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Loyalists In Faction Play - Design Discussion


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#281 Monkey Lover

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Posted 31 May 2019 - 10:04 PM

View PostPaul Inouye, on 31 May 2019 - 09:58 PM, said:

Well now.. this is a kick to the junk. The web uploader won't accept a file this big. Looking for a solution. And no I don't have access to the YouTube channel.

It's 11PM here and no one is around... so I'm going to have to do this.

1) Wait til tomorrow morning to get someone to either put this on YouTube or get the webdev to figure out why it's not uploading.

2) Leave you with this:
Posted Image

Apologies folks. Will get this addressed ASAP.



Part 1 and part 2 ?


Edit, tomorrow is good.

Edited by Monkey Lover, 31 May 2019 - 10:06 PM.


#282 -Spectre

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Posted 31 May 2019 - 10:22 PM

Thanks for working so hard on this, Paul. It means a lot to us.

#283 Galenthor Kerensky

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Posted 01 June 2019 - 03:50 AM

as I am not a programmer, I have no clue as to what all of that meant Paul... can you pls summerize that for those of us who don't speak tech stuff so well ( after you have a cup of coffee or two of course ) still waking up here myself

#284 Deathshade

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Posted 01 June 2019 - 08:07 AM

View PostPaul Inouye, on 31 May 2019 - 09:58 PM, said:

Apologies folks. Will get this addressed ASAP.

patiently waiting for it . . . . Posted Image

You need to grab one of your Lore nerds in a head lock to work up a schedule of events. Having a schedule will help players start putting forth their opinions on how the events should flow and help get folks behind this new FP. Posted Image
When you know folks are going to be there, you tend to cause a hype to draw in the try-hards. just saying . .

BIG Friday and Saturday Award nights would be great as most players like to gather during their TZ afternoons.

Edited by Deathshade, 01 June 2019 - 08:09 AM.


#285 evil kerensky

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Posted 01 June 2019 - 08:37 PM

I watched the dev update, and a few things stick out to me regarding fw

1) you need money flow badly enough to be considering a sub model.

2) you have very desired features from the community


Put one and 2 together, and maybe you could provide an opt in subscription model, and access to certain features specifically created for these subscribers can be made available that allow individuals to have more immersive aspects at the cost of a monthly fee.

Its important to note i am not suggesting paywalling fw. Non subscribers should still be able to que the same as subscribers, but maybe subscribers could have access to more features between matches (im remembering a steam launch pitch video i saw a bit back on youtube) like bounties and differing paymment bonus based on mrbc rankings... just cool stuff, not reworking the whole mode.

Idk, food for thought. Id get one if it was <10$ a month.

#286 BaronDeath

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Posted 01 June 2019 - 09:19 PM

View PostVileKnight, on 31 May 2019 - 11:39 AM, said:


Truth. RPTG Would be dropping like crazy this weekend if we could have had our CJF banner by now. In fact, none of us even realized that CJF was even up for faction until I saw the war history this afternoon. Pretty disappointing.


Same here with Ghost Bear today. I was out of town and it went by quickly. Rats. And for true Loyalists to their banner, that is (was) the only thing left. If they come around more quickly though because of smaller time frames, this tweak may be a wash. It would be helpful to see what is coming so we know when our Faction will be getting a fight. But from what I see this is not possible.

Also, got feedback from a number of pilots this weekend who are not always on at the same time as the rest of the Unit; unless the queues are filled with two sides of random pilots, the wait is unbearable and now FW does not happen at all for those pilots. I'm sure you are aware of this. Or in other words, a lot of players (would) get up in the morning, have a cup of coffee, and drop some FW matches before heading to work. Because of permanent Loyalists sitting it out now (NOT a smallish population) , the chances for ad hoc FW is nearly nil. It will be even more hit and miss for individual pilots.

