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A Proposal: Fundamental Change To Quickplay, Or Where's The Point


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#21 General Solo

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Posted 04 February 2021 - 01:04 AM

No plan survives when you get the client requirement so wrong in the first place.
Client requirement First
Plan 2nd, any 1st year IT student can tel you that!

Clearly most clients did not want Faction
They wanted quick play, they wanted a quicky

Edited by General Solo, 04 February 2021 - 01:08 AM.


#22 The pessimistic optimist

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Posted 04 February 2021 - 01:57 AM

View PostVlad Ward, on 03 February 2021 - 10:31 AM, said:


By that I mean that FP was the original vision for the game, while QP was just the AGILE minimum viable product slapped together to keep the lights on for the first half decade. The goal was always to replace QP with something more robust and interesting than team deathmatch. Unfortunately, change is hard. People got used to team deathmatch. QP may be derpy but it's home now for a lot of people.


What this man said

#23 General Solo

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Posted 04 February 2021 - 02:27 AM

View PostVlad Ward, on 03 February 2021 - 10:31 AM, said:


...change is hard...



When they got it so wrong in the first place
Thinking the majority of people wanted sweaty Faction play instead of a casual quikie
90 days mang Posted Image

Major demographic was mech dad's , older people who are not that competative
I'm only competitive to rekt seal clubbers
People who know me know this to be true

They want completion, I give it to them, the best I'm able

Edited by General Solo, 04 February 2021 - 02:31 AM.


#24 The pessimistic optimist

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Posted 04 February 2021 - 02:32 AM

View PostGeneral Solo, on 04 February 2021 - 02:27 AM, said:


When they got it so wrong in the first place
Thinking the majority of people wanted sweaty Faction play instead of a casual quikie
90 days mang Posted Image

Major demographic was mech dad's , older people who are not that competative
I'm only competitive to rekt seal clubbers
People who know me know this to be true

They want completion, I give it to them, the best I'm able


People demanded it I remember if PGI didn't add it people would flipped. As far as .change is hard people in my experience suck at adapting to new things. They go REEEEEEEEEEE

Edited by SirSmokes, 04 February 2021 - 02:36 AM.


#25 General Solo

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Posted 04 February 2021 - 02:59 AM

Some vocal minority demanded it
Like solaris
Hmm Posted Image

#26 The pessimistic optimist

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Posted 04 February 2021 - 03:01 AM

View PostGeneral Solo, on 04 February 2021 - 02:59 AM, said:

Some vocal minority demanded it
Like solaris
Hmm Posted Image


Problem was PGI promised it why I don't like making promisses

#27 General Solo

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Posted 04 February 2021 - 03:02 AM

They should do some research, before they promise
like checking the client requirements 1st
I said that already man

Edited by General Solo, 04 February 2021 - 03:02 AM.


#28 The pessimistic optimist

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Posted 04 February 2021 - 03:07 AM

View PostGeneral Solo, on 04 February 2021 - 03:02 AM, said:

They should do some research, before they promise
like checking the client requirements 1st
I said that already man


I think they should have broke that promises and worked on make quickplay the best it could be. Now we have FP that get played rarely by a handful

#29 General Solo

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Posted 04 February 2021 - 03:39 AM

I agree partly because the the majority wanted that
And
the competitive community can organize them selves pretty guid with leagues and such

#30 East Indy

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Posted 05 February 2021 - 11:35 AM

View PostNamouche, on 01 February 2021 - 12:18 PM, said:

it is pointless

It's not connected to anything larger, no, but hardly pointless. BattleTech and MechWarrior are about pitting your gun-shooting robot against others — your design skills and coordination against some else's. It's endless, repeatable fun.

What you're suggesting is a more complicated version of what I mentioned now and then. Basically, you do what HBS could but PGI couldn't for some reason, and associate every aspect of the game with the BattleTech universe. In this case, you dress up Quickplay and plug it into a persistent map with minimal population bottlenecks and minimal process change.

So:
  • The galaxy map highlights one or more conflicts, highlighting planets that can correspond to existing maps
  • Players queue as normal: solo or groups
  • The map selection screen now assigns each map (i.e., Map 4 is Canyon Network) with a contested planet (Calloway IV) and factions (Marik, Liao)
  • Players pick the map
  • The matchmaker randomly assigns each team to a faction; in case of IS-Clan, either tech base is acceptable
  • Player 'Mechs are painted with faction unit colors (at queue, players can select "Use Own Camo" instead if they want)
  • Success contributes to something significant on the map
  • Match over, players queue up again

It limits player choice and persistence but frankly, each instance introduces bottlenecks and further development. And, too, from the Chromehounds experience or even early MWO Faction Play/Community Warfare, ringers will pick a side and flood the zone. But what this does is keep the perfect and overambitious from being an enemy of the good enough. PGI could experiment with set factions during events. Stuff like that.

#31 LowSubmarino

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Posted 12 February 2021 - 04:01 PM

View PostVlad Ward, on 03 February 2021 - 10:31 AM, said:


By that I mean that FP was the original vision for the game, while QP was just the AGILE minimum viable product slapped together to keep the lights on for the first half decade. The goal was always to replace QP with something more robust and interesting than team deathmatch. Unfortunately, change is hard. People got used to team deathmatch. QP may be derpy but it's home now for a lot of people.

No. That's not it.

Ppl play what's fun. If there was an awesome, campaign style, epic faction play where you dont just get slaughtered for 30 mins then ppl would have actually prefered FP. I dont play games cause Im used to playing them. You play cause it's fun. FP just wasnt fun unless you dropped in an experienced, premade group, all on comms, all konwing what they were doing. If that's not possible then you'd at leas need an actually working match maker.

PGI had a pretty substantial window to introduce a working match maker but ther MM, especially concerning FP, was a monumental and gigantic failure.

Has nothing to do with players not willing to check out new modes (or games or whatever). Ppl did try it out. Ppl were all over that mode initially. Ive played this game since open beta. The cute little QP stomps are nothing to the destruction of pug armies that happened in FP.

There are two groups of ppl to be blamed for that disaters. Biggest blame falls to pgi. They just didnt have anybody in their team that knew how to make FP even remotely (and thats being generous) balanced. Not even anywhere near remotely balanced.

The second blame falls to the units. The organized and experienced units that actually dropped vs pugs. They killed it too. They are almost as much guilty as pgi.

But the actual players? The standard, QP puggers? Theyre the least to blame.

You dont know what youre talking about.

Edited by LowSubmarino, 12 February 2021 - 04:02 PM.


#32 MW Waldorf Statler

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Posted 12 February 2021 - 11:21 PM

with Waiting Times from 30 Minutes and more,and nothing real attractive Goals in FP, the FP was to a Endline and another Factor thats lets seeing thats PGI not have longer Game designers or minimal talented guys to make a Game..and many unbalanced uninspired Labyrinth maps in FP was another Problem.

Edited by MW Waldorf Statler, 12 February 2021 - 11:24 PM.






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