Alreech, on 22 October 2020 - 10:36 AM, said:
A campaign isn't really needed for a multiplayer game with factions and guilds.
Fighting with your guilds for your faction gives a player a purpose to play.
Things like earning faction ranks and factions specific rewards can improve that.
That would work in Mechwarrior online too, but PGI didn't even try to encourage that.
There still needs to be something for the Faction or Guild to work towards. Previously, that was getting their unit tag on as many planets as possible to earn MC which they could distribute back to their members. That objective has been taken away, and consequently, we've seen a steep decline in groups playing that game mode.
Alreech, on 22 October 2020 - 10:36 AM, said:
MWO started with quickplay as "placeholder gamemode" without considering faction during matchmaking.
PGI paid a lot of money for the strong lore of the Battletech/Mechwarrior franchise and decided to not use the part that was ideal for a multiplayer shooter: the factions.
Not matching the teams in quickplay by faction and allowing players without faction killed faction play before it even started.
It prevented the formation of player units from solo players.
It enabeld a "faction don't matter mindset".
Most players have had a pretty diverse friends list with players from all factions (or no faction), so for faction play a large parts of their friend list can't play with them.
This makes a lot of sense, and leans into something I've proposed further back in this thread: rather than custom-built Champion 'mechs for trial 'mechs, which get out-dated, ALL the 'mechs in-game should be available as trial 'mechs, divided up by associated Faction (AS7-D is universal, but AS7-K is only available to the DCMS, etc). New players have to pick a faction, and then pick a 'mech from that faction to be "issued" as an enlisted 'mechwarrior in that faction's military. They need to purchase the 'mech to skill it or change the loadout or camo pattern. Perhaps a basic 30 or 40 skills could be added (such that the ECM nodes are equipped on all ECM trial 'mechs).
Alreech, on 22 October 2020 - 10:36 AM, said:
C337Skymaster, on 22 October 2020 - 08:46 AM, said:
The reason FP population has declined to the point that it has? The game has no point. FP matches are poorly designed, and have no objective purpose.
Well, that's no difference to the gameplay of quickplay.
That's been everybody's point all along. That stale repetitiveness exists in both modes, and is killing all parts of this game, equally.
Alreech, on 22 October 2020 - 10:36 AM, said:
Quickplay is team deathmatch without respawns and randomized teams.
Typical for deathmatch is the lack of objectives on the map.
In objective driven game modes the objectives work as focus points , preventing the teams from splitting up over the whole map.
Classic team death match shooters like Quake, Unreal Tournament ect don't have that problem due the small maps, fast movement and the respawns.
MWO has large maps, slow movement and no respawns in quickplay.
Domination is one of the few modes in MWO there objectives work as intended.
All other modes can be played by "kill the enemy first, then capture", making it more or less a matter of informal consent of the team where to fight.
That informal consent works if all players of a team know the map and know the usual choke points, but that also means that every game is played like the other games before...
And if only a small fraction of the team don't play by this informal consent about how to play that map, the team gets split and stomped by the other team.
We all know that situation when some players try to cap the enemy base solo in Assault or stay back to protect their own base while the rest of the team moves out...
And MWOs matchmaking actively prevents team cohesion by dissolving the team after each match and creating a new team with random players. With each new match you get new team mates you don't know, so achieving that informal consent in the team is more or less luck.
Let's take a look how other video games avoid this problem, using the old Call of Duty united offense & Battlefield 2 as examples.
First thing: clear attacker and defender roles for clear objectives. The teams have either to attack or defend, not trying to do both at the same time.
Objective placement to set focus points, sometimes objectives have to be captured in a specific order (Battlefields Frontline & Rush modes). Imagine conquest, but you can only attack the control point near the enemy starting zone after capturing one CP in the middle.
Variable placement of objectives: CoDs Headquarters were the placement of the radio station switches between different places after each map. Imagine big maps like Tourmaline, Alpine Peaks, but with variants in the placement of spawnpoints & objectives for Assault, Domination, Conquest...
