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Quick & Fast Quickplay


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#1 DEVVAROW

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Posted 10 November 2021 - 12:15 AM

Add more spawn points, space them closer together and have them randomize in close pairs, with say, 10 spawn points on normal sized maps and 20 spawn points on the bigger maps.

Remove waiting times between matches by allowing players to select several mechs, before clicking on quickplay... so they stay in battle queues until they leave quickplay. So, if you die in quickplay, then you just get dropped into one of your other mechs you chose, before you clicked quickplay, in the next battle, putting you in the real dropping queue when you choose to not spectate after dying, or if the match ends. skipping the loading of the lobby and then clicking on quickplay, again.

These two features could have the power to utilize unused and underutilized parts of the game... not just sections of the maps, but actual MWO gameplay that has more flesh to it.

Do you want quickplay, but you want it fast? Posted Image

What if the spawns were closer together and were in different places. For example if you think of a map with 10 dots on it... those dots could be spawn points and are paired to have the friendly team spawn in one of the two and the enemy in the other. So, 5 pairs of dots on a map. Each game the points change, so it's not always the same. The points need to be close together, so the matches get started quicker and happen in the localized areas that the spawns are placed (by PGI management). Think of forest colony (new) it is a large map, enough for many different battle locations... I would say you could fit 20 dots on that map and have 10 different pairs of spawn points.

This would increase the play-ability and traversal of each map. Every map could be battled in and explored, fully. In addition to this added feature, a new way to launch quickplay could be implemented. For example, battles start by clicking on quickplay... what if, before you clicked it you had an option to pre-select 5 mechs or something of this order and upon this selection, in-game you are able to continue on. By my meaning of this "continuing on" I am referring to the classic sequence of MWO. It goes like this: click quickplay... play a game (load the map, then countdown the briefing screen and launch game) once the game has been loaded and you drop in the game starts. You make your way to battle, which takes some time... not too much, but there is some time where you walk to the battle zone, the middle... Once you are there you fight in a classic cowboy-behind-a-barrel style shootout with two packs of unmovable objects. Upon death you either watch your team, until the end of the match... or you move on and reload the lobby. Repeat from step one, if you can.. or select another mech to fight on. The quickplay button is pressed and, once again a series of loading screens and such until you reach another battle... and so on and so forth. NOW, what I am saying here is to continue on is to PRE-SELECT some mechs (so you have some check boxes on your mechs, right?), once you click quickplay you do not exit quickplay, until you actually click in your menu to exit. So as you die in each match a new match is already hot coming off the press and you can drop into that one in a pre-selected mech... well not hot off the press, but at least this process could alleviate some waiting times by having players in a perpetual queue, only not being in the queue if they are still in a match. So for example I am in my pre-selected mech scenario and I die... I choose not to spectate, so I go into a mech in the pre-selected ones I have selected for my battling... I would like to see this particular part optional... so if you wanna choose one of the pre-selected mechs, you can... or it will just choose one of them at random, if you wanna spice it up a little.

It is really that simple: make spawns more in number (more actual spawn points) and closer together, rotating in a random fashion and make it so that you can be in a battle queue, with several of your mechs (maybe 5?) from the time you click quickplay, until you exit... only being absent from the queue whilst playing a match, or spectating, allowing you to continuously be launching into games, one after the other. Cut out the re-select mech thing it is just horrible to spend so much time not battling. No need to load the lobby and select mech, then click quickplay again. Just let us choose some mechs and hit the battle. Period. As for the spawn point thing... be creative and have the players face off in zones on each map. Choose these zones, as you will. It is your game to create.

