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Why Mwo2 Would Be Successful: P V E


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#61 Nightbird

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Posted 04 October 2020 - 02:42 PM

View PostThe6thMessenger, on 04 October 2020 - 02:30 PM, said:

Sounds like every sensitive creator ever, lol.

2-3 years of Maintenance Mode? My gawd.

What's wrong with MWO's model is it has barely developed game to begin with. If you're going to **** someone in the ***, the least you could do is to reach around and give a kiss. They haven't even implemented crit-splitting and ammo-switching, even MW5 doesn't have that. But nah man, would you like to buy a mechpack?


Would you like some salt with that whine?

#62 The6thMessenger

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Posted 04 October 2020 - 02:45 PM

Lol, you got offended. My bad.

Edited by The6thMessenger, 04 October 2020 - 02:45 PM.


#63 Nightbird

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Posted 04 October 2020 - 02:51 PM

I'm not offended, I'm amused.

#64 The6thMessenger

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Posted 04 October 2020 - 03:10 PM

Sure buddy.

#65 LordNothing

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Posted 04 October 2020 - 05:45 PM

View PostNightbird, on 04 October 2020 - 01:11 PM, said:

There's nothing wrong with MWO's model. It's 7-8 years old and will probably go 10 years before servers are shut down. That's a longer than the average MMO. Sure, there were missteps along the way, but as an indie game developer title it did well.

If you think you can do better, buy the IP and do it. All the major publishers passed on the IP.


except its not the license that will shut it down, its lack of players. if not for covid i think we would have a lot fewer than we do. it usually takes an event with an mc payout to get me to show up. though if we could make kookens pleasure pit the new battle of tukayyid, and do that weekly or monthly, we might have found a way to make the game interesting again.

Edited by LordNothing, 04 October 2020 - 05:47 PM.


#66 Nightbird

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Posted 04 October 2020 - 05:58 PM

View PostLordNothing, on 04 October 2020 - 05:45 PM, said:

except its not the license that will shut it down


No one said the license will shut it down.

#67 LordNothing

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Posted 04 October 2020 - 07:08 PM

View PostNightbird, on 04 October 2020 - 05:58 PM, said:

No one said the license will shut it down.


still im supprised we havent cut to 8v8 across the board or do something to increase frequency of games, mm be damned at this point. or do dynamic drop size so its 12v12 on peak and 4v4 in the most dire of situations.

Edited by LordNothing, 04 October 2020 - 07:09 PM.


#68 Willard Phule

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Posted 05 October 2020 - 11:28 AM

View PostLordNothing, on 04 October 2020 - 07:08 PM, said:


still im supprised we havent cut to 8v8 across the board or do something to increase frequency of games, mm be damned at this point. or do dynamic drop size so its 12v12 on peak and 4v4 in the most dire of situations.


Why make it more complicated? The merger was to placate the group players that were unable to keep their server open. They should just open it up to full 12 man premades and be done with it.

If the solos don't like being harvested, they can go to FP where they belong. QP isn't for casual players anymore, it's competetive end game content now.

#69 CptJudas

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Posted 05 October 2020 - 03:33 PM

Nightbird is right even though some of you can't seem to handle it. The F2P business model is the only reason you're still talking about MWO on official forums 7-8 years after release. If this was a one time $60 purchase the servers and game would have died quite a while ago. There is nothing wrong with PGI or any company using what is a successful business model for the market today. I get that in the past games and services were a one time purchase. But that model also wasn't designed to keep game services live over the span of a decade. There are still new players coming into MWO even today because of the F2P business model. Its unlikely that would be the case for a one time purchase, enitrely online pvp game from 8 years ago. Micro transactions are fine in moderation. I don't see people blaming breweries for selling cases of beer because there are alcoholics drinking themselves to death. I feel sorry for any of you that believe you have no control or free will to guide your decision making.

Edited by CptJudas, 05 October 2020 - 06:37 PM.


