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Monday Mechwarrior Update With Daeron #02


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#201 Pz_DC

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Posted 11 November 2020 - 09:47 AM

1st of all - balance changes (mechs+weapons);
2nd - balance changes (maps+queue);
3rd - game mode changes.

About queue - we need tier system to work better, like split players by their overall effectivnes in games - t1=100%, t2=80% etc till t10=0%. Swap 12-12 to 8-8 or even 4-4 is best way to make it work IMHO.
Same time we need some things for lights except damage - scouting need to be added as real part of gameplay.
About maps - we need real 3d maps, like tunnels, bridges (more then 1 level of it) - atm all maps have 1 or 2 levels, it's very low!

P.S. long time ago I've offered a drop ship idea - instead drop desks add dropships - they will transfer elected drop desk from one star system to other so players will, for example, have a "cold" drop desk on hot planets etc. Make a QP a part of FP - let every battle result count! Make more missions for FP - for example 1st drop on a planet - scouting (look forward), 2nd - capture the base (starport), 3rd - defense of that startort, 4th - sabotage of factories etc etc etc. Make units to trade for a right to attack a planet, make players trade for lead and plan invasion, a lot of interesting things may be done that way...

#202 Sly1Shot

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Posted 11 November 2020 - 09:59 AM

Can we get a review of the rating system? It's really good, but it rewards blanket damage much more than combat effectiveness.

For example, I just went 2:5, we won, and I lived. 266 damage.
2 solo kills and 3 KMDD.

I single handedly killed a raven and an atlas in my vulture, then brawled a bit until some friends showed up. I feel like this sort of play would increase my rating, not decrease it.

Maybe a weight associated to low damage and KMDD? That should be a bonus, being surgical with your damage, instead of just trying to get high damage numbers.

Perhaps you could take any kills and assists you were on, calculate the damage dealt as a percentage, assign from that percentage an amount of their tonnage then calculate numbers off of that based off the mech your in and it's weight.

For example:
You did 100% damage to a 100ton mech kill, you get 100pts * YourWeightModifier
You did 10% damage to a 20ton mech kill you get 2 pts * YourWeightModifier
You did 50% damage to a 60ton mech kill you get 30 pts * YourWeightModifier

You get the point.

Thanks for reading!

Edited by Sly1Shot, 11 November 2020 - 10:06 AM.


#203 Valas

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Posted 11 November 2020 - 10:11 AM

New player experience definitely needs to be overhauled quickly. As many others have mentioned, several things that could easily happen before MW5 and the DLC drop on Steam, GOG, etc. I've tried several times to get friends who were avid Battletech players to get into this game, to no avail. Being able to complete some type of daily mission(s) for extra rewards should have been implemented long ago. If you look at similar games, like World of Warships, for example. They offer daily and long term objectives to earn extra rewards, from something as simple as some extra cash, to cosmetics, to the occasional ship. We have that of sorts here, but it's usually events just focused on the weekends, or holidays, etc. You could have a new player campaign where achieving several goals over the course of a month, netted them a mech bay and a mech they could choose. That choice coming from a community voted selection of mechs, that the majority feel are new player friendly. Or perhaps one campaign for each weight class, with objectives that deal with what the expectations of those weight classes involve, culminating with being rewarded with a mech of that class. In this case, I would say, when they opt into the campaign, they are given trial or rental mech they use for the duration, and get to keep it at the end. I can speak from first hand knowledge, my nephew tried this game, and quit, because the first mech he was able to afford, and the trial mechs he was using, were just terribly outclassed. This was about 2-3 years ago now though. He's never tried the game again.

Someone also mentioned Drop Decks for Quickplay. I would love to see this, even if it was only 2 Mechs. The extra mechs, if people were worried about spawn camping, could be drop podded onto the map at random locations. Say each team has 8-12 possible spawn points scattered about whichever "side" of the map they initially spawned on, or even all across the map. With 2 mechs, the match times should not be overly long. The only issue I can see with this, is someone like me who usually just plays lights and mediums, I might be under tonnage on occasion.

Smaller 8 v 8 QP matches would be nice at off peak times. I play at weird hours, very late at night/early mornings Eastern time, and solo. So getting fed to the group queue, while understandable with the population levels, does get old sometimes.