EARLIER POST: "I have a general observation. I have noticed the obsession surrounding the location of the starting point of the lances in the teams. I can say with utmost certainty that the way there is a fixed spawn point is the first mistake. Another thing that is wrong is the way the teams are placed far away from one another and made to place themselves accordingly throughout the procession of the match. This initial spawn to battle transition can be critically detrimental and it starts with the way the teams are placed far away and the spawn points always being fixed to this attribution. My proposal as a solution to this multiple point problem is to dissect the problems at their cause or source. There is optimum capability and adaptability in mechs, that is not the problem here. It is the players and they cannot be made to position themselves accordingly in a battle situation 100% of the time. MWO spawn point placement can help with this: multiply the variations and the types of matches played can be almost endless. As it stands the spawn points are fixed and thus mech placements and ultimate battle locations generally form in the central regions of each map. This is the main problem in having no variation in each game. If the spawn points were placed closer together so the teams have to engage each other at an instant and place them at different locations. So on one game the two main placements (enemy and friendly) are placed up in the corner of the map, close together and in that fight the mechs are already in a battle position. The next game on that map and same game mode the mechs can spawn in a different region of the map, but same again close together so the game can start and not be the first 2 minutes traveling and the assaults getting chewed up from behind. I hope this comes across as understandable.

To conclude, if the spawn points on maps were strategically placed to offer multiple plays on the same map by placing them closer together and in different locations, but these locations must be paired (enemy and friendly) so that they are: 1) close together.... 2) in locations that offer optimum plays in the game for a battle (i.e. game coordinator setting up the game to play the game nicely plz) and 3) are different so in big maps like forest colony that is like more than 5km squared or something a battle can actually happen in different places, like in the open corner with all the water that never gets used and stuff like that. To elaborate for examples sake you got a game on terra therma domination ok... this can be arguably one of the most set games ever... change the spawn points so the enemy is close to you and all of a sudden, instead of walking to the middle and waiting you have no choice coz the enmy is upon you and you must fight then and there while the domination circle is taken care of by those of the team that are made to take care of it. and on the next terra therma match that is domination the spawns can be placed on the other side so when the game starts it isn't the same as the last game. Sure you have to hold the circle like before, but now you are in a different place and thus a different game is played. Instead, what we have is in these two games depending on pure luck you could be placed in a seemingly random location far away from your other lances and very very far away from the enemy and to make it worse, those locations you spawn at are set and cannot be changed... the only thing you can hope for is to be on the other side next time or something like that. Way too far away from anything, friendlies and enemies alike. So it doesn't matter, anyway coz the spawn points are not complex and thought out enough.

Simply put the spawns closer make then tactically viable in a game-play situation. I could go on for days about it... polar highlands... you can have like 10 different battle locations there, but due to the spawns not being compatible with each other all you get is the first 3 minutes wandering to the middle. Same thing every time. My point is clear. That could be made better by making the 10 battle zones and highlighting them on the map. Choosing the spawn points for the 6 lances so that they are clustered around that battle region/zone. The game would all of a sudden have 50 more maps that were always there, but were never discovered... Grim plexus borders never get used to battle in, but were made to be one of the funnest battle zones in the entire game. Such a let down to have no battles there coz of this spawn point thisn. Skirmish and domination grim plexus and assault for that matter all identical games.... If you changed the spawn points up to my suggestions those 3 games resulting in one could be made into 3 types with more than 10 spawn battle zones for each and then it goes from being as useful as 3 games being one game to 3 being like 30 different good games. I hope you can understand this. The battles can happen in the entirety of the map at all times, for the most part.... Otherwise they can all happen in the middle and resulting from a transition from one side of the map to the middle, just as the enemy does. Same thing every time...and the predictability of this is what causes the infinite loop of doom spiral as the lights come in to nibble the ankles of the assaults in each of these instances. so predictable and so easy for these parasitic leeches of mech to survive and thrive in this absurd world of utter disappointing spawn placements. Also... these particular mech pilots engage in battle after battle, not attempting to get any notable damage or make any worthwhile c-bills. All the while having light mechs in their garage and not understanding the main aim of the game is to do damage and destroy mechs by using heavy firepower and armor to achieve this. That is the aim of the game to get bigger and badder robots that use more weaponry and have more armor until you have the most expensive and heaviest battle mech there is. That is the name of the game. Light mech pilots, for the most part cannot afford big robots and are perpetually in this state of doom spiral infinity loop. They go into a match with their mech they spent a quarter of their cadet bonus on and slowly climb the ladder of little mechs until they have about 60 and only 4 assaults or something absurd like this. Their way of thinking is corrupted and not in line with the game play. It ain't about using exploits from spawn point placements in a cheap little mech coz you can't even score high enough or wait long enough to get a good mech that can actually do good damage, regardless of pilot skill level. Play the darn game for what it is: a game where you start in a small robot for the first 10 or 20 games and then you upgrade. You upgrade not stay at square one with light and medium mechs ruining the entire game for everyone else coz you have adhd."

