 February 2019 - 08:28 AM, said:
MWO Problem #3: Mech specializations.
I'd say alot of mechs are type-cast by their quirks. Afterall if it's there why not take advantage of them? Doesn't have to be though, it's still your choice.
245 Trioxin, on 21 February 2019 - 08:28 AM, said:
MWO Problem #4: The 'Get Gud' mentality.
Agree, though we're seeing MWO's fair share of elitist players. Every PvP arena shooter will have this group of specials.
245 Trioxin, on 21 February 2019 - 08:28 AM, said:
MWO Problem #5: Smaller player base
And it's getting smaller. Sadly we don't see PGI doing anything to directly attract new players, only to retain what's left, and retain those who do attract new players, eg youtubers and streamers.
245 Trioxin, on 21 February 2019 - 08:28 AM, said:
One suggestion I have is to take away the capability of choosing the map and match type.
I rather instead of random or voting, to introduce banning to QP map/mode voting. Pick one to ban. Picking 1 to ban means you allow 3 maps to proceed. That will result in more maps rotating in. Mode selection needs to be more than 2 though, make it 4 as well.
245 Trioxin, on 21 February 2019 - 08:28 AM, said:
A second suggestion is to reward people for doing their jobs.
There are already rewards, just gotta make them more attractive.
245 Trioxin, on 21 February 2019 - 08:28 AM, said:
I'd suggest also keeping the Tier system, but making it invisible to both the player and the general public..... Define four variables, one for each level of Mech.. and use that variable as the basis for the Tier rating for that particular Mech style
This tier system if placed on per mech class (light medium heavy assault), cannot account for personal development. Hence if you're in tier 1 for lights and now start playing assault, you're not really tier 5 since you have accumulated map/mode/gameplay/etc knowledge and experience. I feel that the current tier system is ok with just one change: downward ticks need to be bigger, much bigger than it currently is. Also upward ticks are heavily weighted on wins, need to remove that. Tier movements can have wins/losses factored in, but must be weighted mostly on individual performance, IF the tier system is meant to assess individual skill, rather than teamwork and other aspects of gameplay.
245 Trioxin, on 21 February 2019 - 08:28 AM, said:
Get rid of any reliance on win/loss ratio; these are things you can't control. Get rid of any reliance of the Kill vs. Death ratio as well, for the same reason.
Except that both are things you can control. Perhaps control is too strong a word. Influence might be better. But if you are going down this route, just remove all public access to stats. No more leaderboards, jarls lists, etc which are just poisons for toxic players. If you want stats, keep it private as part of your profile.