And please, please, let us actually move the arms on our mechs that actually have the actuators for them. There is no reason, all these mechs should be running around with their arms locked at waist level just about, and only able to do "Jazz Hand" movements. Zeus for example, should be able to extend it's arm straight out from the shoulder. It has all the actuators to do it. There should be a key to toggle the position of arms, from locked at the stock position, to fully extended, raising their firing points. I have seen several mechs, that don't get used, because their hardpoints are so low on the torso and frequently arms, that they are practically useless in many situations. I mean, we have animated missile bay doors, and the legs on the mechs move. How hard would it be to implement more movement in the arms?

Edited by Valas, 11 November 2020 - 10:16 AM.


#204 Tiamat of the Sea

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Posted 11 November 2020 - 11:15 AM

View PostValas, on 11 November 2020 - 09:20 AM, said:


I was impressed by this as well...but, dare I mention the venerable (and unseen) Wasp with it's leg mounted SRM2? Posted Image

And apparently, there was a variant with flamer in it's leg too. Which sounds very familiar, like I saw it in the original Crescent Hawks game.

Upon further digging, and showing my age, I found that one of the upgrades you could do to the Wasp in Crescent Hawks Inception, was replacing the SRM 2 with a leg mounted medium laser, so it's not the variant listed on Sarna.


As far as I can find, the only time the SRM was in the Wasp's Left Leg was in the original 3025 TRO- everything I've got after that has the SRM and any other weapons in mostly the right torso but occasionally the left torso- even when they're talking about the model from the 3025 TRO. Can someone verify that the more modern TRO 3025 does or doesn't make the same change?




In other thoughts:

I'm going to try to keep these shortish- I have longer breakdowns and workups regarding each of these topics sort of in the works, but I'd rather bring them up when the topics are discussed than here and now, in the general suggestions thread.

Engine Rating Caps: Way back when Quirks didn't exist and light 'mechs that couldn't move fast had no way to up their durability, all of the not-blisteringly-fast Light 'mechs got inflated engine caps compared to other 'mechs with comparable engines or comparable movement speeds. The Cicada still is disallowed from mounting a 400XL, for example, which is within its tonnage and should be in its engine cap given the comparable engine cap in the equally-fast-when-stock Locust and Spider, and 'mechs like the Commando and Panther have had their engine caps hugely inflated too.

I'm absolutely not complaining about the Urbie, whose tiny stock engine creates conflict with the way MWO handles engines and required a special exception, but loads of other Light non-omni 'mechs have had their roles basically eliminated thanks to this, while Clan 'mechs like the Kit Fox are still stuck with a lower-than-typical speed which feels bad, despite the fact that it's a perfectly good 'mech when used for the role it's actually meant for.

This warrants fixing, especially now that skills and quirks are actual things and can be used to make those 'mechs good at their roles (for instance, the Commando is supposed to be a tiny mid-speed anti-'mech shotgun and the Panther should operate like a support/pocket-assault Light, but currently it's kind of wasteful to do either of those things and they can both match up with should-be-faster Lights in the same roles as those 'mechs anyways).

This is especially true with 'mech rescaling on the table, because that can be used to further fit 'mechs to their originally intended roles.


Engine Balance: This could easily be set up in a way that leaves XL and Light/ClanXL engines as measurable risks to take, but removes the weird heatspike/agility hit effect from the two-slot engines and makes it plausible to survive side torso loss with an ISXL engine. I've done a workup of how to do it before, I could and probably will easily do it again when the subject is actually talked about at length.



The Skill Tree: has a lot of issues. While I do think that having a skill 'tax' is a good idea, I don't think it was done right. This could have been done much more organically and without throwing blatant obstacles at the player, instead applying a tax of investment and focus rather than one of point expenditure.

