Monday Mechwarrior Update With Daeron #02
#281
Posted 13 November 2020 - 11:52 AM
#282
Posted 13 November 2020 - 01:27 PM
And I am at the edge of opening a thread to help to organize the feedback.
But I am a bit confused, that this did not already happen. I am actually a bit confused about different things as well, so let me ask some questions..
What is your plan, Dearon?
Don't you think we could use a bit more structure?
How is your process of extracting feedback from the forum?
How is it different to all the feedback that is already in the forum?
How often are you checking this forum? What is your time invest/week?
How many people are working at PGI?
What is the supposed workload that can be performed?
Looking at the rather obvious flaws of MW5 that you are probably well aware of, are there plans to hire new ppl?
Include the community in content creation?
What is seen as a reachable goal/outcome of this?
What is the commitment to MWO from PGI? The situation of MWO has not changed in recent time, as far as I can tell, so i assume that there are plans for the future somewhere. Why does this approach not really feel like it connects to these plans? Was the aim to get free and unbiased feedback? (then again, are you really lacking feedback?)
Do you look at World of Tanks or other successful f2p titles?
What do you think of an MWO + MW5 combo game like COD ModernWarfare and Warzone?
Do you have some more visionary plans or is it more about small adjustments?
Are small adjustments considered as change capable of growing the playerbase/Game?
So yeah.. my apologies.. quite some questions. I believe answering these will help not only me, but the whole community engaged here, with proposing the right feedback that actually helps you, in a way that helps you.
Would be really great to get some answers! :-)
#283
Posted 13 November 2020 - 01:39 PM
- Integrate Drop Decks into Quick Play: There's nothing more annoying than playing a slow brawler on Polar Highlands, or an LRM missile boat in Solaris City. Create a Quick Play Drop Deck where you list up to 4 mechs that you choose from after the map has been picked but before the match starts (if the timer runs out one is picked at random). Since Drop Decks already exist in the game, this shouldn't be too hard to do... I think. Heck you could make four, one for each size category, and choose which to use when entering Quick Play.
- Remove Day/Night change, and make nights darker: As others have stated, the change in game just hogs graphic resources and causes lag on slower machines. Plus engagements are 15 min, not a few hours. As for the lighting at night, I think that should be determined by the map. Right now night's a bit dingy but it doesn't hamper visibility too much. The city map should be lit by buildings and street lights, but as the fight happens they get damaged and go out. The forest/wilderness maps should be DARK (ever been in a forest, far from a city, on an overcast night? I have. It's pitch black), the only natural lights are from the stars (make weather/cloud cover have a real effect here) and the dark is lit by tracer fire and laser burn. Make me have to actually use that night vision option.
- Variable Terrain: This one I have no idea how hard it'd be to implement, I'm not a programmer, but to spice up old maps you could make the terrain change a bit. Set up certain terrain features to move around or not exist between games. That land bridge on the canyon map? Only there 50% of the time now, etc. That'd give some variety without changing the maps completely. Obviously the maps variables are fixed when the match is loaded and don't change during it... unless you make destructible terrain. Something else to think about.
- More match score for mission objectives: I already stated my opinion on Tier ranks the last time it was changed (moved by match score range, what you get moves you towards that tier = 0-99 Tier 5, 100-199 Tier 4, 200-299 Tier 3, 300-399 Tier 2, 400+ Tier 1. That way consistently getting that level of MS gets you that Tier), obviously that wasn't what they went with so fine. However I do think more points should be awarded for support actions and especially for trying to complete the actual mission (like capping and such). Skirmish, where killing the enemy is the only goal, should give full points for Damage/Kills. Ones where removing Op-For is needed to do the mission, like controlling a single designated area (Domination or Assault), it's a secondary goal though and so should give less points. Ones where you could more easily win without firing a shot, like Conquest, should give little or no points at all for Damage/Kills. Maybe even consider allowing re-spawns in those modes (using the Drop Deck system for Quick Play I mentioned earlier) since killing is less important.
- Make more Game Modes: Whether it's allowing some Faction Play modes to happen in Quick Play (like Siege), bringing back ones that have disappeared (like Escort... I honestly never know that one existed until I saw the wiki), or making new ones entirely (Battle Royal mode. 24 mechs all against each other, or 6 lances fight each other). Modes for one or two lances on a team instead of the usual three as well.
- AI non-mech support: I understand the appeal of all mechs are human players, and assuming you want to keep it that way (unless you decide to do that to fill out shortfall in the waiting queue), you could always have AI tanks and VTOL gunships moving around to give everyone other things to shoot at in addition to each other. You could even make the Escort subject (if you bring back that mode) an armoured truck instead of an Atlas.
- Upgrading the Game Engine: Probably never going to happen unless the mythical MWO-2 ever comes out, but moving to Unreal Engine 4 would probably be a good idea. If it's at all possible at any rate.