I went to Jade Falcon tonight by myself and watched as 2-3 premades on either side got match after match and I never got a match after a 35 minute wait. The 4-7 "randoms" in the queue could never get enough of any other randoms to get a full 12 and neither could the other side and that random number would rise and fall because peeps were tired of seeing others go before them. The new update empowers individuals to make their own decisions, but that is now not feasible to get into a FW match. This does force the team effort to be the most effective way to get matches, but new pilots have a steep curve to find or muster a team to be a part of and Loyalists don't have the Loyalist motive to be as responsive to the battles and the game has just been massively changed to the individual decision level to be changing all the time. In the previous system, they would at least queue up and get a Ghost Drop and at least get something for their wait or Uncontested Victory and get tokens for taking planets. New pilots, i.e. new customers, will never be able to tolerate this. They will think the game is broken.

And the realignment to take away directional control from Unit leadership to individual pilots within any Unit getting to pick anything at anytime was supposed to give them more opportunities!

The dichotomy of permanent Loyalists (and their reasons for being such) and the pilots who wanted to switch for any reason (Merc/Freelancers) (and their reasons for being such) was a solid general structure for match happening and peeps getting rewarded for their battles and/or waiting.

I suppose the good news is this will FORCE individual pilots into Units and groupings, but cohesive Unit model has taken a big hit because because the level of communication now required on a daily and hourly basis is very very difficult to do effectively and maintain to get matches under their preferred banner.

Edited by BaronDeath, 01 June 2019 - 10:25 PM.


#287 Thornhold

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Posted 01 June 2019 - 11:15 PM

View PostHumble Dexter, on 30 May 2019 - 05:25 PM, said:

A month ago I was freely ranking up my favorite Faction, using my favorite mechs, earning 100% loyalty for it, and I had months of ranking to go...

Today it's IS vs IS and I can't select my favorite Faction, can't bring my favorite mechs to FP, and I haven't been allowed to rank up my favorite Faction once since that damn patch, all for the sake of introducing a story I'M NOT EVEN READING.

And the fix being suggested here is to allow me to earn up to 60% (but mostly 0%) of the 100% loyalty I was freely earning using any Faction/Mech I wanted before the patch...

Well that's nothing short of a bad fix, for an incredibly bad patch.


+1

#288 shaytalis

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Posted 02 June 2019 - 01:15 AM

I would also like the ability to change your Faction until you play at least one match for the current conflict. Currently if someone accidentally clicks the wrong thing they aren't able to play with the group for 24 hours.

This just happened to us while trying to get a new player into the game. Posted Image He was going to play IS with us even though he was going to have to use trial mechs. Accidentally clicked Freelancer so now he was going to have to earn bonus XP on his trial mechs and yeah lol. He ended up going to bed instead of playing with us tonight.

Basically anything that'll prevent folks from playing together (especially just by miss-clicking) would be good to nix as much as possible.

Edited by shaytalis, 02 June 2019 - 02:43 AM.


#289 burning wisky

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Posted 02 June 2019 - 02:08 AM

View PostPaul Inouye, on 25 May 2019 - 05:54 PM, said:

Faction Loyalty

Faction Play

So let's dive right into this. The writing method used in this post will be a generic design spec and numbered in a manner in which feedback can be directed at key components of the design.


thank you very much Paul Inouye,
Overall, I think that's very good what you wrote. I also have to complain about some of the people
in the forum. I play this game from the beginning. CAN WE NOT DISCUSS POINT 1-5?
Which does not help that is to accelerate

Talk about the timer, number of people dropping, conflict length and more bla bla bla
(it does not help to leave Paul Inouye with 15 construction sites, so it will not be faster, thanks)
, open a new thread and thanks. We work fast and constructively, Paul noted points 1-5.
Everyone writes their information and opinions and that's it.

1
Single players decide for themselves their role in the game and on the Group side, it is the leader
currently it is poorly regulated)

3
A 2 Alliance system? I like that and it helps to equalize the game. This prevents you always had to
change sides to participate in a conflict.