The Weapons portion should be a circle/web, so that ballistic/missile oriented builds have a decent set of options here. Most of the skill pages have a category that they're in which only they belong to, creating a weird tiered system in the interface that serves no purpose. The Skill system itself was implemented after the second PTS run with a very small amount of playtesting and has barely been adjusted since. The Operations tree is mostly nonsense. The Sensors tree is not only tiny, it's a weird mishmash of sensor and countersensor effects. The Miscellaneous tree has several effects that don't belong there, is laid out really poorly, and has a frankly stupid name. There's room for a lot of additional consumables that in many cases have been suggested but nothing ever came of it. The Jump Jets tree is a decent start but was never developed and stands with some strange taxes/effects.

And for the love of all that lives paginate this blasted thing and remove the click-drag scroll effect, it's an absolute pain to use.


Speaking of Which, Sensors: ...could easily be reworked in a way that not only allows C3 to be a thing, but also helps create the 'role warfare' effect that kept being talked about for years, but on which no effort whatsoever was made to actually deliver. It could also be done at the same time in a way that makes things like Lance/Company command and command-designed 'mechs meaningful (looking at you, Cyclops, Command Console, Battlemaster 2C, Marauder.....) This would also involve expanding the options presented in the Skill system.

Edited by Tiamat Cordia, 11 November 2020 - 11:19 AM.


#205 Paladin IIC

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Posted 11 November 2020 - 11:31 AM

Not going to lie, I would love to see strikes taken out of the game.

#206 Alreech

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Posted 11 November 2020 - 11:34 AM

View PostTiamat Cordia, on 11 November 2020 - 11:15 AM, said:

Speaking of Which, Sensors: ...could easily be reworked in a way that not only allows C3 to be a thing, but also helps create the 'role warfare' effect that kept being talked about for years, but on which no effort whatsoever was made to actually deliver. It could also be done at the same time in a way that makes things like Lance/Company command and command-designed 'mechs meaningful (looking at you, Cyclops, Command Console, Battlemaster 2C, Marauder.....) This would also involve expanding the options presented in the Skill system.

Role Warfare works only if the players coordinate who is playing what role.
That don't work in Quickplay with teams made up from random players.

At the moment players can use the skill tree to boost some roles like Narc Mech, Support (AMS, ECM), Scout (Sensor Range).
And in most Quickplay matches these roles are useless.

Role Warfare also don't work if you can't communicate your Mechs role to your team mates.
Other games with classes / roles use Icons to do this, for example Battlefield with it Icons for Sniper / Anti Tank / Medic...
MWOs gui has already some icons for the HUD (AMS, ECM, TAG,...) but doesn't use them to show the Mechs role in the pre match lobby.

#207 Tiamat of the Sea

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Posted 11 November 2020 - 11:42 AM

View PostAlreech, on 11 November 2020 - 11:34 AM, said:

Role Warfare works only if the players coordinate who is playing what role.
That don't work in Quickplay with teams made up from random players.

At the moment players can use the skill tree to boost some roles like Narc Mech, Support (AMS, ECM), Scout (Sensor Range).
And in most Quickplay matches these roles are useless.

Role Warfare also don't work if you can't communicate your Mechs role to your team mates.
Other games with classes / roles use Icons to do this, for example Battlefield with it Icons for Sniper / Anti Tank / Medic...
MWOs gui has already some icons for the HUD (AMS, ECM, TAG,...) but doesn't use them to show the Mechs role in the pre match lobby.


Which is why I said 'helps to create' and not 'creates'. So, yes, I agree with you.

#208 The6thMessenger

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Posted 11 November 2020 - 11:51 AM

View PostThe6thMessenger, on 11 November 2020 - 02:47 PM, said:

Posted Image

I tried my best with the variants, to be close to lore as possible. It's basically an IS Mad-Cat MKII.

BSK-1
Spoiler


BSK-2
Spoiler


BSK-3
Spoiler


BSK-4
Spoiler


BSK-5
Spoiler


BSK-6
Spoiler


Castle Bravo Hero
Spoiler


Not sure about the quirks and variants. But that's the idea.


Release Bull Shark. Much of the work is already done, it just needs variants.

Quick cash infusion for the team with little work. Great for the upcoming December.

Edited by The6thMessenger, 11 November 2020 - 03:34 PM.