#2 DEVVAROW

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Posted 10 November 2021 - 12:20 AM

when i say "zones" i don't mean to make a red out of bounds thing in a small area of the map... that would be dumb I just mean that the pair of spawn points would be in their own little zone (not any boundaries added)

#3 D V Devnull

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Posted 10 November 2021 - 01:07 AM

I'm sorry to report, but there is something disintegrating the MatchMaker-related parts of your idea. The systems of our beloved MWO itself — and the Game Client's "CryEngine 3" from CryTek too — are not designed to queue you into a Match without you being fully disconnected from the previous one. You therefore are required to return to the MechLab first before you can look for another Match to play. It does not operate — and is unable to be designed to because of CryTek's "CryEngine 3" itself — like games where you would have Free-For-All fighting (I believe that "OverWatch" is one such example of those, amongst others?) as you got ready to play. Unfortunately, the programming of CryTek's "CryEngine 3" itself requires full resource preloading, and can never do that in a dynamic manner. It also requires that all other action be stopped in order to initiate that process, or there would be massive lags & drags in the Game Client's ability to operate. That would harshly restrict MWO to being played on only the absolute most powerful newest computers, thus resulting in a forcibly decreased Player Base size to a rather small fraction of people able to afford playing MWO at all. The rest would be unable to play simply because of overall system stress, which would cause MWO's Player Base to get too small to have any reason for this game to be online anymore. (Something tells me you probably don't want that, as it means that PGI would throw out MWO forever?) Plus it happens that MWO's additional underlying programming running on CryTek's "CryEngine 3" has natural unintended limits on how many resources that it can load at one time without crashing completely. Even with the spare RAM to not hit this limitation, it happens that I have unfortunately run into those unintended limits before merely via the In-Game Store's various functions. I would very much not be surprised if a Faction Warfare Match also very much pushes on those limits as well, and we should not try to push them any harder if we wish to avoid forcible loss of players able to come and battle. :o

~D. V. "Are you trying to generally get rid of tons of people? Not everyone can afford a great computer!" Devnull

#4 MUNTAFIRE1

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Posted 20 December 2021 - 05:29 PM

And the loading screen can be an animation of a bunch of mechs being picked up from an evac zone and then it goes inside the dropship where the mechs are. when you exit the loading screen it is just you dropping into another match

this would only be possible if they remake the game in unreal engine 5 and do a little bit of server side optimization

View PostD V Devnull, on 10 November 2021 - 01:07 AM, said:

I'm sorry to report, but there is something disintegrating the MatchMaker-related parts of your idea. The systems of our beloved MWO itself — and the Game Client's "CryEngine 3" from CryTek too — are not designed to queue you into a Match without you being fully disconnected from the previous one. You therefore are required to return to the MechLab first before you can look for another Match to play. It does not operate — and is unable to be designed to because of CryTek's "CryEngine 3" itself — like games where you would have Free-For-All fighting (I believe that "OverWatch" is one such example of those, amongst others?) as you got ready to play. Unfortunately, the programming of CryTek's "CryEngine 3" itself requires full resource preloading, and can never do that in a dynamic manner. It also requires that all other action be stopped in order to initiate that process, or there would be massive lags & drags in the Game Client's ability to operate. That would harshly restrict MWO to being played on only the absolute most powerful newest computers, thus resulting in a forcibly decreased Player Base size to a rather small fraction of people able to afford playing MWO at all. The rest would be unable to play simply because of overall system stress, which would cause MWO's Player Base to get too small to have any reason for this game to be online anymore. (Something tells me you probably don't want that, as it means that PGI would throw out MWO forever?) Plus it happens that MWO's additional underlying programming running on CryTek's "CryEngine 3" has natural unintended limits on how many resources that it can load at one time without crashing completely. Even with the spare RAM to not hit this limitation, it happens that I have unfortunately run into those unintended limits before merely via the In-Game Store's various functions. I would very much not be surprised if a Faction Warfare Match also very much pushes on those limits as well, and we should not try to push them any harder if we wish to avoid forcible loss of players able to come and battle. Posted Image