Alliance Member 1 (Steiner / Davion / FRR) + (Clan Wolf / Clan Nova Cat / Clan Steel Viper / Clan Diamond Shark)
Alliance member 2 (Kurita / Liao / Marik) + (Clan Jade Falcon / Clan Ghost Bear / Clan Smoke Jaguar

3.2
LP 100% for your faction,
60% for an Alliance member of your tech site (IS or Clan)
40% for an Allinaz member of the opposite tech site (Clan or IS)

example
you are FRR
LP 100% your conflict FRR
LP 60% your Alliance tech site (IS) conflict Davion,Steiner
LP 40% your Alliance opposite tech site (Clan) CW, CNC, CSV, CDS

Posted Image


Tabelle 1

4.1
Loyalists should be able to change.
- I would appreciate a bonus system where you get + xLP% if you stay longer with a Faction.

conflict phasen = + LP
5 = 10,00%
10 = 20,00%
15 = 30,00%
20 = 40,00%
30 = 50,00%

and Bonus Items/ Bolt on's (flags or standards for the Mech of the respective faction, ( not in the shop to buy) for example, you could give a cBill bonus if you play under this faction) for Players and coupled with the LP for one Faction
(keeps players / units in a longer contract)

-I would also accept a small penalty at the same time -xLP% for the first 5-15 games.
(makes it difficult to change the decision in another faction)


4.2
Leg a one-sided conflict (IS vs IS or clan vs clan) see Table 1 for LP

When Clans fight for IS, do they fight with Clan Mech?
If so, it could be interesting and awesome in the match.

THX

Edited by burning wisky, 02 June 2019 - 03:46 AM.


#290 shaytalis

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Posted 02 June 2019 - 02:46 AM

Just want to reiterate: I've been playing FP all week. The problem has never been the inability to switch sides. The problem has been not enough people in the queue. There are moments where if one or two people could switch then we'd have a match, but these moments are relatively brief (2-5 minutes). The bulk of the wait time (15 mins - 1 hour) has been simply waiting for there to be 24 players in the queue at all.

#291 burning wisky

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Posted 02 June 2019 - 03:06 AM

View Postshaytalis, on 02 June 2019 - 02:46 AM, said:

Just want to reiterate: I've been playing FP all week. The problem has never been the inability to switch sides. The problem has been not enough people in the queue. There are moments where if one or two people could switch then we'd have a match, but these moments are relatively brief (2-5 minutes). The bulk of the wait time (15 mins - 1 hour) has been simply waiting for there to be 24 players in the queue at all.


If you want to have fast games you can easily fill the quelle quickly with 24 players and start a game. But that does not help the faction mode. if everyone keeps switching back and forth to get 2 groups we have games and a quickPlay 2.0 with 4 MechDrops per game and the game does not get deep.

Here we have the opportunity to discuss the points addressed by Paul and I think next we discuss the role of mercs and freelancers, than Planets, Bonus and so on.

Edited by burning wisky, 02 June 2019 - 03:10 AM.


#292 shaytalis

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Posted 02 June 2019 - 03:16 AM

View Postburning wisky, on 02 June 2019 - 03:06 AM, said:


If you want to have fast games you can easily fill the quelle quickly with 24 players and start a game. But that does not help the faction mode. if everyone keeps switching back and forth to get 2 groups we have games and a quickPlay 2.0 with 4 MechDrops per game and the game does not get deep.

Here we have the opportunity to discuss the points addressed by Paul and I think next we discuss the role of mercs and freelancers, than Planets, Bonus and so on.


Just mentioning because folks have been coming into the thread saying that the only problem is that they can't switch factions on a per-mission basis. In my experience that hasn't been the major limiting factor so much as that there aren't enough people playing in general.

#293 burning wisky

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Posted 02 June 2019 - 03:37 AM

That's why I like the idea with the 2 alliances everyone gets his LP and there are 2 parties for a conflict.
Mercs and Freelancers would get the role to fill up the games for the appropriate pay.

example
Side A does not have enough or much fewer players in the quelle = Merc and Freel. get a higher cBill bonus if you drop on Side A.
This systerm must be very flexible during the conflict, but it can help to fix the problem ;)

Edited by burning wisky, 02 June 2019 - 03:40 AM.


