Jump to content

Add Drop Decks To Quick Play. Just Do It..


236 replies to this topic

#161 pbiggz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,827 posts
  • LocationOutreach

Posted 15 April 2023 - 03:15 PM

View PostHorseman, on 15 April 2023 - 05:57 AM, said:

You realize that with drop decks it will just encourage sloppy play? We've seen this in FP, with some players straight feeding the enemy multiple mechs before your entire team is even on the 2nd wave.


No drop decks encourages hyper-timid play, and the lack of respawns vastly increases the chance of stomps and makes matches snowball.

Feeders are not a reason not to do it.

If we are honestly talking about ways people think players might try to play badly if dropdecks are added, then I think we are really grasping at straws here.

Edited by pbiggz, 15 April 2023 - 03:16 PM.


#162 Duke Falcon

    Member

  • PipPipPipPipPipPipPipPip
  • Trinary Nova Captain
  • Trinary Nova Captain
  • 1,010 posts
  • LocationHungary

Posted 16 April 2023 - 06:17 AM

The jig is up...
Time for HARD TRUTHS

I guess we all agree, mostly because we all already have been realised, that adding decks for QP has an important, inevitable and unavoidable prerequisite:
FIXING THE BROKEN MM!!!

We could drop poo in a flame war weeks long here debating about silly stuffs. Without a decent MM drop decks would be just another failed attempt. Less time bracket for matches? Any other idea save the world? All fail the very instance the current MM come and brake all your stuffs! This time for real!

Add four mech to a player? Nice!
12-0 stomps? Oh, it would be 48-3! So faaaar more better!
MM broke your deck-idea... Sorry!

Need some more example? Not if such extremities may often happen. But stomps, DZ camping and other not-oh-so-kind things already exist in other game modes what use drop decks. And many says they play QP and not FP because easier to s**k with a single mech than four in a row...

Another good point what drop decks would deepen as a source of trouble: Group drops! Seal clubbing and other things on lower tiers, some other on the higher ones (at least nascar would ceased as a tactic, hunh?).

Pretty please, you, like me, see the source of troubles what would not be fixed by drop decks even if they really add it to QP:
"MM", the mighty Match Maker, Braker of Games, etc...
The less good side that PGI also must knew this! If they not adress these things before add DDs for QP they essentially execute MWO with a decapitating blow. Currently their idea with decks looks like if they sit upon the branch they eagerly sawing! Who could not tell what would happen?

So as per sanity demands, if you still like to play this game, we currently must REJECT the idea of DDs in QP untill MM would be at least partially prepared (dim, vain hopes) to handle them.

#163 feeWAIVER

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,732 posts

Posted 16 April 2023 - 07:18 AM

View PostDuke Falcon, on 16 April 2023 - 06:17 AM, said:

The jig is up...
Time for HARD TRUTHS



Hard truth, you're drowning in a lake right now. I'm offering you a branch to grab onto, and you're saying no, you want a rope.

#164 Meep Meep

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,200 posts
  • LocationBehind You

Posted 16 April 2023 - 09:46 AM

Seems to me that most blowouts are due to having mechs ill suited for the map you are on so you are less effective. So once those mechs tap out the snowball effect sets in and here we are. So drop decks for qp which let you pick a mech that is optimal should help balance out gameplay. There will still be blowouts because snowballing is real but there should be less of them.

#165 pbiggz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,827 posts
  • LocationOutreach

Posted 17 April 2023 - 06:39 AM

View PostDuke Falcon, on 16 April 2023 - 06:17 AM, said:

The jig is up...
Time for HARD TRUTHS


This is noise, this is not substance. There are no hard truths here, just a greatest hits of long-debunked forum warrior conspiracy trash. Your horror stories about being farmed for 48 mechs are false. This isn't faction play, nobody is asking it to be faction play, and the event queue, which, despite what some say, was an excellent case study, demonstrates quite clearly that this isn't a significant concern. These are different gamemodes on different maps with a different match timer. To address your other lie, group drop/high tier seal clubbing is a conspiracy theory meant to fuel a tiny and extremely vocal subset of the population determined to soft ban anyone who plays the game "wrong". It has never been anything more than a sorry conspiracy theory, and those pushing it have repeatedly proved themselves unwilling/unable to engage in introspection, or ask why they feel they are not able to perform in game; rather than learning why they might be losing, they externalize their grievances and apply them to an opposing group.