Also PGI did a bad thing by not naming the objectives. Objective Alpha sounds lame, objective "Dropship Wreck", "Fuel Storage Area", "Comstar Station", "old Battlefield" or "Space Port" ect adds flavor to the game.
I see your point, and I see theirs. The whole "objective code-name" bit is a real military tactic, to minimize the damage in the event of compromised communications. If you're after "objective dog" (or Delta, since shortly after WWII), and the enemy has no idea what "objective dog" is, then they can't use that information against you, whereas "objective crashed dropship" tells them exactly where you're going and where to defend against you.
Intercepted Comms isn't a thing in MWO, and even if it were, the objectives are named the exact same thing to both teams so each team would know what you're talking about, anyway, but trying to simulate that was the original intent...
I can also see the mixed match-making intent: if you get 12 people randomly matched together who are really good and absolutely trounce the other team, they might change 'mechs for the next drop, or they might just work exceptionally well together and start handing out losses to EVERY other player in MWO, which would sour a lot of other players' experiences and cause them to quit.
I know I called an earlier comment of yours toxic, but a TRUE and indisputable example of toxicity was an old Ghost Bear unit that I dropped with a couple of times called "Bad News Bears [BNB]". They were a Faction unit, but they were exactly the type that was guilty of dunking the objective without fighting the enemy, and their leader even said straight up at the start of one match "let's make them not want to play, anymore [by beating them so badly and so quickly]".
If you wind up with a QP unit doing that.... my understanding is that's why group and solo queues were originally separated in the first place. So PGI makes sure to split up the losing team and the winning team after every match, hoping to pit the two best players in every 24-player matchup against each other.
The non-stop search for the almighty "balance"...
Alreech, on 22 October 2020 - 10:36 AM, said:
One of the few things MWO did right was the approaching dropship in Faction play Scouting or Escort, and the Mechhangars in Solaris, and it's a shame PGI didn't use that stuff to spice up quickplay.
Like landing dropships on the end of the round, or spawning one team in Solaris style mechhangars instead of dropping both teams with Dropships.
Direct impacts for the next match are IMHO a no-go, remember the long tom fiasco.
Fiasco?! I loved the Long Tom!! I never had so much fun in Scouting as when the Long Tom was the end-result. Scouting actually meant something, and had a real purpose, and something to fight for. They were also tough, scrappy fights, too. Yes, I played a classic streak crow, and I'll say I was even better than a lot of other streak crows, but you run up against SRM Griffins, or Assassins, and we got about as good as we gave. Add stealth armor to that mix, (they got rid of the Long Tom before stealth armor arrived), and you've got a real doozy of a cat-and-mouse game, with definite real-world consequences on the ongoing Faction matches.
It depresses me to see the Scouting objective indicators at the top of Faction matches, these days, with no chance of ever lighting them up again...
Alreech, on 22 October 2020 - 10:36 AM, said:
Unique scenarios could be done as events.
For example a set of maps could get the same skybox by a patch prior the event and those events took place on that maps, d.h. "on the same planet".
Indirect impacts of the event could be price changes or changed availability for certain Mechs for the victorious faction.
But that would need stuff like faction price modifiers for faction specific Mechs or even faction exclusive Mechs like the Grand Dragon for Kurita or the Enfield for Davion not yet in the store.
I love this idea. I just wish PGI had coders that could make it happen.... See my above idea about splitting the different 'mechs and equipment up by tech tree (MRMs, Heavy, Light, and Snub-nosed PPCs, are all Kuritan equipment. RAC's are Davion, Heavy Gauss is Steiner. Stealth Armor is Capellan. Light Gauss is Marik. Poor Rasalhague is lucky to have 'mechs and planets...).
Edited by C337Skymaster, 22 October 2020 - 11:33 AM.