#70 thievingmagpi

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Posted 05 October 2020 - 03:43 PM

Yes, f2p kept this game going. People were throwing money at this game for a long time, and lots of money too. I'm pretty sure I've spent more than $59.99 on mwo across the almost decade its been around. There was actually a point in time where this game was fairly popular. Seems like forever ago I know.

#71 MechaBattler

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Posted 05 October 2020 - 06:15 PM

There is a lack of good coop games that you can play with 4 or 5 friends. Although another shooter probably won't be huge entry.

#72 LordNothing

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Posted 05 October 2020 - 07:33 PM

View PostWillard Phule, on 05 October 2020 - 11:28 AM, said:


Why make it more complicated? The merger was to placate the group players that were unable to keep their server open. They should just open it up to full 12 man premades and be done with it.

If the solos don't like being harvested, they can go to FP where they belong. QP isn't for casual players anymore, it's competetive end game content now.



its not that complicated. when your player pool is small, launch smaller games (8v8 or 4v4). for example how many times have you tried to play fp, and there are < 24 players who want to play fp. there simply is no fp in that situation, you skulk to qp or quit because you couldn't get the game you wanted. this is a pretty regular occurance in fp, unless its prime time on friday or saturday, or some big unit's league night (do those still exist?). but at least its not complicated.

its only a matter of time till this starts happening in qp. i have a feeling its a covid vaccine and a day until off peak qp is impossible as a 12v12 game. play early oc on a tuesday and you will see the same 30 players game after game after game. a lot of people cant restructure their lives to play a game. where i come from you do what you have to do first, and allocate whatever time you have left to your leisure.

you also have the added bonus that with any player pool the smaller the team size the higher the frequency of drops. wait times go down as a result. game quality might suffer, but lets be honest, that boat sailed long ago.

also this has nothing to do with groups, its a completely separate issue. you might have to work out how big of a group you can have when the pool is low and the team size is set low to compensate. you might drop the group limit to 2 when its 4v4 or 3 when its 8v8 or leave it as is. i find it unlikely that large groups would exist at times when the player pool is so barren that you have to drop the team size to actually get a game, unless people want to actively exploit off peak 4v4 with a lance full of ringers.

Edited by LordNothing, 05 October 2020 - 07:37 PM.


#73 Nightbird

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Posted 05 October 2020 - 07:33 PM

bad idea

#74 LordNothing

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Posted 05 October 2020 - 07:49 PM

View PostNightbird, on 05 October 2020 - 07:33 PM, said:

bad idea


there are other ideas:

abandon matchmaking

no group restrictions anywhere

fp->qp merge

qp->fp merge

everything merge (including solaris).

4v4 solaris (with a very minimalistic mm).

continuous arenas (games stay up, respawn happens, players may come and go at will)

custom games only (with a lobby browser, players dictate what gets played by what games they start/join).

short of actually working on the game or yet another plague to draw in more players, we have to work around how to make the game work with an ever diminishing player pool.

Edited by LordNothing, 05 October 2020 - 07:52 PM.


#75 Nightbird

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Posted 05 October 2020 - 08:01 PM

well, thanks for compiling a list of things not to do

you do your name justice sir

#76 LordNothing

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Posted 05 October 2020 - 08:05 PM

View PostNightbird, on 05 October 2020 - 08:01 PM, said:

well, thanks for compiling a list of things not to do

you do your name justice sir


well then enjoy your lobby simulator.

#77 The6thMessenger

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Posted 05 October 2020 - 08:20 PM

Successful isn't a problem, the ethics is. Selling narcotics will bring a profit, but it doesn't mean it's good.

Sadly, it's just not true that we are absolutely free and thus have ultimate responsibility. Games, and other products do have some form of psychological exploit. The findings is just ultimately on our side. You might as well say "just stop being sad" on one afflicted with Major Depression. Authority can erode personal agency, check out Milgram experiment. Slot-Machines, Skill-Cranes -- all glorified Skinner-Box (Skinner Operant Conditioning).