- Melee Attacks: Admittedly a gimmick and a pipe dream, but you ever get the urge to just punch the enemy mech? I know I do, and it'd give a reason to have Hand Actuators.
Edit: Added in a later post.
- Separate Voice Chat for Living/Dead teammates: Kinda odd that the dead can talk to the living. It'd probably be circumvented by 3rd party chats, but that's how I would've set it up. When you die your voice dramatically dissolves into static before cutting off, and you get moved to the "Match Dead" voice chat lobby to comment and spectate with the other fallen Mechwarriors. Possibly from both teams, no talking to the living until the match is over.
Edited by Wraith of Shadow, 14 November 2020 - 10:36 AM.
#284
Posted 13 November 2020 - 02:45 PM
#285
Posted 13 November 2020 - 04:22 PM
As others have said I'm also super excited for the improvements to the skill tree grind. I have so many mechs that just sit because I know they're not as good as they can be because skilling them out will take me so much time.
All good stuff. Love this game and hope we get tons of great content into the future. Really excited.
#286
Posted 13 November 2020 - 05:12 PM
https://mwomercs.com...ost__p__6358610
I rethought and completely redid the layout to simplify it even more, here's a pic.
Edited by Akillius, 13 November 2020 - 05:13 PM.
#287
Posted 13 November 2020 - 05:21 PM
Daeron Katz, on 09 November 2020 - 11:58 PM, said:
I can help you with a bunch of those ingredients without too much coding needed to make it happen. Besides being used for QP, the match maker is the biggest disconnection from the community. Right now, there really isn't a need for a MM in Solaris and Faction. Like you said before, make those event driven but still there needs to be someone, not AI, there for the new and current players. There are many here that would volunteer to do this so don't talk manpower. People need to remember the way we used to gather up for games.
Beef up that private lobby to where it can be used like something similar to Discord. "Why not use Discord or TS" This is about the game and having someone there when the players login. Any business man knows that the first thing a customer sees when entering our store, makes all the difference.
There needs to be someone there to say in chat, "Hi, we need you on THIS battlefield. How can we help you get there?"
There needs to be a way for units to have someone to say in chat, "Hi, we need you in our unit or Solaris group. How can we help you get there?"
There aren't enough games going in Faction and Solaris to even need a MM. It really has been tough for PGI coding for the least common denominator in the MM. Why? Get rid of it. You let the players down when you sent a machine to do a humans job.
There is a forum post with details and also a DM on Twitter sent to you. I was part of thriving communities in MW4 Mercs and MW:LL. Let me know when you are ready for a different approach that doesn't take so much coding to make it happen. Just a little history lesson for folks. In our league in MW:LL, I consistently posted "See you on the Battlefield!"
It is funny how that caught on. Not many here can remember that league. peace
#288
Posted 13 November 2020 - 05:28 PM
This might end up as a long post but here I go.
Quick play (needs to be smaller):
- Limit to 8vs8 with a maximum group of 3 on smaller maps (12vs12 and mixed solo/12man comes later).
If new players can't have fun AND LEARN THE GAME, why the hell are they going to stay? The suggestion for T4.5 for all new players is Gold and should be implemented immediately, a brand new FNG should NEVER face a T2, let alone a T1.
Give those FNG's a decent couple of 'Mechs (with Skill Trees include until this changes) to choose from in each of the classes after their Cadet period: BTW a LRM/SRM XL engine'd Catapult is NOT a good Heavy 'Mech and Arctic Cheetahs are soooo. not OP anymore. Seriously, some of the auld hands can build 'Mechs in seconds and they will outperform 80-90% of the current (C) 'Mechs. Give the FNG's a fighting chance and let the auld hands give them a guiding light.
- Group play and Faction Play need to be separate entity.
Develop Faction play into something that deserves the effort of those teams and groups and it will be self sustaining, I don't pretend HOW to achieve this but as the film said "If you build it, they will come". Personally, I will drag every player that I have ever hooked to come and give it a spin. If it is worthwhile, they will stay, if not? Well....
- Smaller groups (8vs8)
There is more....but it's 01:30, I'm drunk and I want to shoot 'mechs.
BTW there is sheds load moar when it comes to the rest of the game but this is my view on the player split.
Edited by xX PUG Xx, 13 November 2020 - 05:38 PM.
