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Fp Weekly Report - May 21-2019
#121
Posted 22 May 2019 - 11:43 AM
Oh, c'mon, really? Really!?!
#122
Posted 22 May 2019 - 11:44 AM
Paul Inouye, on 22 May 2019 - 10:38 AM, said:
First. How about apologizing for yours badly done work? If you dont know, how its do:
https://www.themuse....-so-much-easier
Second. I Wish you listen to this sound "beep-beep-beep" forever.
#123
Posted 22 May 2019 - 11:48 AM
255T - i am in a queue for ages. Welp.
2. Rollback pls.
#124
Posted 22 May 2019 - 11:58 AM
puresense, on 22 May 2019 - 11:48 AM, said:
255T - i am in a queue for ages. Welp.
2. Rollback pls.
Yes, when I chose 255t for my IS dropdeck it lets me in the que, so it looks like it is drawing some old tonnage limit, from 2-3years ago somewhere.
Edited by vonJerg, 22 May 2019 - 12:00 PM.
#125
Posted 22 May 2019 - 12:14 PM
I cant believe it,no way,not these guys !!!!
#126
Posted 22 May 2019 - 12:23 PM
If PGI persists in 24hr phases, please commit the resources to fix major problems with each mode quickly.
#128
Posted 22 May 2019 - 12:32 PM
Second, if this matchmaker is gonna stand a chance, it needs to be expanded quite a bit. There needs to be enough time on the countdown that multiple groups will be in que when the time hits 0. 7 seconds is not enough, try something like 5-10 minutes between lobbys.
Thirdly, itd be cool if you could keep your loyalty tag for as long as you want. Im not sure what a loyalist is without it being the old way. New way just seems dumb and nonimmersive.
I thought part of the community helped design this whole thing. Why the **** didn't one of them notice these issues during that pts test event pgi and ash held.
#129
Posted 22 May 2019 - 12:38 PM
Captain Caveman DE, on 22 May 2019 - 12:31 PM, said:
well, we got ALL OF THEM anyway.
how is that good intent?
No businessman flushes 250,000 dollars down the toilet while intending to displease the customer. On some level they believed it would be satisfactory. Also, we don't have the stats for FP yet. Maybe the people complaining are the vocal minority. Give time for it to shake out.
That been said, I don't think people will be happy. FP could have been improved much more quickly and cheaply, with no drawbacks. Here we definitely have a case of 1 step forward then 2 steps back.
#130
Posted 22 May 2019 - 01:00 PM
Example: Davion/Steiner/FRR vs Kurita/Liao/Marik.
Edited by Ripper X, 22 May 2019 - 01:03 PM.
#131
Posted 22 May 2019 - 01:07 PM
#132
Posted 22 May 2019 - 01:07 PM
#133
Posted 22 May 2019 - 01:14 PM
"Warning, the following is a simple fix and is not intended to be perfect. It is a fix that works with a small population and works while not segmenting the population into buckets.
PUG groups have many things going against them. The players in the group do not have similar mechs and they aren't offered VoIP to plan a strategy before the match happens and more often than not, not willing to push as a group. Premade groups have lots of advantages, they are familiar with playing with each other, are running compatible builds and often times the first ones in a FW lobby. Many times PUG groups form from the call to arms. This means that these premade teams have several minutes to iron out what deck and strategy they want to run.
There is always going to be advantages and without a large population, a proper matchmaker would result in impossibly long search times for people trying to drop as a group. A solution is to treat faction warfare as well, faction warfare. You can treat PUG groups as militia. Give them the base defense advantage, perhaps even make a skirmish game mode where they have to hold territory while the other team is forced to attack. Make it so the attacking team can only win if they get 48 kills on the enemy, etc.
As for a quick implementation without needing to design a new game mode: Do not select game mode/map on lobby creation. Allow both teams to form. Then judge the strength of teams based off group size and PSR/ELO from faction stats. If one team has a significant advantage give them the defense, if both teams are relatively even put the game mode to a neutral game mode such as domination or skirmish. More game modes can be added to make more variety for lopsided matchups. Once the lobby is finalized and the game modes are selected give a 2 minute period for teams to select mechs and form a strategy."
Logic:
1. Lobby is created, waits for opposing team
2. Second team joins and both team's PSR's are collectively checked
3a. If the teams are roughly within an even PSR put them in a skirmish, domination, conquest match.
3b. If the teams are mismatched queue a siege mode where the team with the lower PSR is given defense. They get to simulate a militia defending a base from a regular army attacking.
4. Lobby timer counts down from 2:30 to give both teams a chance to coordinate a strategy and select mechs
Edited by DeathlyEyes, 22 May 2019 - 01:22 PM.
#134
Posted 22 May 2019 - 01:27 PM
The "Conflict" tab has a neat little blurb giving some backstory to the conflict...... HOWEVER:
"The Clan Wolf Watch has tracked a group of Arms Smugglers supplying 'Mechs to the Rasalhauge resistance fighters in the occupation zone of the Ueda system. Khan Natasha Kerensky has authorised an expeditionary force to rott out the Wolf's base of operations."
1. Spell checking please, come'on lol: Free Rasalhague Republic
2. The Khan of Clan Wolf has sent forces to attack the base of Clan Wolf in the Udea system?
3. Timeline: Ueda was still in FRR space as of 3052, it wasn't captured by Clan forces until 3075 and technically it wasn't even a true Clan: the Ghost Bear Dominion captured it.
4. Planetary information: come'on 3 minutes on Sarna.net and you could copy paste 90% of the information to the planetary information window.