View PostMeep Meep, on 16 April 2023 - 09:46 AM, said:

Seems to me that most blowouts are due to having mechs ill suited for the map you are on so you are less effective. So once those mechs tap out the snowball effect sets in and here we are. So drop decks for qp which let you pick a mech that is optimal should help balance out gameplay. There will still be blowouts because snowballing is real but there should be less of them.


I disagree, at least partially. Its far simpler than that. It has little to do with mech selection and everything to do with the snowballing, which you are right about.

This game is super punishing to anyone who makes a mistake. You spend 5 minutes in queue and if you're the first to die you might get a minute of actual playtime. Plus, once you die, your team is down a man, so the other team has an advantage. That can, and does snowball and its pretty much the sole reason you see stomps.

That is why stomps happen.

Its not because of bad mech choices, its not because of the matchmaker forcing you to lose (its not), its not because of the terror of groups (and y'all can stop lying about groups now, thanks), its because random chance and relatively innocuous mistakes can get punished with a wipe, and without respawns you basically have zero chance as a player to correct even those innocuous mistakes before someone punishes you for them.

#166 VeeOt Dragon

    Member

  • PipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 1,293 posts
  • LocationHell, otherwise known as Ohio

Posted 17 April 2023 - 08:45 AM

i am not a fan of Drop decks in QP, i played FP long ago and the last thing i want is another game mode like it. mind you in QP we wont have the problem of 12 man comp groups going around seal clubbing pug groups. (and yes this was very common). the main reason i don't want drop decks in QP is because its QUICK play not long game. also it just makes a stomp worse. with just one mech you get stomped you just end match and move on to the next with a full drop deck you have to burn through 4 mechs before you can get to the next roll of the dice. Drop decks would also be bad for new players. new players don't have more than one or two mechs and lets be honest the trial mech builds are mostly garbage when it comes to being new player friendly. also if say your 4 mechs get taken out early and you want to just quit match and pull out another mech to use you now have 4 mechs that you can't use instead of just one (another hit to new players here since even if they have 4 mechs they now have to sit through a stomp match before they can play again. not to mention those matches where the last guy runs off and hides somewhere with his mech shut down to drag out the match)

now i wouldn't be opposed to sort of a choice deck. you get say 2 mechs you can select before you hit the match button (with the restriction that they must both be of equal weight class if not equal tonnage (+ or - .5 tons since some builds just come in short on tonnage). then once the map and game mode are selected you can chose one of those mechs to use. (so say you want to play an LRM Dervish-6MR so you put with it in the choice deck with another 55 tonner that is more suited to close range engagements. this way if the dice are against you and you end up on a map like Solaris where it is very hard to do well with LRM you have that other mech to fall back on for that match). you still only get one mech one life but at least you aren't stuck with a mech that is ill suited to the map.

there are just to many negatives and not enough positives to drop decks in QP. just keep it for the EQ. they could always split it into two QP buckets one with drop deck one without but given the low population of MWO that would just hurt things further.

Edited by VeeOt Dragon, 17 April 2023 - 08:47 AM.


#167 pbiggz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,827 posts
  • LocationOutreach

Posted 17 April 2023 - 09:25 AM

View PostVeeOt Dragon, on 17 April 2023 - 08:45 AM, said:

i am not a fan of Drop decks in QP, i played FP long ago and the last thing i want is another game mode like it.


Good thing nobody is asking for invasion.

View PostVeeOt Dragon, on 17 April 2023 - 08:45 AM, said:

the main reason i don't want drop decks in QP is because its QUICK play not long game.


