Map And Mode Feedback!
#141
Posted 03 August 2023 - 08:07 AM
Definitely should be something to look into if it's something that's possible to fix.
#142
Posted 03 August 2023 - 09:22 AM
C337Skymaster, on 03 August 2023 - 03:53 AM, said:
QP lived while other modes died because of exactly that scenario, which is why it's a very bad idea to bring that scenario to QP.
So you either get stomped one time or 4 times in a match if you were to make a Faction mode type Quick play.... Whats the difference than what already happens?
I played FP exclusively for quite a while, and the unit I was with wasn't bad, but overall, the objectives and everything that needed to be achieved with FP made the mode die, they could try and spruce it up just doing QP maps with a drop deck selection, this way once you die you're not out of the action. And what about all the matches where the game is 12-10 and if the team had another drop it might change the outcome? I think it would.
It's better for PGI to try something than to leave faction play as a completely dead mode that not a soul plays. FYI I doubt you could even get a FP drop at this point unless there is an event, the queue is beyond dead and has been, it's never going to come back in it's current form.
#143
Posted 03 August 2023 - 11:07 AM
#144
Posted 03 August 2023 - 11:18 AM
Some of the maps have spots that are not well-suited for an STD100 Stalker (19.1 kmph), which cannot even walk over slight ramps.
Edited by Lunatic_Asylum, 03 August 2023 - 11:21 AM.
#145
Posted 03 August 2023 - 11:23 AM
Lunatic_Asylum, on 03 August 2023 - 11:18 AM, said:
Some of the maps have spots that are not well-suited for an STD100 Stalker (19.1 kmph), which cannot even walk over slight ramps.
I didn't know you could even RUN an engine that puts your speed lower than 32.4, and I don't know why you would want to?
E: Omg you can.
Point stands re: why? You'll have to devote so much space to DHS that the crit savings are lost from the STD, the survivability of a mech slower than a stock Annie is bad STD-friendly hitboxes or no, the weight savings from lowballing the engine don't matter because what could you possibly run that eats few crits (which you need for the DHS) but is so heavy that you can use that spared tonnage?
Edited by the check engine light, 03 August 2023 - 01:34 PM.
#146
Posted 03 August 2023 - 11:47 AM
Domination could be adjusted on certain maps. Conquest is the most balanced for all mechs and play styles, imo. Everything is skirmish anyway, at least Conquest avoids the one last mech hiding for the whole match. Assault is pointless as well (especially depending on the map). Remove Assault, make it Incursion (only in Faction play - even though Faction play should JUST be siege maps, but anyway...)
MWO needs to decide what kind of game it is. The big "simulation" maps don't really have a place with how the matches currently play out. Since it's based on earning C-bills, the smaller maps with more action are always going to feel better. Making players spend five minutes walking to the same spots time after time is terrible for gameplay - just drop them closer.
#147
Posted 03 August 2023 - 11:52 AM
As you requested that we add our reasoning in the comments, I will add mine here. Apologies in advance for the long text:
Maps:
The main thing I struggle with on the maps I dislike is poor visibility. I find maps like Solaris City, Caustic Valley, the snowstorm version of Frozen City, every version of Terra Therma, and the new scrapyard map to be too dark or foggy to be fun. I know, the mechs have night vison and heat vision, but both have pretty severe compromises that make the game less enjoyable to me.
The new Ceres Metal Scrapyard map seems like a cool layout with a lot of visual interest, but I wish we could see it. A daytime version of it was featured as the backdrop in many of the posted pictures of the new assault mechs and it looked amazing- but in game the visual details and textures might as well not be there, which is kinda sad for the designer.
Modes:
I have two small gripes regarding modes. First, Incursion mode offers one more example of a complicated in-game system that is not explained anywhere in the game or its website. Players have to try to piece it together themselves, so there are always teammates that honestly do not know what the additional symbols littering their HUD are or how to prioritize their multiple objectives. I like the idea of there being more than one way to win a match. I don’t like the frustration – felt by both the experienced toward the new player, and by the new player themselves- of not understanding what those ways are.
My second gripe relates to the first- that is, that in Skirmish mode- the one mode with no secondary objectives- it is exceedingly frustrating to play or watch as the last remaining mech goes and hides without penalty while the others have to wander around looking for it. I’m not sure the best way to remedy this. I understand that some players value their k/d ratio above all else and WILL do this, regardless of the feedback they receive. But I suspect that even those players who hide do not enjoy being on the other side of a game that ends that way.
