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Is It Just Me Or Does This Game Enable Bad Players?


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#1 Dunjee

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Posted 22 October 2023 - 04:59 PM

To clarify, I don't mean players that are new or people that make mistakes. It happens. I mean players that get out of position because they're thirsty for kills, don't call/lock targets, try to piggy back ride teammates when they need to back up, and most galling of all, walk in front of you while you're clearly in the middle of shooting. The last one especially bothers me because if I'm focusing down my target and XxXFortnite420_TTVXxX moves in front of me and I tag him, I get punished. Sure, they get damaged, but I lose match score and possibly get a time out because they can't keep still for 5 seconds. As for target locks I kinda wish there was a reward system like the hit and run/flanking/etc that gives you a small cbill or exp boost the longer you keep a target in your sights. I get that you can't always lock a target if you get jumped, but if you have a clear line of sight on someone and can lock them please do so we know their position


Bonus rant: Screaming "I need help over here!!" into coms and not telling us your position is screen door on a submarine levels of helpful. You're not the main character and we don't all have time to look at who's name popped up in coms and then try to find you on the map with Q.

#2 ThreeStooges

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Posted 22 October 2023 - 05:54 PM

Bad players are most likely use to other shooters. What they know of other shooters doesn't work here. Aiming in mwo is incredible easy compare to a game like world of war ships where you don't have to consider both your own mech and the enemy mech's motions while guessing which way they might suddenly turn.

Locking is just a simple r press here. Or if you want to be making a target the universal target you can spend four or five tons on a narc and mark them for a good 20-30 seconds.

#3 martian

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Posted 22 October 2023 - 08:36 PM

View PostDunjee, on 22 October 2023 - 04:59 PM, said:

To clarify, I don't mean players that are new or people that make mistakes. It happens. I mean players that get out of position because they're thirsty for kills, don't call/lock targets, try to piggy back ride teammates when they need to back up, and most galling of all, walk in front of you while you're clearly in the middle of shooting. The last one especially bothers me because if I'm focusing down my target and XxXFortnite420_TTVXxX moves in front of me and I tag him, I get punished. Sure, they get damaged, but I lose match score and possibly get a time out because they can't keep still for 5 seconds.
In the end, it is your responsibility to make sure that you are not hitting friendly 'Mechs.

Imagine that it would be the other way round: You would be hitting friendly 'Mechs and they would be punished.

View PostDunjee, on 22 October 2023 - 04:59 PM, said:

As for target locks I kinda wish there was a reward system like the hit and run/flanking/etc that gives you a small cbill or exp boost the longer you keep a target in your sights. I get that you can't always lock a target if you get jumped, but if you have a clear line of sight on someone and can lock them please do so we know their position
Just press "R" and you can get Scouting bonus or Spotting bonus. I think that they are sufficient.

#4 RickySpanish

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Posted 23 October 2023 - 05:58 AM

View PostDunjee, on 22 October 2023 - 04:59 PM, said:

To clarify, I don't mean players that are new or people that make mistakes. It happens. I mean players that get out of position because they're thirsty for kills, don't call/lock targets, try to piggy back ride teammates when they need to back up, and most galling of all, walk in front of you while you're clearly in the middle of shooting. The last one especially bothers me because if I'm focusing down my target and XxXFortnite420_TTVXxX moves in front of me and I tag him, I get punished. Sure, they get damaged, but I lose match score and possibly get a time out because they can't keep still for 5 seconds. As for target locks I kinda wish there was a reward system like the hit and run/flanking/etc that gives you a small cbill or exp boost the longer you keep a target in your sights. I get that you can't always lock a target if you get jumped, but if you have a clear line of sight on someone and can lock them please do so we know their position


Bonus rant: Screaming "I need help over here!!" into coms and not telling us your position is screen door on a submarine levels of helpful. You're not the main character and we don't all have time to look at who's name popped up in coms and then try to find you on the map with Q.


Thankfully XxXFortnite420_TTVXxX is so obssessed with pretending to be an anime girl on stream, that they are too bad to progress passed tier 4, so you will eventually be rid of them. But there is aaalways a chance someone will kill steal and body block you to do it, even at higher tiers. There is not much you can do from a game design standpoint, because even if kills weren't incentivised (and you can do very well in terms of match score even without a lot of kills), players would still act greedy to land the final blow. If it makes you feel better, when I obviously block another player's shots, I apologise to them.

#5 Richard Hazen

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Posted 23 October 2023 - 07:53 AM

I get angry easily, I try to work for the team but I'm increasingly of the opinion it's best to not bother cause they won't for you. To many things trigger me, I have anxiety issues, but I think the people I play with really don't care and just insult me or mock me for getting worked up.