Is it though? If you wait in queue just to die 30 seconds into a match maybe your playtime was quick, but was your actual experience quick? How much time did you spend in queue? The game loop of this game basically slows you down to 10-15 minute cycles and a huge chunk of that time is spent outside a match or watching other people play while you're dead. Drop decks max out your minutes played. Even if matches lasted a few minutes longer, the quality of those minutes is dramatically better than the fewer, worse minutes spent not playing.

View PostVeeOt Dragon, on 17 April 2023 - 08:45 AM, said:

also it just makes a stomp worse. with just one mech you get stomped you just end match and move on to the next with a full drop deck you have to burn through 4 mechs before you can get to the next roll of the dice.


Stomps happen, as i mentioned above (and you didn't read) because even innocuous, tiny mistakes get punished severely. Being the first to die puts your team at a disadvantage AND puts the enemy team at an advantage. Those imbalances tip even more severely in the winners favour the more they happen. Dropdecks would eliminate that entirely; 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.

So no, this does not stand up to scrutiny.

View PostVeeOt Dragon, on 17 April 2023 - 08:45 AM, said:

Drop decks would also be bad for new players. new players don't have more than one or two mechs and lets be honest the trial mech builds are mostly garbage when it comes to being new player friendly. also if say your 4 mechs get taken out early and you want to just quit match and pull out another mech to use you now have 4 mechs that you can't use instead of just one (another hit to new players here since even if they have 4 mechs they now have to sit through a stomp match before they can play again. not to mention those matches where the last guy runs off and hides somewhere with his mech shut down to drag out the match)


Flaws in the new player experience go far deeper than this, but if drop decks became a standard in quickplay, I expect more trial mechs and a bigger cadet bonus would be in order to get new players kitted out, and those are quick easy fixes, thus, not a reason not to do it.

View PostVeeOt Dragon, on 17 April 2023 - 08:45 AM, said:

now i wouldn't be opposed to sort of a choice deck. you get say 2 mechs you can select before you hit the match button (with the restriction that they must both be of equal weight class if not equal tonnage (+ or - .5 tons since some builds just come in short on tonnage). then once the map and game mode are selected you can chose one of those mechs to use. (so say you want to play an LRM Dervish-6MR so you put with it in the choice deck with another 55 tonner that is more suited to close range engagements. this way if the dice are against you and you end up on a map like Solaris where it is very hard to do well with LRM you have that other mech to fall back on for that match). you still only get one mech one life but at least you aren't stuck with a mech that is ill suited to the map.


All the half measures have more drawbacks than the actual change. Dropdecks eliminate a number of foundational problems mwo has suffered since closed beta. There are considerations to be made to make sure it works correctly, but all the compromise suggestions do is introduce the complexity drop decks add without introducing all the benefits.

View PostVeeOt Dragon, on 17 April 2023 - 08:45 AM, said:

there are just to many negatives and not enough positives to drop decks in QP.


No there aren't.


View PostVeeOt Dragon, on 17 April 2023 - 08:45 AM, said:

they could always split it into two QP buckets one with drop deck one without but given the low population of MWO that would just hurt things further.


Splitting queues is an aweful idea.

Edited by pbiggz, 17 April 2023 - 09:27 AM.


#168 Horseman

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 4,747 posts
  • LocationPoland

Posted 17 April 2023 - 10:16 AM

View Postpbiggz, on 17 April 2023 - 09:25 AM, said:

Stomps happen, as i mentioned above (and you didn't read) because even innocuous, tiny mistakes get punished severely. Being the first to die puts your team at a disadvantage AND puts the enemy team at an advantage. Those imbalances tip even more severely in the winners favour the more they happen. Dropdecks would eliminate that entirely; 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.
Or you have 3 more mechs unsuitable for the map and mode and can't leave the match without suffering a penalty (and having all four mechs locked until it ends).
If you've ran into a horrible (or toxic) team, enjoy being stuck with them for next three mechs.
If you've ran into a team containing a player who plays so badly they sabotage the entire team's odds (you've seen them, they're the ******* who's on their final mech and charging straight into the enemy when your team is gathering for wave two), enjoy being stuck in the match for next three mechs.

