Faction Play Update - Pts Session Apr 8
#121
Posted 09 April 2019 - 12:54 AM
I will hopp into PTS and try to organize my friends later that evening.
I think my previous speakers are right about 6 hours Phase of Scouting.
Especially because of the different time zones. Its is like NA people have 6 hours of Scouting, then starts the Asian Peak time and the mode switches to, lets say, Assault.
So the Americans would scout for 6 hours that the Asian can play 6 hours Assault? I dont think that the people will like this.
ButPaul please dont stop! It is wonderful to see progress for FP and the story driven conflicts are an awesome idea in general!
Later i will try to answer your questions from OP.
#122
Posted 09 April 2019 - 01:13 AM
The primary feature in the update is a matchmaker, yet the only metric matchmaker uses is currently fubar and isn't addressed at all. Le Sigh.
Minimally Viable ProductTM.
#123
Posted 09 April 2019 - 01:14 AM
Paul Inouye, on 08 April 2019 - 02:54 PM, said:
I'll just add my voice for those telling here that PSR have nothing about skill. More than half of a playerbase is now in T1 so it means nothing. And in fact 2-3 good players could carry an average game. So your point is quite wrong. Better to adress those high skill players/groups to be matched in equal numbers, but not sorting average ones.
#124
Posted 09 April 2019 - 01:16 AM
PhoenixFire55, on 09 April 2019 - 01:13 AM, said:
The primary feature in the update is a matchmaker, yet the only metric matchmaker uses is currently fubar and isn't addressed at all. Le Sigh.
Minimally Viable ProductTM.
ButPaul already said that the PSR System will get an overhaul in future. But this is independent from this FP Update.
Still they are already testing the new matchmaker metric, so they can later implement the new MM when it is the time.
#125
Posted 09 April 2019 - 01:19 AM
Quote
So whats the logic to implement matchmaker based on broken system now? Just to implement something even if it wont work? It would be much better to focus on minor positive updates instead of making everything at once and nothing working as intended.
Edited by RJF Volkodav, 09 April 2019 - 01:30 AM.
#126
Posted 09 April 2019 - 01:22 AM
Bishop Six, on 09 April 2019 - 01:16 AM, said:
What is the point in changing the matchmaker from one that doesn't work or doesn't exist to the one that doesn't work either?
I've heard "it'll be addressed later" countless times, and every single time it was a fat lie. You either do it right, or you don't do it at all.
Bishop Six, on 09 April 2019 - 01:16 AM, said:
No they aren't. "The time" is five years ago.
#127
Posted 09 April 2019 - 01:37 AM
PhoenixFire55, on 09 April 2019 - 01:22 AM, said:
I've heard "it'll be addressed later" countless times, and every single time it was a fat lie. You either do it right, or you don't do it at all.
No they aren't. "The time" is five years ago.
I am no developer but i just see the new progress positive and i hope it will make FP better.
As i started last year to demand work on FP everybody said to me "its too late. meh. PGI failed."
Well maybe. But it is what it is and now we are here, in 2019 and ButPaul tries to improve FP.
Just lets focus on that. If he make this PTS, he has obviously a good reason to test these things.
So our job is easy: Play PTS, answer his questions as good as you can and hope with the others of us that this will leasd into a better FP. So no need to use this Thread for non relevant statements. We all know these stories.
Edited by Bishop Six, 09 April 2019 - 01:38 AM.
#128
Posted 09 April 2019 - 01:52 AM
Bishop Six, on 09 April 2019 - 12:54 AM, said:
Especially because of the different time zones. Its is like NA people have 6 hours of Scouting, then starts the Asian Peak time and the mode switches to, lets say, Assault.
So the Americans would scout for 6 hours that the Asian can play 6 hours Assault? I dont think that the people will like this.
Xaat Xuun, on 09 April 2019 - 12:00 AM, said:
He already said it would change up depending on the event. It wouldn't be the same every week.
Paul Inouye, on 08 April 2019 - 04:24 PM, said:
Yes.. the story is supposed to indicate the game mode. For example, if the story was about flipping a planet, the last phase would probably be Siege. If the story was about subterfuge, the first phase would probably be intel collection in Scouting.
\
Why don't you ask paul to improve scouting so people would want to play it....
Edited by Monkey Lover, 09 April 2019 - 02:01 AM.
#129
Posted 09 April 2019 - 01:53 AM
Bishop Six, on 09 April 2019 - 01:37 AM, said:
Which part of that is "trying"?
Bishop Six, on 09 April 2019 - 01:37 AM, said:
The very first post in this thread is non-relevant. Everything else is just a proper reaction.