#209 T e c h 4 9

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Posted 11 November 2020 - 12:22 PM

View PostNAMEUNKOWN, on 09 November 2020 - 10:30 PM, said:

all that you mentioned here is probably good. i dont see any MAJOR PROBLEMS THERE.
the problem is faction play.
this is my idea. when you what to participate in faction play.
you MUST be in a house.NO LONE WOLVES
lone wolves MUST JOIN a mercenaries group or start their own unit
mercenaries must be paid in c bills upon completion of their contract.
contracts for mercs can be 1 day up 3 months.
open contacts for mercs must be displayed in game.
something like this.mercenary unit wanted for defense of planet X for 1 week upon completion 1000000 cbills will be paid

inner sphere houses and clans must get house relevant mechs cheaper than the ones that are not.
when these mechs are destroyed in game play. the company loses them and must buy new ones.players can also gift mechs to houses or donate mc to houses. so their respective houses can more mechs.
house leaders and officers will get real responsibilities in game.
like i said you can gift your house mechs is you want . the mechs you buy for yourself. you can keep
let me clarify. mech must be dived into two groups personal mechs and house mechs.
personal mechs you keep forever if you want. if they get destroyed in faction play you must pay to fix. fast c bills or mc. if you dont pay. there must be a time linked to to when you can use it again. how long will be determenind by us the players.there are many ways here that pgi can monetize and get money in

i for one think maps in faction play must change. and there must be an order to them like a mini campaign if you will.
just a small point here. we get different types of planets
ice worlds
jungle worlds
volcanic worlds
water worlds
desert worlds
each type of world must have its own map set ice world get ice maps ect ect.

when you attack a planet it must matter. and your house must pay to get you there.a drop shop does not run on fumes[ c bills or mc]
when you attack a planet that makes mech parts or mechs. the winning house must get some salvage from it[ real salvage]which they can then sell or keep.

we must have some sort of a.i. for each planet in faction play, where houses can buy battle armour tanks helicopters ect. and drop this onto a planet this must be strictly mc buys. and no a.i. mechs

as a player in faction play you must be able to get real salvage even if it is part by part.over time or a whole mech at once. to get your salvage immediately will cost you c bills or mc.

these are just a few ideas. and pgi can monetize a lot here.

@ Pgi if you dont fix faction play you will not get your paying customers back.we need the old veterans back before we focus on new players. they will pay, they will spend money. like russ said this is a niche game.you need to get those people back. so you can get more money in.
what i said here is just a very rough outline of what i think must be done

now those that want to can flame me roast me what ever.


I like the ideas here, and I personally believe this is a type of game that many people would enjoy, and in fact want. However, I don't think building this into the current MWO platform (Cryengine) is the way to do it. Use the experience and development put into MW5 and add it to MW5, or create a whole new game based on this idea. I'd pay for it.

Now, for FW in MWO currently? I agree, no lone wolves. Units only. Make the minimum group size to drop in FW a lance. As a matter of fact, make it a requirement to be as lances - meaning, no 2 or 3 mans either - to drop in FW you need full lances to drop. Got 4 dudes in a lance, good to go. Got 6 dudes, you can't drop until you get 2 more, or you can split 4 off into a lance that can drop and the other 2 need to find 2 more teammates to drop in FW. Sure would make it easier on MM if it was done that way I think.

Of course, PGI also needs to reinstate rewards for the units that win the match - FW needs to be able to get the player and the unit rewards they cannot get in QP.

#210 RightHook

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Posted 11 November 2020 - 12:32 PM

Okay, It's been more years then I can count since I replied to a topic in the forums. Time to get these things in.

Most of the things above sound reasonable, and especially map/game mode updates sound like they will freshen up the game. But I don't see them giving it a powerful new life. One Idea i have had for a long time is Hardcore mode. Since TT, MW has been about maintaining your stable of Mechs. Currently most of us long time players have 100's of mech and nothing to do with them.

When you select Hardcore mode your mech is no longer fixed at the end of combat.
If you lost the match you have to pay a salvage fee to get the chassis back. (special mechs or mc purchases will be protected but placed in hock until salvage fees are paid off.)
Then you have to pay for all the repairs.
Any destroyed weapons or components are lost and replacements must be repurchased.
If you join a match with a mech in hardcore mode you get a Cbill bonus based on weight of the mech that you drop with.