View Postpbiggz, on 17 April 2023 - 06:39 AM, said:

This game is super punishing to anyone who makes a mistake. You spend 5 minutes in queue and if you're the first to die you might get a minute of actual playtime. Plus, once you die, your team is down a man, so the other team has an advantage. That can, and does snowball and its pretty much the sole reason you see stomps.

That is why stomps happen.

Its not because of bad mech choices, its not because of the matchmaker forcing you to lose (its not), its not because of the terror of groups (and y'all can stop lying about groups now, thanks), its because random chance and relatively innocuous mistakes can get punished with a wipe, and without respawns you basically have zero chance as a player to correct even those innocuous mistakes before someone punishes you for them.
Drop decks don't and won't stop snowballs. If anything, they make them worse as your team's weakest players crumble early and everyone else has to fight a losing battle for next 2-3 waves.

#169 feeWAIVER

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,732 posts

Posted 17 April 2023 - 10:55 AM

View PostHorseman, on 17 April 2023 - 10:16 AM, said:

Or you have 3 more mechs unsuitable for the map and mode and can't leave the match without suffering a penalty (and having all four mechs locked until it ends).
......
Drop decks don't and won't stop snowballs. If anything, they make them worse as your team's weakest players crumble early and everyone else has to fight a losing battle for next 2-3 waves.


If you drop with 4 mechs that are "unsuitable for the map", that's a You problem.

Teams weakest players crumble early? Half the maps take up to 5 minutes for the assaults to even get in firing position.
How many mechs do you think the average person is going to burn through in 15 minutes?

You are more likely to make a come back from a losing game with reinforcements than without. Period.


#170 MTier Slayed Up

    Member

  • PipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 717 posts

Posted 17 April 2023 - 11:05 AM

Or it could just be 15 minutes of watching your team get slaughtered.

And since everyone will have 4 mechs...It's going to be a 15 minute game.

#171 foamyesque

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • 795 posts

Posted 17 April 2023 - 11:07 AM

View PostfeeWAIVER, 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.

Teams weakest players crumble early? Half the maps take up to 5 minutes for the assaults to even get in firing position.
How many mechs do you think the average person is going to burn through in 15 minutes?

You are more likely to make a come back from a losing game with reinforcements than without. Period.


I mean, if you respawn and it takes you five minutes to get back into the action there's not a whole lot of point in respawning either.

Granted, five minutes is an exaggeration. I think it's about a minute and a half or so on Highlands to get to the centre for a standard assault? I should time it sometime. Even so though, respawning back at drop still means you're out of the fight for a fairly significant duration unless it's a mode like assault, so the battle might well be decided by the time you get there anyway, and feeding dudes into a meatgrinder piecemeal is a recipe for a defeat-in-detail to boot.

#172 feeWAIVER

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,732 posts

Posted 17 April 2023 - 11:58 AM

View Postfoamyesque, on 17 April 2023 - 11:07 AM, said:


I mean, if you respawn and it takes you five minutes to get back into the action there's not a whole lot of point in respawning either.

Granted, five minutes is an exaggeration. I think it's about a minute and a half or so on Highlands to get to the centre for a standard assault? I should time it sometime. Even so though, respawning back at drop still means you're out of the fight for a fairly significant duration unless it's a mode like assault, so the battle might well be decided by the time you get there anyway, and feeding dudes into a meatgrinder piecemeal is a recipe for a defeat-in-detail to boot.


Well for one there's weight limits. People aren't gonna bring 4 atlas'.
People will typically drop heaviest first, and then drop faster mechs to get back into the action.

View PostDrtyDshSoap, on 17 April 2023 - 11:05 AM, said:

Or it could just be 15 minutes of watching your team get slaughtered.

And since everyone will have 4 mechs...It's going to be a 15 minute game.


