

Removing The "mech Locking" Until Current Match Is Complete
#41
Posted 24 April 2019 - 07:41 AM
For new players who only have one mech it might be a bit annoing but I can't remember low tier matches where there where lights running around hiding. Thats mostly a taktic I see in T2 a lot and those guys often can pull that off.
I allways get motionsickness just watching but I am sometimes impressed by their skill to land precise shots at these speeds.
What I can't stand is people just hiding. Doing nothing but for those cases just play a mode where you have a point to capture like domination. Let them hide, you decide when the game ends by standing in that circle.
#42
Posted 24 April 2019 - 07:41 AM
Maddermax, on 23 April 2019 - 02:12 AM, said:
It’s basically just another form of block to stop people just suiciding into the enemy early all the time when they don’t like the match they’re in.
So wait, it's a block stop that doesn't work? Why is it there then? The only people this mechanic can influence is newer players with small mech stables. Vets can literally ignore it. Whoopty doo, can't play that mech. On to the next. Meanwhile the new guy trying to skill out his shiney new ride is stuck in limbo waiting for Captain SaveMyKDR to run out the clock. Why do we have this again?
#43
Posted 24 April 2019 - 01:51 PM
Just get more mechs That's the point of the game.
#44
Posted 24 April 2019 - 02:25 PM
#45
Posted 24 April 2019 - 02:50 PM
It would make mwo somewhat similar to the top games in twitch. A sort of team battle royale.
The game might even result more pleasant and attractive for a younger public and probably just a wider public in general.
Good ideas tend not to be implemented around here, so I don't see this one coming.
#46
Posted 24 April 2019 - 03:01 PM
Kiran Yagami, on 24 April 2019 - 07:41 AM, said:
So wait, it's a block stop that doesn't work? Why is it there then? The only people this mechanic can influence is newer players with small mech stables. Vets can literally ignore it. Whoopty doo, can't play that mech. On to the next. Meanwhile the new guy trying to skill out his shiney new ride is stuck in limbo waiting for Captain SaveMyKDR to run out the clock. Why do we have this again?
I dislike people hiding and not fighting too, it’s fairly rare but annoying, but the easiest way to get rid of that is to remove KDR for Kills per Match, so your deaths aren’t seen as a penalty for those who care about stats. However, the idea of the mech lock is to have some form of investment into the game, and sticking around to the end of it. It’s a soft form of investment as it can be overcome by changing mechs, but it’s a small incentive to try to do well/not die too early, and see the game to the end. It’s better than a hard block that someone suggested above, and better IMO than no form of investment.
Anyway, KDR savers are mostly in the higher tiers as someone mentioned above, not at T5/4 games.
#47
Posted 24 April 2019 - 05:20 PM
Maddermax, on 24 April 2019 - 03:01 PM, said:
Anyway, KDR savers are mostly in the higher tiers as someone mentioned above, not at T5/4 games.
I thought I'd let this die but apparently it's a hot discussion.
I get what you're saying. I truly do. But I'm talking about QP. Lock the mechs in solitary confinement or something in other modes. In QP where people grind the skill XP required and try different loadouts don't need to have their mechs locked out. If the game is good, people automatically stick around and watch till the end. If it's a stomp and there's someone AFK or someone trying to run away, then what's the point? Besides, if a mistake has been made and you die within a few seconds of engaging an enemy, then you know exactly what went wrong. You want to get back into the battlefield knowing that you shouldn't repeat it. Just locking the mech is wasting time for the player. Moreover, when you're a new mech for the first time and getting used to it, you don't keep switching mechs just to get into the games. That's defeating the purpose of repetition and practice of piloting a new mech.
#48
Posted 24 April 2019 - 06:39 PM
#49
Posted 24 April 2019 - 07:29 PM
Feral Clown, on 24 April 2019 - 06:39 PM, said:
Literally NOTHING you've said made any sense.
#50
Posted 24 April 2019 - 07:38 PM
#51
Posted 24 April 2019 - 09:18 PM
Mechwarrior1441491, on 24 April 2019 - 07:38 PM, said:
If you're incapable of analyzing what you're saying, then let me explain.
How much exp do you get for yolo?
How much exp do you get for playing well?
Answer those two questions and then have a look at this e.g., for the second question.


Even with Premium time, that's what you get. I'm sure people can do a lot better but that's beside the point. That's a brand new mech and playing like that helps in REDUCING the time taken to get 91 skill points.
Therefore, nothing you've said makes sense. Hope you can understand.
#52
Posted 24 April 2019 - 09:26 PM
FRAGTAST1C, on 24 April 2019 - 09:18 PM, said:
If you're incapable of analyzing what you're saying, then let me explain.
How much exp do you get for yolo?
How much exp do you get for playing well?
Answer those two questions and then have a look at this e.g., for the second question.