Yes it is possible to go BROKE in hardcore mode. That is the point.

In hardcore mode if you run out of cbills you can purchase more (monetize) or Trial mechs now become rent-a-mechs. You can rent them for no cost to grind up enough to fix your Altas. But they don't give hardcore drop bonuses. (the rental cost and salvage and repairs of rent-a-mechs is contractual background that could show up in your end game screen just for fun.)

Hardcode mechs can receive special decals and titles.
When the first beta dropped it was really cool to see your mech post combat. Shot to pieces limbs missing. Even when you repaired it with a single click, it was still a visceral feeling. The game instantly lost something when that was removed.

Hard core skill trees. the current skill tree makes little sense to me. Why do I have to increase my hill climbing ability to improve heat containment. Or why improve AMS to deal with weapon jamming. They need to make it so we can simpily increase the items that we want to tweak on that mech. I want to improve laser duration. I can take that with out having to improve range times. The trade off is that these tweaks are not permanent as they are now. once a component is damaged or destroyed you must spend exp and/or skill points to retweak it back where you had it.

Cant handle hardcore mode? Yes you can switch back to normal, but you lose all hardcore decals and titles, plus all damaged mechs stay damaged until you pay to fix them. You can't just walk away.

That is my pitch for a hardcore mode.

My one other pet peeve. OP Light mechs. Russ promised us back before beta. "this will not be another circle of death game". Well it now is. Instead of lights fearing assaults, assaults are helpless against lights. Even the worst light mech can run circles around any assault. Literally and figuratively. Plus they have more weapons on their mini mechs then even the largest assault. And having a light plant his face in your crotch and there is nothing you can do about it, is the most annoying.

Easy fix. Add two things. One was there before. When a light runs into a larger mech it gets knocked down. Now they will actually have to watch where they are going.
Second add a punch action to mechs with fists. Then when they are hugging my leg like a dog I can punch them in the head.
Now all the crotch kissing will stop.


Back to the current list.



MAPS
New Community-Driven Map (Community input from start to finish)
Update Unbalanced Maps
Spawn Point Fixes

That all sounds great, but what would really help is randomly moving mission objectives. As in the domination point is not ALWAYS in the same place. We have some awesome maps that we never see any other part of because the fight is always in the same place. Move objectives to edges and corners at random and pilots will have to fight in different places on the maps. This will help deal with Nascar issues. It will make one map into many making them more playable. Especially the really interesting ones like forest colony, River city.



MECHS
New Community-Driven 'Mech (Community input to new 'Mech chassis choice)
New 'Mech Variants
LIke I said I have over 100 mechs and nothing to do with them. Why would I need more?
I can tell you why. When I join a match i don't know what I'm joining. I want to play my short range atlas brawler with AC's, but I get dropped on Polar with a green camo 50kph boat anchor. I spend the whole match trying to reach the domination zone only to arrive as the Nascar has left me in the middle of the enemy rotation and im dead before I can get in range.

Instead, if I pick an atlas to fight with, when the vote has been done and we wait for the drop, let me pick any of my valid Atlases I have in my stable. I can make a last minute switch to one with white camo, lrms, ams, ecm and erll. Now I have the right mech for the right map. and a reason to buy more of the same or similar mech so that I can have more choices with it comes time to drop. (it also gives meaning back the the "ready" button as it would lock in your choice)


MODES
Review / Update Game Modes
updated game modes would be awesome. currently all modes are TDM Nascar.
you can change that. Currently the system still only rewards damage to enemy mechs. nothing else matters. Damage to enemy buildings, capturing bases, scouting, tagging all are not rewarded or considered with pilot skill ranking. if lights have no reason to do them they will just circle of death around the assaults. (we talked about that earlier)

Conquest - taking a node brings lrm turrets online for the team holding the node. First one there has the advantage and you will have a reason to protect them.

Assault - One team starts with a base at a variable spot on the map. who ever controls it at the end of the match wins. but if the defending team is eliminated then the attackers must capture before a shortened timer runs out. ie you have 20 seconds from with the last mech falls.