And if you don't believe that the Games Industry isn't exploting people, this trash person of a CEO says HI:


There are plenty of other relevant games that doesn't have microtransaction, like Left-4-Dead 2, hell like Doom Eternal, the free GZ doom has a thriving modding community. It's not the F2P or microtransaction, it is the player interest.

For all of the demand of personal responsibility comparing videogames to the same vices such as Alcohol, Tobacco, and Casinoes, the sad fact is that these are actually properly regulated, the Video-Games industry isn't. Properly regulate Video-Games first, then we'll talk about personal responsibility.

Edited by The6thMessenger, 05 October 2020 - 08:22 PM.


#78 VigorousApathy

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Posted 05 October 2020 - 08:23 PM

MWO 2:

1. They figure out that its a competitive arena shooter, and build maps with lanes and bridges between them.
2. Provide a better ranking system akin to Apex or Valorant. One where you lose significantly more XP at higher ranks on a loss.
4. Make a really simple UI, where all the game modes can be accessed from 1 button.
5. Have Duncan Fisher do "First blood" and "Clutch" announcements.
6. Have 3 buckets; Solo Solaris, deathmatch, and multi round deathmatch. Add in the occasional special game mode.
7. Limit the availability of camos and bolt ons, so that they only show up during exclusive sales.
8. Sell new maps as DLC.
9. ?
10. Profit.

Idk just spitballing. **** if I know how to run a game company.

#79 MW Waldorf Statler

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Posted 06 October 2020 - 06:32 PM

MWO is Dead,
No Cryengine people in the Job Market since years, , the transverse disaster and the Wars behind the Screen(reddit Disaster) in this Period broke the game the neck ,to many form the Staff leaves the Party.
The company self without each expirience in Marketing ,and make sucessfull Games in the Back.

Quote

1. They figure out that its a competitive arena shooter, and build maps with lanes and bridges between them.
2. Provide a better ranking system akin to Apex or Valorant. One where you lose significantly more XP at higher ranks on a loss.
4. Make a really simple UI, where all the game modes can be accessed from 1 button.
5. Have Duncan Fisher do "First blood" and "Clutch" announcements.
6. Have 3 buckets; Solo Solaris, deathmatch, and multi round deathmatch. Add in the occasional special game mode.
7. Limit the availability of camos and bolt ons, so that they only show up during exclusive sales.
8. Sell new maps as DLC.
9. ?
10. Profit.
LOL ...Selling of Ma DLCs was ever a Bad Idea and with procedural terrain no maps to sell, and very uninteresting looking clone maps, seeing MW5 and no men sky with many problems.

Edited by MW Waldorf Statler, 06 October 2020 - 07:05 PM.


#80 VeeOt Dragon

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Posted 09 October 2020 - 02:28 AM

man this thread got derailed fast. haven't played regularly in some time. for me its the community and constant useless nascar.

i think that a PVE mode, 12 players vs bots perhaps with new game modes to keep it interesting. something like constant waves until all players are dead with each wave being increasingly difficult either by tonnage or AI skill (though this brings up some problems), or new objective based modes, asymmetric warfare were the enemy has 24 AI controlled mechs VS the 12 man team. it also brings up the small player teams with say a 4 man vs a 12 man Ai or other such things. bringing in a Co-Op mode would also give new players another way to gain some basic skills before they are tossed into the meat grinder of Tier 1 Meta Try Hards.

new maps with terrain that makes nascar almost impossible would help bring more tactics to the game.

but yeah to get back on the OP i like the idea of PVE, hell if nothing else if would be a great testing ground for new and interesting mech builds that might not look good on paper but would fit a player's style more than whatever the current meta is. perhaps even lump a progression in with Faction Play so that say you are playing for the IS (yeas i'm an IS loyalist) if you win the PVE match it will gain some level of progress towards some objective. hell think of a PVE stealth mission for light/ medium mechs were the objective isn't killing all the enemy AI mechs but sneaking past to eliminate some objective and get out again. (that would be a good one for a 4 man PVE). you could even lump average team tier with AI difficulty.

the only downside i see is the shear amount of work it would take fro the programmers. that and adding a new game mode would further dilute the playerbese.





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