Loyalist Update In Sept Patch
#1
Posted 20 September 2019 - 05:00 PM
The long awaited Loyalist patch is going up next Tuesday.
As you may have seen in the patch notes, the LP gain system is fully in place as well as the CtA system for calling out to people to fill any short sided issues in the FP match maker.
What you may have also noticed is the absence of two things. They fell out of scope in terms of the amount of work required to get the features in properly. These are the leaderboards and the looping rewards for Loyalist Ranks beyond level 20.
The looping reward system had functionality that was far more reaching through the back end than what was expected. It is however being worked on for the October patch as it was part of the initial pitch and will not fall off the radar for MWO development.
The leaderboards were only dropped because of the time pressure for the LP gain system, these too however are being worked on for the October patch.
The engineering team has assured me that it is very reasonable to get these done for the October patch and I will update you all if anything goes awry.
So here's the link to the patch notes where you can see the details of what is going into the upcoming September patch: https://mwomercs.com...42160-24sep2019
Thanks for your patience on this.
-Paul
#2
Posted 20 September 2019 - 05:06 PM
And also pretty much everyone who plays FP wants the ticket count increased to 1750.
Also pretty much everyone is asking for a higher rate of siege matches, and for siege to be in every phase.
I would say these requests are clearly in much higher demand than changes to loyalty systems or leaderboards.
Please adress the actual gameplay first and foremost.
Thanks for still spending some time on Faction Play though.
Edited by Sjorpha, 20 September 2019 - 05:07 PM.
#3
Posted 20 September 2019 - 05:20 PM
Are there also any gameplay improvements planned?
#4
Posted 20 September 2019 - 06:11 PM
It's the only game-mode, where you can win, by not only shooting and killing the enemies.
All these people only want shooty, shotty, and killiy, killy. But no objectives.
#5
Posted 20 September 2019 - 11:28 PM
#6
Posted 20 September 2019 - 11:29 PM
22 minutes at 5 points per second is worth 6600 points.
So you could squeeze over 3000 points in there and still win objective.
#7
Posted 21 September 2019 - 03:19 AM
Please consider the following tasks:
1) Fix Conquest ticket count. It is not fun when FP match ends as fast as QP one.
Domination may require this too, people stepping off the circle to continue fighting. Maybe enlarge the domination circle twice, to allow more maneuvers, and increase the counter like two or three times?
2) Incursion. In or out. But don't ignore it. If you have any resources available, please consider adding protective walls to base objectives, preventing them from being sniped.
Change turrets to quad SSRM6 turrets, maybe add more turrets.or quirk them for rapid fire.
Change the conditions to count total objects destroyed, not their hitpoints.
Or, remove the mode.
3) When you roll out hero ranks for loyalists, please update the normal rank rewards. They were okay in early years, but now, with so much giveaways, they are a joke.
Please consider adding mechs as rewards too. I wrote it all down for you:
https://mwomercs.com...-faction-ranks/
Also do drop deck rewards in there.
4) Thanks for the FP event, but please keep them coming. For new match maker to shine, we need FP population increase.
Also, maybe consider increased rewards for FP games? Some people only play QP because it is more profitable per hour. Bump C-bills and XP to give more profit per hour in FP.
Also, please do Tukayyid. You need to use the nuclear option.
Here's the suggestion:
https://mwomercs.com...ses-and-events/
There is no better time for it than Oktoberfest.
Edited by Sigmar Sich, 21 September 2019 - 03:20 AM.
#8
Posted 21 September 2019 - 04:40 AM
#9
Posted 21 September 2019 - 08:24 AM
LordNothing, on 20 September 2019 - 11:28 PM, said:
I'm not sure exactly what the correct number is, I agree it shouldn't be so high that conquest games start getting decided by kills. Playing the cap game should still be 100% necessary to win a conquest game, I just want it to get closer to the full 30 min and into the 4th wave of mechs before ending. Maybe 1500 is the right number, maybe 1750, maybe 2000, just start increasing it and monitor the average match length and stop increasing it when the average conquest match is 20+ minutes.
Edited by Sjorpha, 21 September 2019 - 08:26 AM.
#10
Posted 21 September 2019 - 09:06 PM
#11
Posted 22 September 2019 - 02:06 AM
#12
Posted 22 September 2019 - 02:45 PM
Attack on boreal reach with pugs vs. Clans.
Not.
Fun.
#13
Posted 23 September 2019 - 01:55 PM
Sigmar Sich, on 21 September 2019 - 03:19 AM, said:
Domination may require this too, people stepping off the circle to continue fighting. Maybe enlarge the domination circle twice, to allow more maneuvers, and increase the counter like two or three times?
2) Incursion. In or out. But don't ignore it. If you have any resources available, please consider adding protective walls to base objectives, preventing them from being sniped.
Change turrets to quad SSRM6 turrets, maybe add more turrets.or quirk them for rapid fire.
Change the conditions to count total objects destroyed, not their hitpoints.
Or, remove the mode.
Remove Incursion ?!
I would rather see Domination getting removed!
#15
Posted 24 September 2019 - 10:32 AM
#16
Posted 24 September 2019 - 06:34 PM
Conquest itself is being reduced heavily in game mode rotation effective immediately.
#17
Posted 24 September 2019 - 11:31 PM
Paul Inouye, on 24 September 2019 - 06:34 PM, said:
Conquest itself is being reduced heavily in game mode rotation effective immediately.
Thank you for your response.
I hope though that you do take into consideration those of us that are still around playing the mode the most are very, very interested in siege being offered a lot more. A good deal of us still here are the old timers of faction play and that is the mode that we enjoy the most.
#18
Posted 25 September 2019 - 02:26 AM
Paul Inouye, on 24 September 2019 - 06:34 PM, said:
Conquest itself is being reduced heavily in game mode rotation effective immediately.
That's awesome.
Conquest is not a bad game mode for FP, it's actually quite good. It shouldn't come up less often than other modes, it's just there seems to have been something going on where a game mode in each phase got heavily over seeded, so maybe look into the distribution of game modes generally being equal as it should be?
Also like others I wouldn't mind seige being a bit more common than the other modes. Something like 40% seige and even distribution between the rest.
#19
Posted 25 September 2019 - 02:30 AM
#20
Posted 25 September 2019 - 03:32 PM
Sjorpha, on 25 September 2019 - 02:26 AM, said:
Conquest is not a bad game mode for FP, it's actually quite good. It shouldn't come up less often than other modes, it's just there seems to have been something going on where a game mode in each phase got heavily over seeded, so maybe look into the distribution of game modes generally being equal as it should be?
Also like others I wouldn't mind seige being a bit more common than the other modes. Something like 40% seige and even distribution between the rest.
Thank you!!!
Paul Inouye, on 24 September 2019 - 06:34 PM, said:
Conquest itself is being reduced heavily in game mode rotation effective immediately.
Thank you!!!
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