Even with Premium time, that's what you get. I'm sure people can do a lot better but that's beside the point. That's a brand new mech and playing like that helps in REDUCING the time taken to get 91 skill points.
Therefore, nothing you've said makes sense. Hope you can understand.
I cut the exp down to 2400 (3 skill pt worth), 91 pt is equivalent to 30.3 games in QP, i assume you dont switch mech and start a new game after you die, (max) 15mins game + time to MM and wait for drop time, shouldnt take more than 20mins/game, so you can play 3 games for each hour in game, 30.3 games / 20 mins = 10 and 1/3 hours to master a mech, i dont see it as a lot, if you want to remove the mechanism, I would suggest to reduce the reward of exp and C-Bills per game to maintenance the balance.
#53
Posted 24 April 2019 - 10:56 PM
ingramli, on 24 April 2019 - 09:26 PM, said:
The point is to reduce the grind and let players ENJOY the game with their new mechs fully skilled up. Why are you bringing in the Korean MMORPG grind nonsense and balance into this? The rewards are fine. People without Premium Time will get less exp and C-bills. The more mechs players buy and are able to skill them quicker, the more mechs PGI can sell.
#54
Posted 25 April 2019 - 12:12 AM
FRAGTAST1C, on 24 April 2019 - 10:56 PM, said:
The point is to reduce the grind and let players ENJOY the game with their new mechs fully skilled up. Why are you bringing in the Korean MMORPG grind nonsense and balance into this? The rewards are fine. People without Premium Time will get less exp and C-bills. The more mechs players buy and are able to skill them quicker, the more mechs PGI can sell.
The premium time is there for a reason. Let me tell you the truth, 99% people who dont spend in online will not spend, even on heavy discount. Those who are willing to spend are split up to 2 groups, 80/20 in a nutshell. 20% top spenders contributes to approximately 80% of income to the online game developers. If I am PGI, the top priority would be ensure the top spenders (who buy mech packs, premium time, and not to forget the GXP conversion) get better gaming experience, and make sure that is MUCH BETTER compare to those who are not. IMHO, 10 hours is really reasonable for master a mech, and the top spenders can grind with champion mech of their choice (and convert to GXP with MCs), making the time even shorter, I dont really see it a problem. We need top spenders to support the growth and operation of the game or we wont be able to play.
#55
Posted 25 April 2019 - 01:35 AM
ingramli, on 25 April 2019 - 12:12 AM, said:
How is all of that in any way related to reducing the down time between matches?
#56
Posted 25 April 2019 - 01:48 AM
FRAGTAST1C, on 25 April 2019 - 01:35 AM, said:
How is all of that in any way related to reducing the down time between matches?
It is related because you want to remove the lock of mech, which will essentially remove the need of having identical mech(s) to drop with same config without CD, save the need of another mech bay and cost for 2nd mech, reduce the length of grind, which affects the sales (including premium time) unless something is done to balance the effect (such as increase the cost of mech & mech bay, and etc.)
Before you come up with any suggestion, you need to think on the perspective of PGI, removing the lock mechanism is obviously not of their best interest and is unlikely to be considered.
#57
Posted 25 April 2019 - 02:29 AM
FRAGTAST1C, on 23 April 2019 - 02:57 AM, said:
What kind of an eejit wants to die early?
I've been around since the first closed beta, and there were times when this became a very, very real problem. Someone would take some early damage, realize their chances of a decent match score were diminished, and quit or suicide with 0 consequences. Or, if they disliked the map, or had the wrong loadout for a map, would disconnect immediately. Some matches would have half a team removed before you took your first steps (possibly hyperbole, but not much).
And tournaments? It was worse, especially if you had a decent chance of making a dent in the leaderboard. No point sticking around if your chance of moving up a rung was diminished.
Heck, when the Goon squad and Lowtax were squaaaawk-ing around, they'd deliberately run armorless lagRavens in tournaments to cut down on the potential score for the opposite team.
#58
Posted 25 April 2019 - 02:32 AM
FRAGTAST1C, on 24 April 2019 - 07:29 PM, said:
Literally NOTHING you've said made any sense.
#59
Posted 25 April 2019 - 02:47 AM
LordNothing, on 23 April 2019 - 01:10 PM, said:
Level another thing or play an already maxed out mech. If you level whatever you are levelling 5 mins later you won't die.
And for the record, you have no clue why "squirrel" drags it out and what said "squirrel" can actually do before you let him play it out.
ingramli, on 24 April 2019 - 02:59 AM, said:
^ This.
Maddermax, on 24 April 2019 - 04:12 AM, said:
And then they should stay in match and try to help their team on VoIP and chat.
Kiran Yagami, on 24 April 2019 - 07:41 AM, said:
To be fair new players SHOULD stay in the match and watch and learn. And if they feel like Capitan SaveMyKDR is wasting their time, then they will be less likely to play Capitan SaveMyKDR themselves in the future.
#60
Posted 25 April 2019 - 02:53 AM
ingramli, on 25 April 2019 - 01:48 AM, said:
That is some windy theory right there but ok. Given that we take your word for it, does any of that apply to reducing the frustration? "Reduce frustration, customer happy, customer buy".
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