What To Add To Fp/fw?
#1
Posted 14 December 2021 - 12:53 PM
Everything!
#2
Posted 14 December 2021 - 02:41 PM
#3
Posted 14 December 2021 - 03:19 PM
#4
Posted 14 December 2021 - 04:34 PM
Edited by feeWAIVER, 14 December 2021 - 04:38 PM.
#5
Posted 14 December 2021 - 05:03 PM
#6
Posted 14 December 2021 - 09:03 PM
Also. BRING BACK SCOUTING.
#7
Posted 15 December 2021 - 03:58 AM
#8
Posted 15 December 2021 - 07:32 AM
#9
Posted 15 December 2021 - 07:50 AM
Edited by Nathan White, 15 December 2021 - 07:51 AM.
#10
Posted 15 December 2021 - 08:13 AM
#11
Posted 15 December 2021 - 09:19 AM
Bowelhacker, on 14 December 2021 - 09:03 PM, said:
Also. BRING BACK SCOUTING.
Katrina Steiner, on 14 December 2021 - 05:03 PM, said:
In other words...
pbiggz, on 14 December 2021 - 02:41 PM, said:
Community warfare was literally the most anticipated feature in MWO for years. It is a colossal waste and failure that it's now essentially a forgotten gamemode, played only when multiple premades decide to play it.
#12
Posted 15 December 2021 - 09:52 AM
#13
Posted 15 December 2021 - 09:59 AM
D A T A, on 15 December 2021 - 03:58 AM, said:
More time is the last thing FP needs.
If you can't win in 30 minutes, you aren't playing aggressively enough. And your team is probably hiding behind each other too much.
On the flip side, many people don't play FP because enduring a loss takes 30 minutes.
And you want them to sit there for what? 40 minutes? 45? That's completely out of touch.
#14
Posted 15 December 2021 - 10:16 AM
D A T A, on 15 December 2021 - 03:58 AM, said:
30 minutes is plenty of time if you are playing to win instead of farm damage at max range using your team as buffer zone.
I just got back a couple months ago after being gone for almost 2 years. I am amazed at how many games go to full time now compared to back then. I think it's largely a symptom of the smaller community and a lack of teams dropping. When it seems most players are just dropping for themselves stagnant and slow selfish play seems to be the order of the day.
Edited by Hobbles v, 15 December 2021 - 10:42 AM.
#15
Posted 15 December 2021 - 10:40 AM
- Changing from Faction Play to Community Play removed the choices as to how to fight and channelled it down some bizarre variance which limited who you could drop against instead of open IS v IS, Clan v Clan or Clan v IS
- Loyalty rewards for being a loyalist, limited time contract of mercenary messed up with the revolving contracts.
- Failure to make the match maker do what it was supposed to after its reworking, i.e. not to ignore the solo/small unit drops constantly in favour of the premade 12 man.
It is sad to see my friends list rarely show more than a handful of friends and units I would be invited in for drops, sit at such low numbers because folk haven't logged in for over 6 months to a year or more because of their lack of trust in PGI as a games developer and the aspect of a self-fulfilling prophecy where the repeated failures of PGI and certain player base, continued to drive the mode down further - the bar was set very low and still the developers couldn't get over it because of lack of initiative and too much focus on the ego driven players who seem to continue to gain influence over the game's (lack of) real progress.
FP was THE best aspect with probably thousands dropping every night and even more at the weekend - great community spirit and lots of fun to be had. Look at it now and meh
#16
Posted 15 December 2021 - 11:17 AM
D A T A, on 15 December 2021 - 03:58 AM, said:
Yes 30mins is enough. While you are giving PGI advices, dont mean that you can just steamroll you selfish choises to gamemode that you dont even play. PLS check with guys who play this daily before making more stupid adjustment.
Edited by Kotis77, 15 December 2021 - 02:01 PM.
#17
Posted 15 December 2021 - 11:22 AM
My only wish is to "fix" matchmaker. That was my only wish back in Year of Faction Play. But it didnt happen..
And stop blaming new players or old players, blame matchmaker/PGI. We need new players
Edited by Kotis77, 15 December 2021 - 11:22 AM.
#18
Posted 15 December 2021 - 11:15 PM
Bring back MC for controlled planets and add things to spend unit cbill coffers on, such as some kind of limited base building that improves the defensive structures on a planet etc. For example the number of turrets in seige could be things that depend on unit investment rather than being there by default, and UAV/arty/airstrikes in FP could be things you have to buy pre-battle for unit coffers instead of consumables on the mech, perhaps only available for attackers to balance the turrets on the defender side? All of this would be things encouraging players to join units which IMO would be a very good thing.
Tied to the above, make loot/spoils of war a thing. Let the c-bill reward depend on the killed mechs and perhaps the status/investment in the planet you fight on, also add some random equipment and MC among the "loot". Give loyalists significantly more rewards through the loyalty point system and mercenaries significantly more loot and cbills.
Add unique FP rewards in the loyalty trees, it has to be things that you can only get through playing FP. Faction specific camos, colours, cockpit items and bolt ons. Perhaps also add some mech variants that you have to unlock in the store through playing for a certain faction. Lots of room for ideas here.
I also propose the following solution to combine the small population with reintroducing options on the starmap:
Start by only enabling planets in IS vs Clan conflicts. Make it so that if a player/group/unit attacks or defends a planet, their victory/loss will count towards the defense/attack on that planet, but don't make the planet it's own queue like in phase two. Keep all the battles created from the same IS vs Clan queue like now, only use the planet attack/defend choices to determine which conflict each players score counts towards.
If those changes leads to a big enough boost in population, add an IS vs IS queue and a Clan vs Clan queue and open up those planets as well. Make those queues work the same as above.
Do periodic big events inspired by player activity on the starmap. Let's say a faction is pushed back to their capital you can make a tukkayid style event based on that. But don't reset the starmap after those events, I think the constant resets of the starmap back in phase 2 and 3 was a huge drain on the motivation for faction hubs and big units.
Edited by Sjorpha, 15 December 2021 - 11:27 PM.
#19
Posted 16 December 2021 - 12:49 AM
#20
Posted 17 December 2021 - 06:31 AM
And then they need 8 months to fix the thing they "added".
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