I know, I know.... in light of the other "issues" this is pretty much nit-picking but if you (PGI) are going to put the effort in then at least properly polish the tu.... put the effort in appropriately
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/wink.png)
Edited by xX PUG Xx, 22 May 2019 - 02:15 PM.
#135
Posted 22 May 2019 - 01:32 PM
Allowing individuals to choose career path and faction turns units into glorified friends lists. Wtf is the thought process there I ask???
Was that an intentional FU to units and unit leadership? Or did you all just not put 2and 2 together on that one???
Seriously....
This update was months in coming and was even late. And this is what we get??? Seriously?? Wtf pgi??
I'm sure I should be more diplomatic about this...but frankly I am tired of the half *** ideas and implementations. And the excuses that go along with them after they crash and burn.
Edited by FrontlineAssembly, 22 May 2019 - 01:52 PM.
#136
Posted 22 May 2019 - 01:32 PM
https://mwomercs.com...fix-current-fp/
Nightbird, on 22 May 2019 - 01:24 PM, said:
1. People loyal to factions not in a conflict feel left out
2. People really hate some of the game modes because of problems in them
Here are my suggested fixes:
1.
(a)
Restore faction loyalties, and for each conflict grant a mission to the loyalist player to participate in external conflicts. For example, as a Kurita loyalist, in a conflict involving Faction X and Faction Y, you'll get one of two messages:
"Warrior, it is in the interest of House Kurita for Faction X to succeed in this conflict. Our Dear Leader orders you to [covertly] lend them your assistance."
or
"Warrior, the conflict between Faction X and Faction Y allow us to infiltrate their ranks. Join either side in this conflict and relay intelligence back to us."
Which message you get will depend on lore, and obviously the first message will not give you a choice as to whom to help. While undergoing a mission, you still earn LP with your faction.
(b ) Further differentiate loyalists, mercs, and freelancers with: earn 1MC per 100LP for loyalists, earn 100 C-bills/1RP for mercs, and earn 2GXP per RP equivalent for freelancers.
2.
(a) Scouting: Smoke diving is unstoppable and really not fun. Change scouting so that 1) remove the second timer for the hovering dropship phase, one attacker must be at the LZ to extract after the first timer, and 2) if there is 1 defender present in the LZ, extraction fails and the dropship leaves immediately but changes to one of the other LZ. Basically the attackers have 2 chances to extract, and if a defender stands in the LZ twice, the attackers lose. Because the second timer is removed, if the defenders are not on the ball, the attackers can extract more easily. But if the defenders are spread out and appropriately mobile, smoke diving will be prevented. Fighting it out remains a valid option.
(b ) Skirmish and assault: Add early win condition: Get 20 kill lead. When the early win condition is met, the match ends. Give the winning team bonus C-bills and RP/LP.
(c) Incursion: Double base structure health for the non-functional buildings. (i.e. radar, ACT, jam build health remains the same)
(d) Siege: Add a large bonus to attackers for winning early based on time, on the order of 1,000,000 C-bills and 1,000 LP/RP for finishing in 5 minutes, decreasing to 0 bonus at 25 minutes (out of the 30min match time). In other words, if finishing at the 15 minute mark, the attackers get 500k cbills and 500 LP bonus). Add an early win condition for the defenders: Get a 20 kill lead, and the match ends, with a bonus. Basically gen rushing becomes more rewarding, but you have no leeway if you don't attempt to shoot the defenders as a match would finish in the defender's favor in 2 waves.
(e) Conquest: increase limit to 1500 resources (from 1250)
(f) Domination: Add a large bonus for winning early based on time, on the order of 750,000 C-bills and 750 LP/RP for finishing in 5 minutes, decreasing to 0 bonus at 15 minutes.
Edited by Nightbird, 22 May 2019 - 01:35 PM.
#137
Posted 22 May 2019 - 02:06 PM
think I remembered/found something that sums it up from my perspective:
Edited by Captain Caveman DE, 22 May 2019 - 02:23 PM.
#138
Posted 22 May 2019 - 02:39 PM
BROARL, on 22 May 2019 - 02:31 PM, said:
in any real world job you guys would have been sacked, sorry to be rude but let us be honest, the customer asked for a burger and you served up dogsh*t from the footpath on a broken plate.
without going into details (got really nothing to do with this), I work in IT. and if I pulled this one off, I could look out for the next job/customer. it is really no different in that field (maybe games are extra-special, but then again, I know people in the boardgame sector and it's the same there).
*realise that I'm not asking for heads to be rolled - just stating that in the world of pc-nerds, things ain't different, business-wise.
same goes for any company I work with/for. and then there's the tone.. if you screw up royally, you could at least apologize and roll back to last.prepatch, whereas here... - I'll stop now, cause the next words on my mind could get me banned.
Edited by Captain Caveman DE, 22 May 2019 - 02:49 PM.
#139
Posted 22 May 2019 - 02:39 PM
Paul Inouye, on 22 May 2019 - 10:38 AM, said:
The first two things to be addressed:
- Multiple game modes during a phase. The game will select from a subset of game modes to choose from during a phase.
- Switching role/faction between Phases instead of Conflict.
There ARE other items but I will not be commenting on them until we get a clearer indication of the requested change and it's required development time.
My God, Paul! What have you and Russ done???? My unit has been a longtime Marik loyalist group since 2014, uninterrupted except for the past contract resets, and now it's all gone and I can't get it back, even for Quick Play purposes!
So forced loyalty is your idea of saving Faction Warfare, while taking out casual Quick Play loyalist units in the process????? If so, then this is truly the end.
Edited by Joshua McEvedy, 22 May 2019 - 02:40 PM.
#140
Posted 22 May 2019 - 02:49 PM
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