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Fp Design Errors:


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#1 tenchugecko

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Posted 27 October 2021 - 10:18 AM

Forced Rejoin, complicated Matchmaking on a small playerbase means less matches than possible.
Maps prevent build's, Maps force Build's. Maps prevent build variety.
There's only 1 Metamech / build for FP. the others are useless x4.
Maps force Firing Lines
Maps force running through to a brawl, rather than hiding and infotech.
Map goals fail to scatter battles across the map.
Mechwarrior needs to be designed around optimizing Player Expirience and giving them a choice, and this is not done by reading clouded statistics of map and game design errors.

Edited by tenchugecko, 27 October 2021 - 10:51 AM.


#2 martian

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Posted 27 October 2021 - 10:40 AM

Thank you for your feedback. Unfortunately, we are in 2021, not in 2015 ...

#3 Curccu

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Posted 27 October 2021 - 11:00 AM

View Postmartian, on 27 October 2021 - 10:40 AM, said:

Thank you for your feedback. Unfortunately, we are in 2021, not in 2015 ...


Almost funny part is OPs title "FP Veteran - Beta 1"

#4 martian

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Posted 27 October 2021 - 11:42 AM

View PostCurccu, on 27 October 2021 - 11:00 AM, said:

Almost funny part is OPs title "FP Veteran - Beta 1"

Yeah, I noticed. Posted Image

#5 Yondu Udonta

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Posted 28 October 2021 - 05:32 AM

Please name that one metamech, because from what I can see in that one match I had with you, you didn't know what it is.

#6 tenchugecko

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Posted 29 October 2021 - 07:25 AM

I've been playing FP alot, and besides quickplay beeing cool right now, mostly cause of the redesigned maps and the cauldron balancing, FP was never this one sided depending on Faction and Map.
There were Laser Vomit Times, but the Stalker is just extreme right compared to some clan nerfs, while Clan Laser Vomit is the same. Extreme.
Maps are leaving no room for anything else right now.

#7 LordNothing

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Posted 21 November 2021 - 03:05 PM

of the problems fp has i dont think these are the ones that will fix the game. of the current problems the game has i think the biggest ones are:

conflict system that requires a manual reset, causing frequent ceasefires.
side stacking caused by players seeking the defense position.
no counter to side stacking.
cant play during off peak hours. no scaling of match size.
absurdly long wait times (see above).
not enough siege.
needs more tukayyid.
group/solo animosity towards the other.
solos not guaranteed drops, causing them to abandon the mode.
steep learning curve.
no player draw (see above).
rewards not strong enough to justify time investment.
etc.

some cant be fixed, some are community issues, and those that can be fixed would require dev time. its hard enough to get dev time in qp. and the only way fp will see any is if the community can get the population up. and even then its a pipe dream.





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