The only 15 minute games you'll really get is skirmish.
Domination, Assault, and Conquest will more likely end by objective.

Edited by feeWAIVER, 17 April 2023 - 11:59 AM.


#173 pbiggz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,827 posts
  • LocationOutreach

Posted 17 April 2023 - 01:53 PM

View PostHorseman, on 17 April 2023 - 10:16 AM, said:

Or you have 3 more mechs unsuitable for the map and mode and can't leave the match without suffering a penalty (and having all four mechs locked until it ends).
If you've ran into a horrible (or toxic) team, enjoy being stuck with them for next three mechs.
If you've ran into a team containing a player who plays so badly they sabotage the entire team's odds (you've seen them, they're the ******* who's on their final mech and charging straight into the enemy when your team is gathering for wave two), enjoy being stuck in the match for next three mechs.


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 or simply providing more free/cheap mechs.

View PostHorseman, on 17 April 2023 - 10:16 AM, said:

Drop decks don't and won't stop snowballs. If anything, they make them worse as your team's weakest players crumble early and everyone else has to fight a losing battle for next 2-3 waves.


Or, as feewaiver says, it provides more opportunities to come back.


What i've noted is that most of your critiques are centered around killing/being killed. 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.

Right now they're basically griefing strategies.

I get what your concerns are but every time this discussion comes up people just start clobbering it with problems we already experience and they don't even entertain the potential it has to address at least some, if not all of those problems in some way.

View PostDrtyDshSoap, on 17 April 2023 - 11:05 AM, said:

Or it could just be 15 minutes of watching your team get slaughtered.

And since everyone will have 4 mechs...It's going to be a 15 minute game.


The event queue, the literal real world case study you refused to participate in and refuse to acknowledge, provides perhaps different data from your unsubstantiated claims.

View Postfoamyesque, on 17 April 2023 - 11:07 AM, said:

I mean, if you respawn and it takes you five minutes to get back into the action there's not a whole lot of point in respawning either.


This is a valid critique. One of the few i've seen in this thread. 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.

View Postfoamyesque, on 17 April 2023 - 11:07 AM, said:

Granted, five minutes is an exaggeration. I think it's about a minute and a half or so on Highlands to get to the centre for a standard assault? I should time it sometime. Even so though, respawning back at drop still means you're out of the fight for a fairly significant duration unless it's a mode like assault, so the battle might well be decided by the time you get there anyway, and feeding dudes into a meatgrinder piecemeal is a recipe for a defeat-in-detail to boot.


This is primarily a concern on big maps. I think a change as simple as re-evaluating spawn points and objective points could address some of this. This is a legitimate area of discussion. Unsubstantiated claims about stomps, queue times, and group abuse are not.

Edited by pbiggz, 17 April 2023 - 01:54 PM.


#174 Horseman

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 4,747 posts
  • LocationPoland

Posted 17 April 2023 - 03:21 PM

View PostfeeWAIVER, 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.

Quote

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.

Quote

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.

Quote

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.

View Postpbiggz, 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

View Postpbiggz, 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.

View Postpbiggz, 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.

View PostfeeWAIVER, 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).

View Postpbiggz, 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.

View Postpbiggz, 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.

View Postpbiggz, 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.

View Postpbiggz, 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.


#175 feeWAIVER

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,732 posts

Posted 17 April 2023 - 04:04 PM

You keep making the same stupid point, dude.
FP has 25 minute matches and 12man tryhards vs skittles.
I'd quote your post, but it was too long and dumb to edit.

Previous EQs have been the best MWO has ever been. Clearly you missed it. You were probably arguing on this forum instead of playing it.

Edited by feeWAIVER, 17 April 2023 - 04:06 PM.


#176 pbiggz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,827 posts
  • LocationOutreach

Posted 17 April 2023 - 04:49 PM

There are lots of reasons FP died; most of them had to do with the high barrier to entry combined with changes that directly nerfed/rendered large units (the best equipped to play FP) nonviable overnight.

Implying that respawns is why is a stretch at best.