Edited by Will Hawker, 23 October 2023 - 08:14 AM.


#6 Bud Crue

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Posted 23 October 2023 - 08:47 AM

Does this game enable bad players?

I believe that's obviously a resounding "Yes!" otherwise most of us would be playing a different game. I agree however, that the penalties for being bad in the way your OP details are insufficient. That said, for many of us, you could penalize us with significantly greater time outs for team damage, or down arrows, or whatever and we'd still engage in "bad" behavior/play.

Apropos, can anyone explain just how the penalty system actually works? I've done over a 100 points of team damage and received no penalty; not even a 10 second time out. Whereas other times I've done war crimes in the 80's and gotten one. We occasionally team kill members of our group (by "group" I mean the 2-4 man we might be running and/or those that we are sync dropping with if they end up on the same team) mostly on accident, and even hereto the "bad" actor has gotten no time out. Are there any actual guidelines/rules for this that anyone is aware of?

#7 RickySpanish

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Posted 23 October 2023 - 12:16 PM

View Postthe check engine light, on 23 October 2023 - 10:12 AM, said:

Welcome to MOBA environments. They're what you play to remind yourself why you hate people.


MWO is pretty tame, when I played League of Legends it was way worse, even at lower levels of ranked play. People acted like 1500 Elo was super serious mode.

#8 Richard Hazen

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Posted 23 October 2023 - 12:18 PM

The combination of me being super competitive and anxious just makes me unbearable sometimes, I really hate it cause its like a red rag to a bull then I calm down and just regret it.

#9 Glymbol

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Posted 23 October 2023 - 01:16 PM

Don't be so hard on yourself, it happens to everyone,

#10 Dr Wubs

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Posted 23 October 2023 - 01:36 PM

The first factor you must consider is that this game has won an IGN award 10 years straight for having the drunkest playerbase.

Then you have the way the game changes over different tiers:

Tier 5- Guys in LRM fafnirs screaming about how the team should escort his mech, get him locks, and how he's going to make it rain.

Tier 4- LRMers who can get their own locks and scream less.

Tier 3- A bizarre mix of everything. Probably the most fun.

Tier 2- LRMers are extinct and replaced by snipers galore.

Tier 1- The sniper cartel who will have PGI nerf mechs if they are too effective at backstabbing snipers cuz that's the way you take snipers out.

Posted Image

#11 LordNothing

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Posted 23 October 2023 - 01:51 PM

frankly every game enables bad players. you need to because games are entertainment, people are not going to be as awesome as they think they are so it is up to the game developer to provide that experience.

for example, you are on a gigantic walking robot lurching forward step by step yet its still possible to hit a pixel half way across the map. people call this skill, and it is to a degree. but different skills have different value and lining up pixels in a bare bones simulation is nothing exceptional.

the real world is not that forgiving. you aren't exactly holding your breath and pulling the trigger between heartbeats to reduce the error are you? and those snipers can hit smaller targets than mechs, at ranges longer than the blue flashlight club, without the aid of mechanized control loops. the military just makes everything an aimbot, including the bullets, because skill has its limits. its only a matter of time until the infantry get theirs and it will make the sniper obsolete over night.

Edited by LordNothing, 23 October 2023 - 02:15 PM.


#12 SolCrusher

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Posted 23 October 2023 - 04:12 PM

View PostBud Crue, on 23 October 2023 - 08:47 AM, said:

Does this game enable bad players?

I believe that's obviously a resounding "Yes!" otherwise most of us would be playing a different game. I agree however, that the penalties for being bad in the way your OP details are insufficient. That said, for many of us, you could penalize us with significantly greater time outs for team damage, or down arrows, or whatever and we'd still engage in "bad" behavior/play.

Apropos, can anyone explain just how the penalty system actually works? I've done over a 100 points of team damage and received no penalty; not even a 10 second time out. Whereas other times I've done war crimes in the 80's and gotten one. We occasionally team kill members of our group (by "group" I mean the 2-4 man we might be running and/or those that we are sync dropping with if they end up on the same team) mostly on accident, and even hereto the "bad" actor has gotten no time out. Are there any actual guidelines/rules for this that anyone is aware of?


The timeout isn't very long, nuking a teammate and watching the match continue after you die. Well typically you can play by the time the match is over.

#13 Tarl Cabot

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Posted 23 October 2023 - 05:50 PM

View PostBud Crue, on 23 October 2023 - 08:47 AM, said:

Does this game enable bad players?