~D. V. "Are you trying to generally get rid of tons of people? Not everyone can afford a great computer!" Devnull


so here you say that the game is too old and is based on old runtime and needs to be optimized in a bariety of ways and updated to realize the true potential? is that what this is here?

#5 D V Devnull

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Posted 21 December 2021 - 06:39 PM

View PostMUNTAFIRE1, on 20 December 2021 - 05:29 PM, said:

And the loading screen can be an animation of a bunch of mechs being picked up from an evac zone and then it goes inside the dropship where the mechs are. when you exit the loading screen it is just you dropping into another match

this would only be possible if they remake the game in unreal engine 5 and do a little bit of server side optimization

View PostD V Devnull, on 10 November 2021 - 01:07 AM, said:

I'm sorry to report, but there is something disintegrating the MatchMaker-related parts of your idea. The systems of our beloved MWO itself — and the Game Client's "CryEngine 3" from CryTek too — are not designed to queue you into a Match without you being fully disconnected from the previous one. You therefore are required to return to the MechLab first before you can look for another Match to play. It does not operate — and is unable to be designed to because of CryTek's "CryEngine 3" itself — like games where you would have Free-For-All fighting (I believe that "OverWatch" is one such example of those, amongst others?) as you got ready to play. Unfortunately, the programming of CryTek's "CryEngine 3" itself requires full resource preloading, and can never do that in a dynamic manner. It also requires that all other action be stopped in order to initiate that process, or there would be massive lags & drags in the Game Client's ability to operate. That would harshly restrict MWO to being played on only the absolute most powerful newest computers, thus resulting in a forcibly decreased Player Base size to a rather small fraction of people able to afford playing MWO at all. The rest would be unable to play simply because of overall system stress, which would cause MWO's Player Base to get too small to have any reason for this game to be online anymore. (Something tells me you probably don't want that, as it means that PGI would throw out MWO forever?) Plus it happens that MWO's additional underlying programming running on CryTek's "CryEngine 3" has natural unintended limits on how many resources that it can load at one time without crashing completely. Even with the spare RAM to not hit this limitation, it happens that I have unfortunately run into those unintended limits before merely via the In-Game Store's various functions. I would very much not be surprised if a Faction Warfare Match also very much pushes on those limits as well, and we should not try to push them any harder if we wish to avoid forcible loss of players able to come and battle. Posted Image

~D. V. "Are you trying to generally get rid of tons of people? Not everyone can afford a great computer!" Devnull

so here you say that the game is too old and is based on old runtime and needs to be optimized in a bariety of ways and updated to realize the true potential? is that what this is here?

Yeah, pretty much... CryTek's "CryEngine 3" is sadly way too old to do this, given what I've heard and know. Unfortunately, last that I heard, we also can not switch Game Engines to something else due to the PGI's License with CryTek which allows MWO to exist. So we are stuck in a metaphorical "catch-22" on the matter where MWO is trapped and unable to implement these ideas at all. :(

~D. V. "understands people wanting to move on more quickly, but knows we're legally blocked from doing so" Devnull

#6 MUNTAFIRE2

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Posted 29 December 2021 - 02:30 AM

hopefully one day it can be updated when the new hardware comes in the market in 2032





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