What Would Save Mwo?
#1
Posted 18 June 2019 - 12:38 AM
Quadrupeds (Quads), yes if PGI would make even 1 quad and then make a huge roll of the dice by throwing money into advertisement then maybe. Or something like that, PGI would need to find something that would get a lot of positive hype and push advertising at the same time. That way the hype for whatever they did would drown out negative info from the past several years while they do advertising that brings new players looking into the game.
Sadly neither are going to happen. Firstly PGI will not put much more money/time into any development to bring a big hype to the game. Secondly PGI doesn't have the money now to put into advertising the game. The money has been milked and spent already with development (status quo) for the past few years and MW5.
#2
Posted 18 June 2019 - 01:44 AM
#3
Posted 18 June 2019 - 01:53 AM
New netcode would go a long way though. Not sure if it would even be possible within the confines of Cryengine. Full engine update would go even further of course, but that'd cost a fat stack of monies.
#4
Posted 18 June 2019 - 01:58 AM
MWO probably started to die way back in 2013 when PGI indeed made the right call that a third-person view is needed to increase spatial awareness for new players but failed to implement it the way it needed to be because of community resistance.
I'm pretty sure if they would have implemented proper 3PV right from the start and as a core-gameplay feature like WoT did (where both view-modes are equally important depending on the situation), then MWO would have a much bigger playerbase today despite all the other problems MWO has. From all bad decisions PGI made, promising backers to never implement 3PV was probably the most sustainability-destroying one and now it's too late to fix that.
Edited by Daggett, 18 June 2019 - 08:09 AM.
#5
Posted 18 June 2019 - 02:37 AM
But I guess they should look into a way to simplify skill maze, or even revert back to old system, in order to make it easier for newer players to get a grasp. Also, rule of 3 was better business model then we have now. You needed 3 variants, so a mech pack with 3+ variants had sense. Now, you usually want only one or two, so why not just wait for that one to get available for c-bills, why waste 2/3 of your real bucks purchase?
#6
Posted 18 June 2019 - 02:46 AM
- New/updated game engine
- Making mechs, especially humanoid mechs, more viable beyond basic quirks.
- Ability to raise the entire arm, not just the forearm, one arm at a time, to fire arm mounted weapons
- Punch/Kicks (lets see locust/mist lynx/etc hugs now..)
- Knockdowns are likely out so stick with the previous two items
- Ability to raise the entire arm, not just the forearm, one arm at a time, to fire arm mounted weapons
- One modified map (off current stock) every quarter, new map 6 months (trying to be realistic)
- isXL survive ST loss, isXL-cXL-LFE having different percentage penalties
- Cash (or MC) purchase to permanently enhance a mech with C-Bill boost
- Updated Academy - allow duo in a live fire arena w/ progressively enhanced AI
- Release of tanks
- Advertisement - but without it being more fleshed out, it may get them through the door but the object is to keep them
- Rearrangement of how Solo and Group queue works with ability to flip switch to make them each a mixed queue, one primarily focused on solo pugs and one focused on groups but not exclusively
- Solo queue - duo can opt into (cannot opt out of group), higher tier used, one per side max - both teams would have a duo or neither team would have a duo.
- Group queue - solo can opt into query, max 3 per team
- Rework of the Tier/PSR/MM-- reposted from another thread
- Solo queue - duo can opt into (cannot opt out of group), higher tier used, one per side max - both teams would have a duo or neither team would have a duo.
- Rearrangement of how Solo and Group queue works with ability to flip switch to make them each a mixed queue, one primarily focused on solo pugs and one focused on groups but not exclusively
Lets start with PSR/Tier/MM. Does it require a complete rewrite or serious tweak what is in place?
- Serious Tweaks
- Realignment by seeding players with by using last 6-12 month averages
- For seeding, a player would not be eligible to be moved to bottom tier nor top tier, a bell curve
- Keep 5 tiers or should it be expanded a little..
- PSR itself. If on a win if there is to be no lose/neg movement, raise the no change from 100 MS to 175-200 MS
- MM - use of Tier(s) + avg MS over last 250-500 games
- Serious Tweaks
- Serious Tweaks
- Realignment by seeding players with by using last 6-12 month averages
- For seeding, a player would not be eligible to be moved to bottom tier nor top tier, a bell curve
- Keep 5 tiers or should it be expanded a little..
- PSR itself. If on a win if there is to be no lose/neg movement, raise the no change from 100 MS to 175-200 MS
- MM - use of Tier(s) + avg MS over last 250-500 games
Edited by Half Ear, 18 June 2019 - 03:19 AM.
#7
Posted 18 June 2019 - 06:55 AM
If there were anything that could save mwo it would be management that gives a dam and after that a new engine or slow migration to one.