#294 C E Dwyer

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Posted 02 June 2019 - 05:57 AM

I think this is over all a good system.

What stops it being the best compromise is Nightbirds point.

What happens when a pilot reaches rank 20 ?

Some will continue to play, quite a few won't, and CW is by comparison to Q.P a massive time sink.

Your going to need incentives.

While it might be to costly to expand the in game ranking system, the events system is very flexible.

I'm sure with a little work this could be used to add incentive rewards for CW and left switched on.

Choices of faction decals camo ( which were going to be one of the features set out in the power point, which when they were not added and monetorised killed much of the incentive to play faction matches )

#295 SilentScreamer

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Posted 02 June 2019 - 06:09 AM

View Postburning wisky, on 02 June 2019 - 03:37 AM, said:

That's why I like the idea with the 2 alliances everyone gets his LP and there are 2 parties for a conflict.
Mercs and Freelancers would get the role to fill up the games for the appropriate pay.

example
Side A does not have enough or much fewer players in the quelle = Merc and Freel. get a higher cBill bonus if you drop on Side A.
This systerm must be very flexible during the conflict, but it can help to fix the problem ;)


There is a problem with a two-sided conflict which is what to do with Loyalist players. PGI's current Faction Play model eliminated Loyalists entirely by forcing players to choose a new faction during each conflict. Every player under the current system works like Mercenaries did under the previous FP system.

Paul started this thread to see where the playerbase stands in regard to Loyalists. So, can FP be fixed by either
a) finding a way to write a Loyalist into the current system
b) rolling FP back to pre- patch and going a different route.

I'm not sure the roll-back is even an option. So if we are sticking with a change to the current system here is a band-aid fix :
Code Loyalists to always show their factions badge and always earn loyalty points with their current faction. Yes, it will look odd when a Davion or Kurita badge is in a JadeFalcon vs. Wolf conflict, but it will appease players who prefered the Loyalist role.

My more elaborate suggestion is :
-Loyalists choose a long-term affliiation. Joins any Conflict on a predetermined side for that specific conflict based on affliation. In case of neutral affliate like a Liao Loyalist dropping in a JadeFalconvWolf conflict would be assigned to whichever side has fewer players in queue. . Always earns Loyalty Points for their choosen Faction, even if it is not part of the current Conflict. Breaking Loyalty incurs a probation period of 12 hours no drops possible.

-Mercenaries choose only Career, not a Faction. Joins any Conflict on the side with less players in queue at that specific time. Earns Mercenary Loyalty points.

-Freelancer chooses career only. Joins any Conflict on the side with less players in queue at that specific time. Earns Loyalty Points for whichever Faction they dropped in queue for.

Edited by SilentScreamer, 02 June 2019 - 06:19 AM.


#296 -Spectre

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Posted 02 June 2019 - 08:19 AM

Video incoming Monday now, I presume? Looking forward to it.

#297 burning wisky

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Posted 02 June 2019 - 09:11 AM

View PostSilentScreamer, on 02 June 2019 - 06:09 AM, said:

-Mercenaries choose only Career, not a Faction. Joins any Conflict on the side with less players in queue at that specific time. Earns Mercenary Loyalty points.

-Freelancer chooses career only. Joins any Conflict on the side with less players in queue at that specific time. Earns Loyalty Points for whichever Faction they dropped in queue for.

that one i Like hadf the same Idea in the backhand

with the 2 Alliance system you have everytime a matches for your ( Alliance) side. You bring every House or Clan who is not in the conflict down to a fill up Group. Sound bad to everybody who is not the main factions in the conflict.

The question of the Conflict / Attack Planet choice, is not clear yet (now it is given and we choose a side, that is bad).
We / loyalists have no choose again the attacking Planet. ( the highest vote wins ).