Enhanced assault (for the life of me i can't think of the name of it right now) One base, attackers and defenders with turrets and all the towers perks they can power. If the base is up at the end of the time defenders win, if not attackers win. Asymmetric, move the base around the map, new and different targets, destroyable buildings. It's a whole new world.

Escort - Yes the hated one, but wait. Instead of a random dummy mech, have the system assign a random member of one team as the VIP and a random member of the OP has a beacon with an intermittent ping of his location.


Solution for Faction Play
The main issues for faction play are waiting an hour for a match and then having it end in 10 mins with a clan stomp. You can not attract pilots to such a thing. even if I answer a call for reinforcements I rarely get into a match. The system needs to see that if there are only five people willing to play then it needs to drop those five with as even teams as it can devise and let them play. You can not keep them in a Que forever!, Perhaps the clans only have one mech their dropships didn't send their back ups. The IS player has his full drop deck and auto mated bot assistants. You might also add a signing bonus to the calls for help. "IS offering 2M cbill bonus to all respondents."
You might also make it so I can switch personalities with out having to swap accounts. ie. I can have a clan and IS carrier with my one account. Then I can easily answer calls for either side.

If you make special events with special rewards people can plan ahead and make more time.


Solution for Solaris
Tried Solaris a few times, was too confused, gave up.

General Match Maker Improvements
Pilot ranking still makes no sense. I had two KMDD, 300+ dam, lived, we won, and I lost rank. very next match I had less then 300dam, one kill, died and lost the match and I went up in rank.
Win or lose if you do a good job it should reflect that. (and not based solely on damage.) In one match I spent my whole game chasing one light mech off base, he had our base down to less then 1/8th. His whole team was dead, 10 people from our team chased him all the way to his base on HPG. I was the only one who saw what he was doing so I went back to our base. He lead them on a goose chase ditched them and headed back to our base. No could get there in time. Except me. I was there and killed him. saved the game, did barely 100 damage, and lost pilot ranking. Not sure how you would quantify that into your match score, but don't tell me I was the worst pilot there.

8v8 vs 12v12
Solo / Group Queues
Both sound fun but there is not an obvious bill board telling me when these things are available. so I don't' bother to look for them.

Examine Match Scoring (AMS)
See above regarding "nothing but damage to mechs counts."

Remove 2 Minute Requirement for Reconnection
Private Lobby Updates (More Options, Maps, Host Assignment, More Spectators)
Dailies/Weeklies
Again these sound like fun, but current social interaction methods to join them are not easy to find. Post them in the game, not just on the forums.


SOCIAL
Unit Recruitment Social Chat Tab
Remove CBill Recruitment Cost for Units
Refer-a-Friend Program
Increased API Functionality
Easier in-game connections, In game place to see a list of Units that are recruiting. Descriptions of them and their activities.


NEW FEATURES
Okay, most needed new feature: BOUNTIES!
Yes put a bounty on your buddy! That guy killed you three times in three matches, put a price on his head. You can Pay them out in MC or Cbills, for Kill or KMDD. You decide.
Bounties payable to OPF only and every one on the enemy team will know about it. Maybe the system could send you a Proof of death screenshot of the kill that you can post on a gallery someplace. OH you have to pay extra to be anonymous.


Special Event Queue (Possible Faction Play/Solaris and 8v8/12v12 Solution)
Advance the Timeline

MONETIZATION

New Player Packs
Starter Packs (Brawling, Long Range, Heavy)
Themed Packs (Pop Culture, NASCAR)
New Items (Metallic Patterns, Custom UI Colors, Voice Packs, Sound Packs, Laser Color Customization, MechLab Customization, Global Patterns)
Improve Cockpit Item Bonuses (added value)

Not much new here, if you really want to start a business? Player to Player MC market. Players can create customize, tweak, paint and arm a mech and then sell it to another player for MC. PGI takes a MC brokers fee.
Mechs should have a minimum value based on components, skins decals, ect... PGI fee will be based on that amount plus any mark up. so you can't sell a billion dollar Madcat 2 for 1 MC. with out paying the 100k Brokers fee out of your own pocket.

Well that was a good 3 hours of my life wasted, and I didn't even get to play a match, (kind of like faction play), I hope you can find something worth while to add to MWO, after so many years I would love to play till i die.