#8
Posted 18 June 2019 - 07:38 AM
#9
Posted 18 June 2019 - 08:48 AM
#10
Posted 18 June 2019 - 08:54 AM
#11
Posted 18 June 2019 - 09:44 AM
More gadgets and options to create windows of opportunity (Smoke grenades, Chaff grenades, mortars, mines, incendiary shots, changing ammo types, blinding shots) anything that refreshes the peekaboo game
Enforced Conquest mode, as it's the only one that takes any specialization/splitting lances into consideration or anything that resembles teamwork
Solaris must be round based holy **** it takes ages to find a single soul in queue and it's over in an instant
Customizable HUDs or thematic ones
Wishlist that will NEVER EVER
Punching
Interactable cockpits
Inverse Kinematics
#12
Posted 18 June 2019 - 10:04 AM
They need to stop trying to cater to various groups and instead focus on good gameplay/content.
#13
Posted 18 June 2019 - 10:14 AM
#14
Posted 18 June 2019 - 11:22 AM
MWO2 if developed would be a different game and depending on development decisions could begin the cycle of interest in the game anew. Likely years away at best though....
That said....I still enjoy the game (despite its issues) and so I hope it keeps going for years to come. It still has appeal after many years....which is more than many other games can say.
#15
Posted 18 June 2019 - 11:38 AM
Marquis De Lafayette, on 18 June 2019 - 11:22 AM, said:
MWO2 if developed would be a different game and depending on development decisions could begin the cycle of interest in the game anew. Likely years away at best though....
That said....I still enjoy the game (despite its issues) and so I hope it keeps going for years to come. It still has appeal after many years....which is more than many other games can say.
Yes this and a game developer president who isn’t insanely fixated on an unrealistic E-sport fantasy.
#16
Posted 18 June 2019 - 12:25 PM
Matchmaker could actually do its job.
There would be such a diversity of units in the game, people could actually enjoy the lore of thegame, AMD do all their fun in-unit things.
It would make units actually useful again.
It would bring in $$$ to keep the lights on, the sudden influx of so many people would boom with mechpacks, and MC purchases to keep pgi afloat.
With the added income they could add more developers to fuel new gameplay, and possibly transfer off this God forsaken engine it's running on.
Which would then open up tons of new development that was previously thought not possible.
So, in reality, just people. People who stay.
#17
Posted 18 June 2019 - 12:29 PM
C H E E K I E Z, on 18 June 2019 - 12:25 PM, said:
Can't have players if PGI doesn't care about delivering compelling experiences. The art is great, the engine works, the mech on mech action works, MM in QP is F**KED up, FP is F**KED up. I equate it to having a grand piano and insisting on playing it with your feet
Edited by Nightbird, 18 June 2019 - 12:33 PM.
#18
Posted 18 June 2019 - 12:38 PM
Nightbird, on 18 June 2019 - 12:29 PM, said:
Can't have players if PGI doesn't care about delivering compelling experiences. The art is great, the engine works, the mech on mech action works, MM in QP is F**KED up, FP is F**KED up. I equate it to having a grand piano and insisting on playing it with your feet
Isn't half the problem with the mm in qp/cw because there are so few people the mm literally just has to throw teams together almost any way it can just to get matches going?
#19
Posted 18 June 2019 - 12:54 PM
C H E E K I E Z, on 18 June 2019 - 12:38 PM, said:
Nope. There are always dials you can turn if you cared about improving people's experiences.
For example, for QP, you can provide a drop deck where you put 4 mechs of the same tonnage in, and you pick one for the map you get. The major frustration bringing long range mech to short range map and vice versa turns into zero frustration.
For groups in QP, weaker teams should get more tonnage than stronger teams. Put two top players in a group and they should only get 100 tons total instead of 200. 12 top comp players in group gets 240 tons. Group size equals skill makes as much sense as height equals weight. Perfectly balanced teams every fight.
FP, lower the stronger team's tonnage based on skill difference, since you get both teams in a lobby before launch it's child's play to figure it out. The drop decks are already in place to switch quickly. Perfectly balanced teams every fight IF ONLY BOREAL AND INCURSION IS FIXED
Not being able to is VERY DIFFERENT from not giving a SH*T
Edited by Nightbird, 18 June 2019 - 12:57 PM.
#20
Posted 18 June 2019 - 02:49 PM
C H E E K I E Z, on 18 June 2019 - 12:38 PM, said:
My take on it and as a follow up on Nightbird post, PSR is too easy, tier movement is not difficult with way too much of an upward movement in a static system. And stressing that the current MM uses only Tier level and weight class. One side can be made up of players primarily with a 300+ MS (and lets say the overall team average is 290 MS) while the other side is a sprinkling of players, all Tier 1, with an overall avg of 235 MS. The averages could be from the last 3-6 months or last 500 games.
That alone is a huge difference, and it will generally show in the gameplay, MS and endgame. The side with the most coordinated, skilled on field/mechlab will usually win, and it will be lopsided unless said side makes some huge mistakes which the other side capitalizes on. Though that will generally not happen often. It would be like fielding 1st String vs 3 String of the same team, much less the same class.
As noted in a previous post, the PSR movement is too easy for a majority of the population, considering the overall average MS is between 176 and 250 MS. And via Jarls the overall Seasonal average MS is increasing, with the overall average MS of 235.
Edited by Tarl Cabot, 18 June 2019 - 02:50 PM.
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