Impromptu Dev Update About Matchmaker And Faction Play With Ngngtv
#1
Posted 01 July 2022 - 10:16 AM
#2
Posted 01 July 2022 - 10:31 AM
#3
Posted 01 July 2022 - 10:41 AM
Make faction rewards for different stages stated clearly in easy to access areas, remove the loyalty pledge system as people freely switch even in the same night, there's no point to that. Make it so if people stick and stay with a faction they clearly are working towards specific goals for specific rewards with that faction.
#4
Posted 01 July 2022 - 02:48 PM
For the Matchmaker, i would like to have a balance on both teams about teams (e.g. both sides should have similar team sizes and skills).
When we had ELO per weight-class, i thought we might even need to calculate the ELO rating differently in groups vs solo, or also unskilled mech vs skilled mech, as both have a larger impact on performance, even if in the same mech.
For Faction Play, i would love to have more interaction, goals, something else than just the wait/rush for the other team.
I could imagine that a flexible placement of Towers/Buildings/Generators with some kind of extra-UI (e.g. Artillery marker buttons for Turret placement ingame, or base-building ui before the match) could turn the game into a Tower-Defense game.
Or if you had repair bays in your Union Dropship, that could lead to some long-time strategies with retreat and rearm...
And if we had more AI creeps (e.g. tanks) it could feel more like a Moba game like LoL/Dota/Titanfall.
That would provide more chances to all players to contribute, even solos.
Also if all matches (including QuickPlay) count towards one faction/group, the whole IS-map metagame could be pushed much more into focus, even if mostly passive for QP players.
#5
Posted 01 July 2022 - 09:03 PM
#6
Posted 02 July 2022 - 01:58 AM
ApostleBerk, on 01 July 2022 - 10:41 AM, said:
Make faction rewards for different stages stated clearly in easy to access areas, remove the loyalty pledge system as people freely switch even in the same night, there's no point to that. Make it so if people stick and stay with a faction they clearly are working towards specific goals for specific rewards with that faction.
Make the faction rewards faction related.
Instead giving out stuff like "Cup of Pop" & "Hamster Huey" cockpit items give away faction medialions or even faction warhorns.
Maybe even give a c-bill discount to specific faction variants of mechs, like the Grand Dragon for Kurita, and increase that discount with faction rank.
#7
Posted 02 July 2022 - 02:21 AM
Vladokapuh, on 01 July 2022 - 10:31 AM, said:
I support that, remove the groups from solo quickplay and make it 8 vs 8 to adjust for the lower player numbers after the removal of group players.
For groups add a solo/group "faction quickplay" with 4 players max per group, list each group with less than 4 players automatically in the LFG.
With 4 player groups different match sizes are possible:
4 vs 4 (small maps, modes like skirmish, domination, scouting )
8 vs 8 (medium maps, modes like skirmish, domination, conquest )
12 vs 12 (big maps, all modes)
Use faction bound "quickplay drop decks" in that group mode: 3 mechs, 155 - 165 tons total weight.
Other drop deck sizes should be aviable too for scouting or invasion
The introduction of a faction quickplay should have 2 goals:
Seperate solo & group players to improve the solos players match quality.
Increase the number of faction play ready players with drop decks in the game.
Faction play ready means:
Players with drop decks ready for faction play, that can react to a call to arms.
Keep the old style of faction play for the bigger groups aviable, with the hope that players from the faction quickplay react to the call to arms.
#8
Posted 02 July 2022 - 03:22 AM
#9
Posted 02 July 2022 - 03:55 AM
Alreech, on 02 July 2022 - 02:21 AM, said:
With 4 player groups different match sizes are possible:
4 vs 4 (small maps, modes like skirmish, domination, scouting )
8 vs 8 (medium maps, modes like skirmish, domination, conquest )
12 vs 12 (big maps, all modes)
Use faction bound "quickplay drop decks" in that group mode: 3 mechs, 155 - 165 tons total weight.
Other drop deck sizes should be aviable too for scouting or invasion
The introduction of a faction quickplay should have 2 goals:
Seperate solo & group players to improve the solos players match quality.
Increase the number of faction play ready players with drop decks in the
If I look at how many are online with me while playing, it should be a bit tight...
#10
Posted 02 July 2022 - 04:48 AM
#11
Posted 02 July 2022 - 05:02 AM
#12
Posted 02 July 2022 - 05:38 AM
Matchmaker, something that I have noticed when my mech has the x2 bonus I seem to have a better match. Drop in the same mech after winning a match and I get wiped. Don't know if that is me or something else. I am t4 the closer I get to t3 the worse the matches seem. If I drop with a group of t2 or t1 I do better, even better if one of the group calls tactics. I honestly don't have any answers. I just agree that that a better balance needs to be had, both tonage and skill.
#14
Posted 02 July 2022 - 07:12 AM
if you want large groups knock the teams up to 24x24..
Groups are the main reason i don't play often, getting slaughtered every match by coordinated high tiers isn't fun after a while.
Drake67, on 02 July 2022 - 05:38 AM, said:
Matchmaker, something that I have noticed when my mech has the x2 bonus I seem to have a better match. Drop in the same mech after winning a match and I get wiped. Don't know if that is me or something else. I am t4 the closer I get to t3 the worse the matches seem. If I drop with a group of t2 or t1 I do better, even better if one of the group calls tactics. I honestly don't have any answers. I just agree that that a better balance needs to be had, both tonage and skill.
I don't play faction wars because i'm also solo.. Joining a team thats usually pugs vs comp teams is again not fun getting slaughter 4 times.. That and the maps in faction play are atrocious.. getting funneled into kill boxes to get to objectives is asinine.. Faction play needed maps like quick play uses..
Edited by Nomad Tech, 02 July 2022 - 07:18 AM.
#15
Posted 02 July 2022 - 08:56 AM
#16
Posted 02 July 2022 - 10:25 AM
I do wonder how much tuning can be done without a larger player base.
This has always seemed to be the major issue
#17
Posted 02 July 2022 - 11:09 AM
#19
Posted 03 July 2022 - 04:27 AM
katoult, on 02 July 2022 - 11:09 AM, said:
+1
ApostleBerk, on 01 July 2022 - 10:41 AM, said:
Make faction rewards for different stages stated clearly in easy to access areas, remove the loyalty pledge system as people freely switch even in the same night, there's no point to that.
Make it so if people stick and stay with a faction they clearly are working towards specific goals for specific rewards with that faction.
I think that in general the whole Faction Warfare thing has been a bit "overthought" so to speak :
- Even higher learning curve than the usual Quick Play part of MWO.
- Very tight silly rules that only the real die-hards are willing to respect.
- High costs both C-Bill and MC wise for various things...
Getting someone to play MWO at all is already a huge challenge because all of the mechanics involved and throwing Faction Warfare on top of that is mind blowing for many gamers that are not part of "The old difficult games Generation"
Everything is "Fast, Fast, Fast" and "Dumbing down as much as we can!" these days like all that Call of Duty and Fortnite crap...
#20
Posted 03 July 2022 - 05:26 AM
Roodkapje, on 03 July 2022 - 04:27 AM, said:
Getting someone to play MWO at all is already a huge challenge because all of the mechanics involved and throwing Faction Warfare on top of that is mind blowing for many gamers that are not part of "The old difficult games Generation"
Everything is "Fast, Fast, Fast" and "Dumbing down as much as we can!" these days like all that Call of Duty and Fortnite crap...
Well I guess that is why most of us are the same age like moadepe or blue^^
Edited by The Chancelor, 03 July 2022 - 05:26 AM.
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users