feeWAIVER, on 17 April 2023 - 10:55 AM, said:
If you drop with 4 mechs that are "unsuitable for the map", that's a You problem.
It really just takes 1 or 2 to contribute to the snowball. Here's the gotcha: if you set up your deck around one playstyle, the chance of getting screwed by the matchmaker increases, but your performance in the matches where your mechs suit the map increases as well.
You won't force players to use generalist drop decks just because you think you will.
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Teams weakest players crumble early?
A weak link is a weak link, no matter if you give them 1 mech or 4.
And then there are people who happily suicide their mechs if the map or mode doesn't suit them - I've seen them, and you likely also did. What happens if such a god's gift to the universe ejects three mechs and suicides the fourth? That's right, their team gets screwed - only this time, it takes longer and involves a lot more hate for the person who did that.
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How many mechs do you think the average person is going to burn through in 15 minutes?
The record I've seen was suicide charging with their last mech around 10 minutes into an FP match. The reality is that the lower end of the skill spectrum IS going to use drop decks as simple extra lives and feed into enemy fire one by one.
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You are more likely to make a come back from a losing game with reinforcements than without. Period.
Only if the opfor seriously screws up. Under normal circumstances once a snowball gets going it rarely ever stops with or without drop decks., the decks just make it less apparent for a few minutes, while giving weak links so many more chances to screw their team by incompetence. In a bad match-up, you just made everyone suffer for longer.
pbiggz, on 17 April 2023 - 09:25 AM, said:
did you lose a mech early? Well that sucks, and nobody is saying that shouldn't matter, but you have 3 more, you have a chance to make up for it that zero respawns didn't afford you
pbiggz, on 17 April 2023 - 06:39 AM, said:
without respawns you basically have zero chance as a player to correct even those innocuous mistakes before someone punishes you for them.
pbiggz, on 17 April 2023 - 01:53 PM, said:
Or, as feewaiver says, it provides more opportunities to come back.
What you're advocating for will have the exact opposite result of your intent.
You assume players will use those four mechs to course-correct. Can you make a convincing argument why you expect that to happen?
Maybe you were never a truly bad player, maybe you just don't remember being one.
But I do. Seven years ago, I was one of those people dropping into FP and losing entire drop decks before my team was halfway through.
And I can tell you from first-hand experience: giving bad players extra lives
doesn't motivate introspection or improvement - the opposite, it tells them that their mistakes don't matter because they get three extra lives to toss into the grinder as thoughtlessly as the first and leads to a situation where they might as well build mechs for suicide rushes to farm one or two alphas worth of damage.
To course-correct, players need the introspection to grasp that
they made the mistake,
what the mistake was and have enough understanding of the game (maps, modes, chassis) to see
how to avoid it in the future.
People who walk out into the open and die will still have no clue why they died.
People who blame their failures on "dirty comp cheaters" or another scapegoat of the week will continue to do so.
People who gimp themselves by bringing stock or worse-than-stock builds will continue to do so.
Shorter match duration means players can requeue and have a chance at better match conditions (or if they are the problem, you have the chance that they will inflict themselves on someone else... maybe even the enemy team in your next match). If the chance of getting an enjoyable match is higher than getting a terrible one, shorter and more frequent matches are objectively the correct choice.
feeWAIVER, on 17 April 2023 - 11:58 AM, said:
The only 15 minute games you'll really get is skirmish.
Domination, Assault, and Conquest will more likely end by objective.
More likely by timeout, if not one side getting mercilessly farmed back into the drop zone (an old FP favourite).
pbiggz, on 17 April 2023 - 01:53 PM, said:
As it turns out, this game has game modes that dont actually involve killing enemies. You can do other things. You can cap the base on assault, you can cap the domination point, or out-conquest an enemy team. Those wins not only become doable, but optimal when you have dropdecks.
Neither the objective mechanics nor the reward structure motivate objective play. Outside of comp, in all but the rarest cases objectives are mere window dressing while everyone goes pew pew with giant robots.
Because guess what?
They're here to pew pew to begin with. Thinking you can disincentivize that by giving them more things to pew pew with or at won't work.
It pays more C-Bills anyway.
If you want objective play to be a thing, start with redesigning the objectives, modes, rewards and game balance around that. Assuming that padding the match length will magically produce the result you expect is just wishful thinking.
pbiggz, on 17 April 2023 - 01:53 PM, said:
Most of these things already happen. The only thing that would change "being stuck for 3 more mechs" which could be addressed by changes as easy as shortening the mech lockout time
The lockout time
lasts as long as the match the mechs are in. If you shorten on remove the lockout, you've removed the only meaningful consequence for dying in the game and you've created a scenario where people are going to stop caring about getting their mechs destroyed at all - after all, they don't need to care about the lockout any more, they can build an all-medium deck, suicide all four mechs into the enemy fire in minutes and blow a raspberry at their team as they requeue for another match right after loading into the hangar.
pbiggz, on 17 April 2023 - 01:53 PM, said:
Most first person shooters with respawns handle spawn points in some dynamic fashion, you don't simply drop in at a fixed drop zone. Exploring that might perhaps also address concerns of dropship camping, although the current solution (aimbotting dropships) also works.
That has been commented on by PGI in context of Faction Play improvements years ago - spawn points are baked into the map and even as little as changing your spawn to a different point between the existing ones is not feasible to implement.
pbiggz, on 17 April 2023 - 01:53 PM, said:
Unsubstantiated claims about stomps, queue times, and group abuse are not.
Unsubstantiated claims that adding drop decks will fix the game are not either.
The reality is that FP had drop decks with QP modes for years.
And died. If it was such a great solution as you guys say, how could that have happened?
What you guys really seem to be looking for isn't going to be solved by repeating the same map and mode across four mechs per player.
And, of course, there are maps that haven't been designed with drop deck play in mind and would virtually disappear from the game as a result. Yay?
Edited by Horseman, 17 April 2023 - 03:41 PM.