Do me a favor. Whiteknight someone else. I'm done talking to the likes of you after doing it for six years here. Eventually you all change your opinion. Every. Single. One.
#130
Posted 09 April 2019 - 01:54 AM
It's a very bad game design decision and it will kill off the remaining FP population if you enforce this decision.
Scouting needs to be run parallel to invasion as it is the current status quo...
#131
Posted 09 April 2019 - 01:54 AM
RJF Volkodav, on 09 April 2019 - 01:19 AM, said:
Only explanation to fix both together since they’ll be based on same value.
#133
Posted 09 April 2019 - 02:13 AM
#134
Posted 09 April 2019 - 02:32 AM
RJF Volkodav, on 09 April 2019 - 02:10 AM, said:
Yes, now it’s as useless as matchmaker and rather then seeing it implemented here I’d rather used development time to fix QP PSR first and then add it to FP. Not that it will matter because groups locking lobbies already have priority and I doubt there are more then two games starting simultaneously even in 2-3 minutes.
Edited by denAirwalkerrr, 09 April 2019 - 02:37 AM.
#135
Posted 09 April 2019 - 02:38 AM
#136
Posted 09 April 2019 - 02:51 AM
1. Make mercenaries faction-less and use them as queue fillers. If someone decide being loyalist for duration of the conflict, give them additional rewards at the end of the conflict regardless if their side win or lose. I.e have some baseline rewards for everyone, and additional rewards for loyalist on winning and losing sides. But please leave mercenaries flexible enough to fix population imbalances. DO NOT lock everyone into a particular faction or the population imbalance will kill the FP queue.
Lots of FP regulars play cause they like FP, not because of rewards.
2. Being locked into a single gamemode is really bad. Please keep both scouting and invasion queues active at the same time. Do not force a particular mode like assault or conquest for several hours. And don't even think of locking players into incursion - that will kill FP queue better than Long Tom.
Maybe, make scouting provide same bonuses as now and make story mode development only affecting the end rewards. Or make winning/losing to impact some other aspects of the game, i.e who will get defense side on invasion maps, etc.
Current separate 4v4 & 12v12 queues and random gamemodes are better than the proposed restrictions.
3. I really hope PSR is just a placeholder for the proper metric. If not, then don't even spend your time on MM update cause it will be pointless.
4. Conflict side selection menu is confusing and should be build properly.
5. Queue timer is beyond annoying and must be reworked.
#137
Posted 09 April 2019 - 03:09 AM
Also i'm not sure about a single game mode for what would be a whole day for most of the players.
I believe you should add sub-phases into the system - technically the same phases, just without moving a story forward, but only to change a mode within a couple of hours.
And i really hope ELO=PSR is just a placeholder to make PTS go ASAP. Please remove the upward bias in PSR.
Do you keep results of every game we played? I think you do, since we have statistics. So by having match score for every game we played, you can recalculate the PSR by the new rules. Or just assign it anew by the average match score.
#138
Posted 09 April 2019 - 03:11 AM
Edit:
im doing 1st time PTS. These 2.000.000 MCs...can i buy mechs from it for my testing account and level them up in PTS?
Edit2:
beep beep beep
beep beep beep
beep beep beep
Edited by Bishop Six, 09 April 2019 - 03:22 AM.
#139
Posted 09 April 2019 - 03:17 AM
I think the matchmaker idea is solid, testing it on a PTS may be difficult because no matchmaker in the world can solve a small population problem, but the concept of building teams around the largest and strongest groups is really good.
PSR is terrible but it seems Paul is aware of that and is using it now because it's basically the only thing he has to work with, I'm ok with that for now and I hope a real ELO rating is coming.
Forcing people to play the same game mode for hours is a really bad idea though, regardless of which game mode it is. It's especially bad in the case of scouting as that would prevent units from dropping as large groups when it suits their shedule, but it's pretty bad with any mode because I wouldn't want to play the same mode more than a couple matches in a row anyways. Please reconsider this model and find a way to diversify the game modes at all times within the context of the storylines.
I'm ok with the storylines concept, it could work if the above gamemode problem is solved, but I'm worried that you won't be able to keep the quality of storylines up with FP going day after day. The system needs to be able to operate unsupervised IMO.
But a big problem with going in this direction is the complete lack of player influence.
Community warfare was supposed to be a framework for player and unit driven warfare, we are supposed to be the ones taking initiative to start conflicts, take over planets and influence what out faction does. That was the main selling point of Community warfare, we had some of it in phase 2 and most of the units and players in CW was hoping for more of it rather than less, but now that element of the game is completely gone, not just from the gamemode but also from the development vision. That is actually very sad to see.
#140
Posted 09 April 2019 - 03:21 AM
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