#289
Posted 13 November 2020 - 07:40 PM
Wraith of Shadow, on 13 November 2020 - 01:39 PM, said:
- Integrate Drop Decks into Quick Play:
Quote
- More match score for mission objectives: I already stated my opinion on Tier ranks the last time it was changed (moved by match score range, what you get moves you towards that tier = 0-99 Tier 5, 100-199 Tier 4, 200-299 Tier 3, 300-399 Tier 2, 400+ Tier 1. That way consistently getting that level of MS gets you that Tier), obviously that wasn't what they went with so fine. However I do think more points should be awarded for support actions and especially for trying to complete the actual mission (like capping and such). Skirmish, where killing the enemy is the only goal, should give full points for Damage/Kills. Ones where removing Op-For is needed to do the mission, like controlling a single designated area (Domination or Assault), it's a secondary goal though and so should give less points. Ones where you could more easily win without firing a shot, like Conquest, should give little or no points at all for Damage/Kills. Maybe even consider allowing re-spawns in those modes (using the Drop Deck system for Quick Play I mentioned earlier) since killing is less important.
Yuck. People who pursue sitting in flashing squares and doing no damage get PSR adjusted to play with other people who also find ways to not shoot the other team. That direction of adjustment should remain downwards.
xX PUG Xx, on 13 November 2020 - 05:28 PM, said:
This might end up as a long post but here I go.
If you think anyone is 1) reading any of these posts and then 2) going to actually implement any of the ideas then I have a bridge I would like to sell you.
Edited by crazytimes, 13 November 2020 - 07:46 PM.
#290
Posted 13 November 2020 - 08:15 PM
crazytimes, on 13 November 2020 - 07:40 PM, said:
....
So what you're saying is that you want nothing but Skirmish mode, cause if "Shoot the other guy" is the only thing that matters why bother having other mission types?
Kinda bland though.
Edited by Wraith of Shadow, 13 November 2020 - 08:15 PM.
#291
Posted 13 November 2020 - 08:35 PM
Wraith of Shadow, on 13 November 2020 - 08:15 PM, said:
Kinda bland though.
You are the one who wants to have your "more fun" standing in flashing squares, but at a higher tier level. Why does it matter what your tier is if you aren't actually fighting other people?
I 100% support that you can play this game how you want to play... but I definitely don't support the idea of your PSR being artificially inflated.
#292
Posted 13 November 2020 - 08:46 PM
#293
Posted 14 November 2020 - 03:10 AM
On a side note new mech variants is actual new mechs or just chassis?
https://www.sarna.ne...s/1/17/Omen.jpg
Edited by hardenum, 14 November 2020 - 03:10 AM.
#294
Posted 14 November 2020 - 04:05 AM
Wraith of Shadow, on 13 November 2020 - 08:15 PM, said:
If only there was a mode for that already. I wonder why it isn't more popular?
PGI, how about a game mode centered on Skirmish only, with fair ELO matchmaking?
You can set it on Solaris 7, the Game World with it's Gladiator style death matches.
Maybe balance Mechs too, by putting them also into tiers?
Too be honest, Quickplay isn't good for Deathmatch:
- Most of the maps are too big.
- The 12 player teams are to big to coordinate, especially if you create teams from random players each match and disolve the teams after the match.
- Players can cheat with teamwork, for example light mechs can spot an enemy and call in LRM support via VOIP from other Players.
- Players can farm match score by playing Mechs that don't do much damage, just providing ECM & AMS counter for the team or go Tagging / Narcing.
- Players can abuse the Lance Commander function to coordinate ther lance, making a game mode what should only about a players skill into some kind of tactical, team based shooter. Honestly, why did you put this into the game?
- Most of the Mechs & Weapons are useless if you play for damage & kills. Why don't you remove that useless stuff from the game, so that new player don't buy that scrap?
#295
Posted 14 November 2020 - 06:18 AM
#296
Posted 14 November 2020 - 06:43 AM
#297
Posted 14 November 2020 - 10:17 AM
Alreech, on 14 November 2020 - 04:05 AM, said:
PGI, how about a game mode centered on Skirmish only, with fair ELO matchmaking?
You can set it on Solaris 7, the Game World with it's Gladiator style death matches.
Maybe balance Mechs too, by putting them also into tiers?
Too be honest, Quickplay isn't good for Deathmatch:
- Most of the maps are too big.
- The 12 player teams are to big to coordinate, especially if you create teams from random players each match and disolve the teams after the match.
- Players can cheat with teamwork, for example light mechs can spot an enemy and call in LRM support via VOIP from other Players.
- Players can farm match score by playing Mechs that don't do much damage, just providing ECM & AMS counter for the team or go Tagging / Narcing.
- Players can abuse the Lance Commander function to coordinate ther lance, making a game mode what should only about a players skill into some kind of tactical, team based shooter. Honestly, why did you put this into the game?
- Most of the Mechs & Weapons are useless if you play for damage & kills. Why don't you remove that useless stuff from the game, so that new player don't buy that scrap?
Cute, have a Like.