#298 dario03

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Posted 02 June 2019 - 09:59 AM

View Postshaytalis, on 02 June 2019 - 02:46 AM, said:

Just want to reiterate: I've been playing FP all week. The problem has never been the inability to switch sides. The problem has been not enough people in the queue. There are moments where if one or two people could switch then we'd have a match, but these moments are relatively brief (2-5 minutes). The bulk of the wait time (15 mins - 1 hour) has been simply waiting for there to be 24 players in the queue at all.

View Postburning wisky, on 02 June 2019 - 03:06 AM, said:


If you want to have fast games you can easily fill the quelle quickly with 24 players and start a game. But that does not help the faction mode. if everyone keeps switching back and forth to get 2 groups we have games and a quickPlay 2.0 with 4 MechDrops per game and the game does not get deep.

Here we have the opportunity to discuss the points addressed by Paul and I think next we discuss the role of mercs and freelancers, than Planets, Bonus and so on.

View Postshaytalis, on 02 June 2019 - 03:16 AM, said:

Just mentioning because folks have been coming into the thread saying that the only problem is that they can't switch factions on a per-mission basis. In my experience that hasn't been the major limiting factor so much as that there aren't enough people playing in general.


I tried playing some FP earlier. There was plenty of people in queue but since we were very heavy on one side my 3 man group never got a match. If players could have switched sides we would have easily have got a match, at times it would have only took 2 to switch at times it would have taken 10 but we had the numbers to do so, just not the ability. So after about 45 minutes we just gave up, and I'm sure we weren't the only ones which just makes the not enough players problem even worse. So I would say not being able to switch sides is a big part of the problem.

So again, the best option would be to just let everybody switch at all times but don't punish the ones that don't. No complicated lock down systems or varying rewards, just pick a faction and stay that until you change. Have conflicts involve all factions so players don't get left out, let faction play rank rewards be earned over again after rank 20. Maybe do something like show how long somebody has been in a faction so they can show off their loyalty if they want.

Edited by dario03, 02 June 2019 - 10:06 AM.


#299 SilentScreamer

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Posted 02 June 2019 - 10:15 AM

View Postburning wisky, on 02 June 2019 - 09:11 AM, said:


that one i Like hadf the same Idea in the backhand

with the 2 Alliance system you have everytime a matches for your ( Alliance) side. You bring every House or Clan who is not in the conflict down to a fill up Group. Sound bad to everybody who is not the main factions in the conflict.

The question of the Conflict / Attack Planet choice, is not clear yet (now it is given and we choose a side, that is bad).
We / loyalists have no choose again the attacking Planet. ( the highest vote wins ).





We differ in that you suggested adjusted pay to encourage higher c-bill payout on the side with fewer players. My suggestion was to force mercs and freelancers to the less populated side. C-bills will not encourage players to balance the queue, it has already been tried and failed.

I played Community Warfare Beta Phase 2. It showed that even huge c-bill payouts will not encourage the playerbase to balance the queue themselves. Jade Falcon ran the map, despite 100% bonus payouts offered for other factions. So force balance by letting population dictate where mercs/freelances go each drop. Tried to get this idea some publicity years ago... https://mwomercs.com...not-population/

Edited by SilentScreamer, 02 June 2019 - 10:49 AM.


#300 shaytalis

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Posted 02 June 2019 - 10:39 AM

View PostSilentScreamer, on 02 June 2019 - 10:15 AM, said:

We differ in that you suggested adjusted pay to encourage higher c-bill payout on the side with fewer players. My suggestion was to force mercs and freelancers to the less populated side. C-bills will not encourage players to balance the queue, it has already been tried and failed.

I played Community Warfare Beta Phase 2. It showed that even huge c-bill payouts will not encourage the playerbase to balance the queue themselves. Jade Falcon ran the map, despite 100% bonus payouts offered for other factions. So force balance by letting population dictate where mercs/freelances go each drop.


This is why it is really essential that the alliances have balanced buy-in from the players. Relatively equal player populations for each alliance.





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