#211 Surn

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Posted 11 November 2020 - 12:35 PM

I appreciate your efforts, but please do not make a bunch of promises that are not tied to revenue.

I put forth the idea of a tiered subscription service. Whatever you think of my suggestions for the content, it allows revenues to match development costs. It provides certainty and financial planning tools.

Many of the things you promise could be available through a subscription service that includes premium time, mech packs, and automated content.

Without the certainty of revenue tied development, I fear this great effort will not be realized by development.

https://www.twitch.tv/videos/790143985 Quick Pitch Video

https://www.twitch.tv/videos/790144349 More extensive Introduction

https://www.twitch.tv/videos/790144428 Further explanation

I can release a technical video that explains HOW my suggestions can be implemented in greater detail or provide you with a presentation as a file.

Most people will buy a subscription that provides $4+ / month of revenue if it provides some value.

#212 GaelicWolf

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Posted 11 November 2020 - 02:02 PM

View PostThe6thMessenger, on 11 November 2020 - 11:51 AM, said:

Posted Image

Release Bull Shark. Much of the work is already done, it just needs variants.

Quick cash infusion for the team with little work. Great for the upcoming December.


Now this, THIS RIGHT HERE, would make me open my wallet in a heart beat (Even without the thumper)

#213 Fae Puka

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Posted 11 November 2020 - 02:03 PM

*RightHook (far too many items to sensibly include in a quote - tldr)

Most of the things above sound reasonable, and especially map/game mode updates sound like they will freshen up the game. But I don't see them giving it a powerful new life. One Idea i have had for a long time is Hardcore mode. Since TT, MW has been about maintaining your stable of Mechs. Currently most of us long time players have 100's of mech and nothing to do with them.

No, quite simply no!

If you take this to the obvious conclusion, you will have players sign up for hardcore mode, have a night or two where the balance of play goes against them; to recoup costs they then switch to "normal" mode and go seal clubbing harder than ever before to pick up the C-Bills necessary to repair and rearm their mechs, then swap back over to "hardcore" mode again.

This has nothing to do with the concept, merely a simple and honest reflection on how the system will be abused. Once abused, it is the newer or lower skilled players that once again take the hit and no doubt some, if not many, will leave the game causing further haemorrhaging of player base.

#214 Zarrahtass

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Posted 11 November 2020 - 02:10 PM

Wow, so many replys!
So again, please create a sub structure somewhere in the forum so we can really discuss on the topics. From what I see many (including me, sorry) are more eager to post something then to go through the 11 pages and really bring ideas forward that where mentioned.
So a big feedback section with subsections like "Map balancing" as sub sections and so on would really help everybody.

#215 R5D4

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Posted 11 November 2020 - 02:13 PM

View PostPaladin IIC, on 11 November 2020 - 11:31 AM, said:

Not going to lie, I would love to see strikes taken out of the game.


At the very least I would like to see two adjustments made to them:
1) Change the cooldown for arty/air strikes as they are being relentlessly spammed atm.
2) Make them visible in ALL vision modes with an area of effect indicator on the mini-map.

I still think they disproportionately impact light mechs vs. other classes but with those two changes at least we'd have a better change of being able to avoid them.

#216 Reno Blade

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Posted 11 November 2020 - 02:16 PM

I feel that it's very important to makes the active battles longer, so your "active playtime" vs waiting or walking time ratio is better.

Currently you either have long waiting time (e.g. Solaris), long walking time, and can get killed very fast by high dmg/dps and concentrated fire. Without respawns, a early death is very frustrating, but long drawnout battles are more fun the longer you survive, even if lost 10-12.
  • More Armor and more Structure overall to increase tankiness of everyone
  • More "rounds" in solaris. e.g. best of 3 with same participant, with more bonus per match to keep playing (maybe even place bet for additional bonus)
  • Respawn/rematch rounds in quickplay also?
  • Additional targets/objectives in each mode to have "something more to do" (e.g. conquer/destroy many bases or moving AI convois to get additional CB or matchscore), could even add Artillery/Airfield assets that can be defended/attacked and influence how often you can use artillery/airstrilkes ingame
  • More game modes asymetrical like in FP also for QP
  • Bounties for players with high scores provide bonus if shot down
  • Re-balance of heatsink speed again?
  • Repair bays at the base to give an option for "tactical retreat" and re-engage again (specially for FP)


#217 Alreech

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Posted 11 November 2020 - 02:39 PM

View PostT e c h 4 9, on 11 November 2020 - 12:22 PM, said:

Of course, PGI also needs to reinstate rewards for the units that win the match - FW needs to be able to get the player and the unit rewards they cannot get in QP.