Your other arguments again are all linked to kill-centric gameplay and players making bad decisions.

Regarding kill-centric gameplay, you suggest that there's no incentive to play objectives; this is because there's no respawns. If there are respawns, doing objectives becomes a faster way to end games, and the presence of respawns gives both teams the opportunity to tug back and forth over those objectives. Got wiped? Thats fine, your team has another wave to drop in and now the enemy team is damaged.

An important note her is that respawns aren't meant to pad the length of the game, they're meant to give players the opportunity to actually fight over objectives; something you can't do without respawns. Every game mode right now is skirmish with extra steps. If you can respawn, suddenly holding guys back for base defense in assault makes sense. Suddenly domination is a back and forth terrain control gamemode. Suddenly fast mechs on conquest are far more important than ever before, when they would have just died quick to people ignoring the objectives to play skirmish.

Hell, even skirmish could be shortened by giving teams a kill goal; first to 24 wins, or whoever has the most kills at the end of the match timer.

All of these are pretty easily addressed and easily defended things, not insurmountable obstacles that totally preclude doing this, and all indications are PGI is at the very minimum interested in doing this.

As for potatoes dragging down your team, that happens already. This is a competitive multiplayer game. For you to win, someone has to lose. Nothing is going to insulate you from that reality and the presence for lack there-of of respawns has no impact on that, except that you have more chances to make up for your idiot teammate.

#177 Anjian

    Member

  • PipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 3,735 posts

Posted 17 April 2023 - 06:37 PM

View PostDrtyDshSoap, on 15 April 2023 - 11:30 AM, said:

That would require multiple map redesigns and we see how long that would take. The idea is playing by objective though, and i can't see that happening with a constant rotation of mechs. Its soup que, getting people to coordinate is difficult enough as is.


Your maps are heavily flawed and poorly designed to begin with, and a overhaul is needed. But that's a separate issue.

Quote

I'm behind this idea because you can actually choose a mech that fits the situation. I'm just against drop decks and drawing the match out to 10 minutes, 15 minutes, a half hour, etc.


There are games that have drop decks and strictly limited time periods. They have also been commercially successful. So this isn't a theory and it's proven in the real world.

Quote

There's normally been a ranked que vs a casual que in other games. The tier system was a blanket for that and while it served as a bandaid initially, it ended up being flawed because of the volume of games you could play poorly would still guarentee a tier up.


I don't see the need to have a separate ranked and casual queue. For purposes of simplicity, there are games out there with only one single universal queue that's both ranked and casual. This isn't a theoretical subject, this model is proven in the real world.

Edited by Anjian, 17 April 2023 - 06:40 PM.


#178 Sean Lang

    Member

  • PipPipPipPipPipPipPip
  • The Wolf
  • The Wolf
  • 969 posts
  • Facebook: Link
  • Twitter: Link
  • Twitch: Link
  • LocationNorth Carolina

Posted 17 April 2023 - 06:38 PM

TLDR - DO IT! DROP DECKS FTW IN QUICKPLAY! LET'S GOOOOOO!!!

#179 feeWAIVER

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,732 posts

Posted 17 April 2023 - 06:39 PM

View PostSean Lang, on 17 April 2023 - 06:38 PM, said:

TLDR - DO IT! DROP DECKS FTW IN QUICKPLAY! LET'S GOOOOOO!!!


GOGOGO JUST DO IT PGI!!!

#180 Zader39

    Member

  • Pip
  • The Fearless
  • The Fearless
  • 11 posts
  • LocationSt Louis, MO

Posted 17 April 2023 - 06:46 PM

View PostPocketYoda, on 10 December 2022 - 04:14 PM, said:

Even if we had drop decks you wouldn't have to use all of them, PGI could still lock it to one mech a match, you'd just have 4 choices instead of one.


Yup, I think this is exactly the best way to do it. Select from a dropdeck after the map is chosen, but just get that one mech for the match for quickplay. Makes a lot of mechs actually viable again. Just do it!!!!





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users