I believe that's obviously a resounding "Yes!" otherwise most of us would be playing a different game. I agree however, that the penalties for being bad in the way your OP details are insufficient. That said, for many of us, you could penalize us with significantly greater time outs for team damage, or down arrows, or whatever and we'd still engage in "bad" behavior/play.

Apropos, can anyone explain just how the penalty system actually works? I've done over a 100 points of team damage and received no penalty; not even a 10 second time out. Whereas other times I've done war crimes in the 80's and gotten one. We occasionally team kill members of our group (by "group" I mean the 2-4 man we might be running and/or those that we are sync dropping with if they end up on the same team) mostly on accident, and even hereto the "bad" actor has gotten no time out. Are there any actual guidelines/rules for this that anyone is aware of?


https://mwomercs.com...-1458-15mar2016

It was added/updated when Domination and Grim Plexus was added. But at the time PGI didnt disclosed the amount of team damage for that 1 penalty strike.

------------------------

Team Kill/Team Damage Penalty System

The automated penalty system releasing in this patch is intended to penalize players who consistently engage in play behavior that results in Team Kills and/or excessive amounts of Team Damage.

The following actions will trigger this penalty system:

1 Team Kill = 1 Penalty strike
x amount of Team Damage = 1 Penalty strike

The damage threshold required for receiving a Penalty strike for Team Damage will not be made public at this time.

Multiple Penalty strikes can be received in a single match.

• Example: During Match 1, 'Player A' racks up an amount of Team Damage that doubles the Penalty threshold for Team Damage. They also perpetrate 1 Team Kill. As a result of these three actions, 'Player A' will be hit with a 5 minute delay for their next matchmaking search.

• Example: During Match 1, 'Player B' racks up an amount of Team Damage that triples the Penalty threshold for Team Damage. They also perpetrate 2 Team Kills. As a result of these five actions, 'Player B' will be hit with a 20 minute delay for their next matchmaking search. After waiting 20 minutes 'Player B' drops into Match 2 and perpetrates just 1 Team Kill; they do not hit the penalty threshold for Team Damage. As they are already at the Fifth Penalty strike from their previous match, and the four-hour Penalty reset has not yet occurred, they are hit with another 20 minute delay to their next matchmaking search.

The breakdown of the current penalty levels follow the same structure as the existing Disconnect Penalty system:

• First Penalty: 10 second delay for next matchmaking search.
• Second Penalty: 2 minute delay for next matchmaking search.
• Third Penalty: 5 minute delay for next matchmaking search.
• Fourth Penalty: 10 minute delay for next matchmaking search.
• Fifth Penalty: 20 minute delay for next matchmaking search.

Each subsequent penalty beyond the Fifth will also enforce a 20 minute penalty.

Penalty levels reset every 4 hours.

All of the above values are tune-able, and may be subject to change depending on how the system plays out in the general population.

Along with this new Penalty System, every point of Team Damage you inflict will now incur a -21 C-Bill penalty to your End of Round rewards.

Edited by Tarl Cabot, 23 October 2023 - 05:51 PM.


#14 Joanna Conners

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Posted 23 October 2023 - 06:38 PM

View PostDr Wubs, on 23 October 2023 - 01:36 PM, said:

The first factor you must consider is that this game has won an IGN award 10 years straight for having the drunkest playerbase.

Then you have the way the game changes over different tiers:

Tier 5- Guys in LRM fafnirs screaming about how the team should escort his mech, get him locks, and how he's going to make it rain.

Tier 4- LRMers who can get their own locks and scream less.

Tier 3- A bizarre mix of everything. Probably the most fun.

Tier 2- LRMers are extinct and replaced by snipers galore.

Tier 1- The sniper cartel who will have PGI nerf mechs if they are too effective at backstabbing snipers cuz that's the way you take snipers out.

Posted Image


I've been thinking a lot lately about how many of my co-pilots have been intoxicated. Posted Image

#15 Davegt27

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Posted 24 October 2023 - 05:08 AM

does this game enable bad players

first ? is how do you define bad players?

new players get a boost (got that from an early NGNG pod cast) can't you tell?
I know I had no idea

back in the day some player did not target mechs on purpose
they did not want anyone to steal there kill

#16 Duke Falcon

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Posted 24 October 2023 - 09:51 AM

There are no bad players or good players, just players whom cheat and players whom not and players whom just players and play, or players not play at all just tinker their time try to find out why others shoot through rocks just because PING and LAG render some lights OP, or players play turret and surprised that other players do move and catch them, or just players <insert whatever here you just want, really!>!

...

Wait, something went just terrible wrong..?





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