Oh, at the moment you can farm 5 Mechbays per faction in faction warfare...
And stuff like a "Gazelle Dropship statue (250 MCs)", a "Cup of Pop" (500 MC), a "Lucky Cat" (500 MC) and the best reward ever: a "Hamster Huey" (750 MC), oh, and in between ONE!!!!111 banner of your faction...
Can't get that in Quick play, and has nothing to do with the faction you chose. In fact: it's sensible to switch faction to farm Mech Bays...

Faction rewards I: PGI make them related to the faction!
Faction Banners, Faction Decals (like the "Sword of Light" or "Legion of Vega" for Kurita), Faction Names, even Faction Warhorns for higher faction ranks.

#218 Kaeseblock

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Posted 11 November 2020 - 02:42 PM

The most important bullet point for me by far:

View PostInnerSphereNews, on 09 November 2020 - 08:48 PM, said:

  • Skill Tree / Grind Reduction

I'd like to see the current nodes merged together and all skill trees merged into one single tree about the size of the Survival tree. No scrolling around anymore.
Some examples:
  • I think having one Seismic Sensor node with +200 is enough
  • remove the ECM nodes and buff the Guardian ECM equipment
  • Just one max. two laser duration nodes
  • One Missle Spread, High Explosive, Flamer Ventilation, Gauss, LBX and UAC node are enough
  • Everybody skills almost all Heat Gen and half of the Cooldown nodes. Remove those nodes an and integrate the values inte the mech baseline.
  • If possible integrate Armor Hardening and Skeletal Density into one single node type.
  • Make on AMS Overload node on the edge of the tree or remove it completely
  • Remove Shock absorbance
  • Remove reinforced chasing, a lot of players do not even know what effect critical hits have
  • ...
Maybe use different tree variants for each weight class since they play very differently and have different roles in game.


Other than that, these are the most important bullet points for me;

View PostInnerSphereNews, on 09 November 2020 - 08:48 PM, said:

  • Private Lobby Updates (More Options, Maps, Host Assignment, More Spectators)
  • Remove Torso Heat Spike Mechanic
  • Rescale 'Mechs (for fun and role vs volumetric)
  • Fix Mech Mobility (Desync)
  • Special Event Queue (Possible Faction Play/Solaris and 8v8/12v12 Solution)


I still would like to see:
  • 12v12 Solo Queue, permadeath
  • 8v8 Group queue, permadeath (max. group size 4, 1/1/1/1 requirement)
  • 12v12 "Warfare Queue", Dropship-respawn (max. group size 4)
This way we would have three very different but engaging drop experiences.
The following queues could be activated for special events:
  • Solaris 7
  • Comp Queue
  • Faction warfare (reinact conflicts from the lore!)

Regarding monetization I'm really no expert but I have spent money on mech packs and mech customization (colors and decals) and never regretted it. So I think decently priced mech packs or bundles and mech customization items are at least part of the solution.

#219 Alreech

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Posted 11 November 2020 - 02:44 PM

Faction rewards II: PGI add special faction Mech variants to MWO!
Faction Mechs can be reward for high faction ranks.
Faction Mechs can be Variants of existing MWO Mechs, example:
  • Grand Dragon = Dragon with PPC in the right arm, for Kurita
  • Enfield = Enforcer Variant for Davion


#220 XDevilsChariotX

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Posted 11 November 2020 - 03:22 PM

View PostKaeseblock, on 11 November 2020 - 02:42 PM, said:

The most important bullet point for me by far:

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I'd like to see the current nodes merged together and all skill trees merged into one single tree about the size of the Survival tree. No scrolling around anymore.


Go back to page 9 at the bottom. Maybe that's something you could get behind?





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