More seriously though, that is something that could in theory be mostly moved to Solaris. Expand Solaris matches to include Lance on Lance matches and have it be the place for the most direct PvP combat, no other objectives to distract you, simply be the last man/team standing. Maybe have it's own Solaris PSR (probably called something else to avoid confusion) and you'd know who the most personally lethal players are. Then Quick Matches would generally be for more complicated scenarios with alternative win conditions and the PSR for it would change from valuing "Killing the Other Team" most to "Actions Which Win the Match" most (actions which may involve killing the other team, depending on the scenario) and how much value each action would have could change dynamically depending on the scenario goals.
Mind you, we probably don't have the player base to split the population like that though.
We might've years ago, but not anymore.
Oh yeah, just remembered another one:
- Separate Voice Chat for Living/Dead teammates: Kinda odd that the dead can talk to the living. It'd probably be circumvented by 3rd party chats, but that's how I would've set it up. When you die your voice dramatically dissolves into static before cutting off, and you get moved to the "Match Dead" voice chat lobby to comment and spectate with the other fallen Mechwarriors. Possibly from both teams, no talking to the living until the match is over.
Edited by Wraith of Shadow, 14 November 2020 - 11:09 AM.
#298
Posted 14 November 2020 - 02:27 PM
Trail mechs / New Player Experience
Create decent trail mechs, forgiving builds & loadouts, fully skilled. Cadets can earn trial mech in exactly this build (and skills) as special variants with c-bill bonus after playing a certain number of matches in the mech, maybe 50 or so. Have this as an XP bar type, so cadets can see the way to go. These mechs will be the starting point for every new player. He can enjoy playing and perform in these mechs and earn cbills to buy more mechs, that he needs to skill (some grind is needed)
Trail mechs should be available in all weight classes, also possible to use them for Faction drop decks. Trail mechs do not need ot change over time, just have a solid selection of every weight class for clan and IS.
Quickplay
Have quickplay being only skirmish. Reality is that 99% of the games are played that way, independent of game mode. Have the player only select the weight class and use random maps. Player has 90 seconds after map selection to choose his mech from the selected weight class, eighter from his mech bay or from trail mechs. There are receommndation for trail mechs highlighted that perform on this map. This will avoid the frustration to have the completely wrong build for the map. This also happens to experienced players a lot. I personlly do not bring certain build to quickplay because the risk ending up on the wrong map is too high. Quickplay groups are max 2 players. The main purpose is groups in QP is that experienced players can mentor a new player.
Quickplay is what the name is, a fast and easy way to shoot some mechs without thinking too much and bad map/build choices. Enjoy and have fun. Don't end up in the wrong mech for the map and do not get steamrolled by strong groups.
Faction
Faction queue is as today, groups of max 12 and also individual players. Faction is always on objectives: assault, domination, conquest, siege etc. No skirmish. Even bring back escord, but this time let the escorting team know where the atlas is going, so that the way can be scouted and protected. FP is where coordinated gameplay happens! Make it meaningful, storylines, conflict progress, events, bring back unit tags on planets! Ton of good ideas are out there.
Have pre definded trail mech drop decks for beginners!
Solaris
Make it a bigger version of its current game mode, 4v4 like the former scouting. 4v4 groups only. Every day / week a certain division is selected and all members of a team can choose a mech from this division. Would love to see 4 Annis agains 4 Annis, or Piranhias likewise. Skirmish game mode only, map elimination mode as is today. This is where competitive groups/units can measure against each other and work their way up to the Solaris leaderboards and earn special rewards. Improve spectator mode, maybe have the matches streamed all the time on the web site or a discord channel (with delay to avoid missuse)
Monetarization
Create an easy and affordable subscription model that is equivalent to premium time now, maybe $ 5 a month. Target is that everybody buys it, must be a no brainer. Allow to choose if you want a c-bill bones, gxp bonus or supply cache bonus. You can change quick and eays, depending what you are working on (skill a mech, save money for the next buy etc) Offer special subscription types with higher value ($10 -20 -30 per month) that give special titles and rewards. Allow donations on the website for certain projects (maps, mechs etc.)
Bring only few new mechs, maybe 2-3 per year. New players do not invest in packages, whales already have everything. Allow purchase of individual mechs by real money, offer more a la card packages. Have all kinds of gimmicks in the store: special colours, camos, bolt ons that are MC only. Remove MC as rewards on events. Certain things have to be behind a paywall, but not pay to win.
See you on the battlefield!
doctormanuse
Edited by doctormanuse, 14 November 2020 - 02:28 PM.
#299
Posted 14 November 2020 - 03:56 PM
Looking forward to introducing the starter packs and getting my friends into the game!
#300
Posted 14 November 2020 - 04:44 PM
Also in Mechwarior 4 Mercenaries they had a Solaris mode with a lot of individual competetors...it was 12 or even 24 if I remember correctly. For me that would be a lot of fun to see in the arena :-)
Edited by KRZZPFFF, 14 November 2020 - 04:44 PM.
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