Maps, Modes, and Mechs:
The final issue I have with the maps- and the modes- is the fact that one must select their mech without any idea of the mission they are going on. This is jarringly unrealistic, even within the fictional setting. Humans don’t act like this. Even "way back in the 21rst century" we understand that one shouldn’t bring a knife to a gun fight. Why then would anyone choose to bring an expensive LRM platform to fight in Solaris City, or an expensive brawling mech to hike up Alpine Peaks, or a slow moving assault mech on a mission that depends on quickly capturing multiple resource points? If the game presents players as mechwarriors who own multiple mechs, what possible reason are we given for the “blind date” method of choosing mech first, then map/mode? The complaints from players who end up feeling like they brought the wrong mech for the mission seem very common, which feels ridiculous and frustrating.
I’m not a programmer so I acknowledge that my simple-sounding suggestion may, in fact, be incredibly difficult to implement, but: Couldn’t the order simply be reversed? Something like this:
1) Player selects which weight class they would like to play in that round, for matchmaking purposes.
2) Player votes for the map/mode they like from the preselected options.
3) Once the map and mode are announced, Player selects which of their mechs (from their stated weight class) they want to drop in.
Again, I truly appreciate all the work the PGI team continues to put into an older, free-to-play game that a lot of people really enjoy playing. I hope this survey gives you some clear insight into ways to continue improving things. Keep up the great work.
#149
Posted 03 August 2023 - 01:32 PM
W4R GOD, on 02 August 2023 - 05:32 PM, said:
Delete Alpine Peaks, its garbage and always was.
Siege mode, best mode.
i kind of like it, works in both ranged and brawly matches, its a good all rounder.
#150
Posted 03 August 2023 - 01:44 PM
#151
Posted 03 August 2023 - 01:55 PM
#152
Posted 03 August 2023 - 03:06 PM
Edited by GeneralDestroyer, 03 August 2023 - 04:00 PM.
#154
Posted 03 August 2023 - 04:51 PM
#155
Posted 03 August 2023 - 05:16 PM
The Incursion Game Mode. It's the poster-child for "One of these is not like the others" in the Quick Play game modes. This feels like it should be limited to - or perhaps be the main mode - of the Faction play mode. With victory possible via 12 v 12 knockout there's rarely any reason to go for the objectives and most of the time I end up in that mode it ends up being a slugfest where one team knocks out the other rather than any real attempts at completing the objectives. Moving it to an environment where you're potentially looking at having to rack up 48 kills to win the match makes going for the objectives (especially if the 15 minute timer is kept) a much more attractive path to victory. Especially if objective completion is what the timeout victory condition looks at rather than the number of enemy kills.
#156
Posted 03 August 2023 - 06:02 PM
There are some city maps.
There are only three and a half industrial cards (and even then with some stretch). Perhaps the new map could look like some kind of factory (factory shops or factory territory).
Sniper-friendly maps are enough at the moment. I would like to have a little more maps for brawlers. Which would allow brawlers, moving from cover to cover, to go to close range to realize their firepower. The new map (Ceres Metal Scrapyard ) in this aspect is quite good.
I like maps that have several levels for the game (old HPG, Vitric Station, Rubellit, Solaris city).
I don't like Francois-style maps. I'm talking about bowl-shaped maps where some random cover is scattered in the low center and the edges are raised for better positioning of snipers (new HPG, new Polar Highlands, new Caustic, Emerald Valley).
One of the key problems in existing game modes, I see the absolute symmetry of tasks for teams. The game itself does not set a clear task for the teams: attack or defend. Because of this, the game is a complete mess. From the very beginning, people in teams do not understand at all what role they will play the battle in (this is especially acute in the Conquest, Assault and Invasion modes).
In the current conditions of a virtually non-existent matchmaker, my least favorite game mode is Conquest. In the vast majority of cases, one team gets more fast mechs in their roster.
Edited by Voice of Kerensky, 04 August 2023 - 12:23 AM.
#157
Posted 03 August 2023 - 06:19 PM
#159
Posted 03 August 2023 - 07:43 PM
Please do read this previous thread about rotating spawn points to maximize all the effort that's gone into building maps.
Many people agreed that it made sense, so I hope you'll consider it. Thank you!
#160
Posted 03 August 2023 - 09:40 PM
The way it should work:
-Radar and jammer should always be on (DUH!!!), unless you manage to destroy the towers.
-Dropship should do 1 or 2 fly by an opponents base only if you manage to put a UAV inside it.
-Double the durability of everything inside the base (including the walls and turrets)
If you think about it, aside from skirmish and siege, incursion is the only mode that feels like there is a real objective and not something totally artificial like standing in a "fictitious circle" to win a fight... (that's 1980's video games rules)
Incursion maybe better suited for faction play. (if it was programmed properly). In fact FP should only be siege (that is what most FP players really want) with the occasional skirmish and incursion to mixed it up a litlle. The other modes (design for QP) are very frustrating especially in FP 4 mechs drop.
Edited by LhommeX, 03 August 2023 - 09:41 PM.
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