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#101
Posted 11 January 2012 - 09:09 AM
Almost like the random battlegrounds/rated battlegrounds in Wow?
I think there definitively needs to be some sort of practice mode for new players.
#102
Posted 11 January 2012 - 09:16 AM
Sug, on 11 January 2012 - 09:09 AM, said:
Almost like the random battlegrounds/rated battlegrounds in Wow?
I think there definitively needs to be some sort of practice mode for new players.
They can easily do match types like this with a respawn timer for 'reinforcements' for the pub games. They can add the usual objectives (hold control point, grab flag/data/etc). I do not think this will work well for escort type missions unless the respawns are done in specific areas of the map as the escort progresses.
#103
Posted 11 January 2012 - 09:19 AM
And for those who lack any notion of teamwork or tactics, you can pull out a "gameboy" and play pong or lunar lander for the remaining 19 minutes.
#104
Posted 11 January 2012 - 09:32 AM
my 2 cents:
Pardon if i am presumptuous, but i feel most of us will not like the "rush/die/rush" in MWO, it just doesn't feel right in a game that will be a sort of tactical simulator.
However, i also do not think that we should rely, or abuse of the patience of the gamers - this is a mech game, not a waiting game.
I've played America's Army, this would happen: A 10 minute game started, you'd get killed in the beggining, and you'd have to wait 9 minutes, before the game would end.
Now, personally, I wouldn't wait, it would be just faster to log out, and relog in another server (would be different if i died 9.59 minutes). Its not that i didn't like the game, but hell, if you die fast twice in a game, that's 20 minutes.. its a lot, especially if you play 1/2 hours a day.
Now, someone has written here, that there should be an option for you either to wait, or join another match, with penalties for the impatient - For me, this seems as a reasonable idea (as long as the penalties aren't insane).
This way, you can keep both "sides" happy: There won't be an incentive to "rush 'n die", but you won't doom players to play MWO - the waiting game.
Again, just my 2 cents
#105
Posted 11 January 2012 - 10:03 AM
The player that has learned to play as a team because the developers have "boxed" you into a very specific play style of not getting to respawn, or..
The player that plays as a team even while knowing that they have the cushion of unlimited respawns.
I personally know that I prefer team work and I will work to learn every aspect that I can, from every angle there is. Not getting to respawn only serves to slow the game down in terms of spreading to more and more gamers. If a player is not playing, then they are likely to go elsewhere, and take their money with them.
Too many fellas in this thread have decided that wanting respawns is akin to being a run'n'gun player. That is rubbish. A good player is a good player, regardless of the video game's parameters. I prefer ALL options to be available, and to let ME make up my mind what I want to do.
Going from one match to another, in between deaths will only serve to destroy team work and will assist players in simply dumping games early when it isn't looking good. I am not in favor of this. The devs should make it as attractive as possible for a player to stick with the team they have. If you enter a pub match, you should be able to keep rolling with that team as much as possible, with as few penalties as possible. More carrots, less stick.
#106
Posted 11 January 2012 - 10:08 AM
But every time you reinforce, you will have to eat into your OWN mechbay inventory.
If all 7 mechs in your mech bay have being used for reinforcement and you wasted them all, you will have 7 really banged up machines waiting for repairs when you are done and a HUGE c-bill problem to take care off.
There fine.
![:P](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
Edited by [EDMW]CSN, 11 January 2012 - 10:10 AM.
#107
Posted 11 January 2012 - 10:11 AM
pharaoh, on 11 January 2012 - 12:17 AM, said:
The only conceivable way for respawning to work is if this is a video game. In real life, no way.
#108
Posted 11 January 2012 - 10:12 AM
Red Beard, on 11 January 2012 - 10:03 AM, said:
Eh, I don't like it because it is a total break from immersion. Granted not everything will be "realistic" in the game, and heck, it can't be by the very nature of the source material, but this just pulls me out of it and makes it feel more like, "just another game", if that makes any sense. Probably similar to how you feel about the thought of an arbitrary 11 hit-box only armor model.
#109
Posted 11 January 2012 - 10:12 AM
SquareSphere, on 11 January 2012 - 09:08 AM, said:
Org matches make respawn an option but it affects win conditions, IE if you play no respawn you can gain more "stuff" (like exp, cbills etc) if you win/lose.
Ulitmately, the VAST majority of people do not want to majorly punished if they lose.
Just like the devs said, have to think about implementing these things from a carrot instead of a stick approach.
Exactly.
I'm really not understanding the mindset of some of the people posting here. Obviously, when someone's mech get destroyed, it means something. Depending upon the game type, it's +1 kill for the other team (in a respawn game) or playing the rest of the drop with one less teammate (no-respawn) or maybe some other consequence depending upon what the goal/objective is.
The game is going to be competitive, people are going to win and lose. What I really am having a hard time with is why some posters seem to think that that someone who has already "lost" in the game needs to be further punished.
By all means guys, if you feel the need to cool your heels after getting your mech destroyed, feel free, turn off your computer for 15 minutes in the name of "realism" or flog yourself until you feel you have "learned your lesson". Punishment as a game mechanic is a seriously bad idea.
Provide incentives and rewards for winning, losing sucks enough in and of itself.
#110
Posted 11 January 2012 - 10:17 AM
alVolVloLy, on 11 January 2012 - 10:12 AM, said:
And those whose mindset you don't understand probably won't understand yours....
I can't see a neat compromise here - any middle ground runs a high risk of annoying both camps. I'd be happy if we had the option to participate in both manners as I'd hate to see the game lose a whole chunk of players just like that. However, if only one option is implemented I'd want it to be my favoured one!
#111
Posted 11 January 2012 - 10:21 AM
SquareSphere, on 11 January 2012 - 09:08 AM, said:
I like this idea. To add to it, I would even like to see a system in place that puts the rewards for victory on a sliding scale. If you do NOT respawn at all, you get the full rewards. If you have one or two respawns, you take a small percentage deduction, maybe 10-15 percent. Likewise for even more respawns.
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I agree. This is a basic concept, and one I see many fellas here are not tuning in to. Instead of penalizing "less than great" game play, they should reward really good teamwork. Too many penalties, or penalties that come off too harsh can drive lots of potential money out the door.
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Exactly.
#112
Posted 11 January 2012 - 10:29 AM
alVolVloLy, on 11 January 2012 - 10:12 AM, said:
Exactly.
I'm really not understanding the mindset of some of the people posting here. Obviously, when someone's mech get destroyed, it means something. Depending upon the game type, it's +1 kill for the other team (in a respawn game) or playing the rest of the drop with one less teammate (no-respawn) or maybe some other consequence depending upon what the goal/objective is.
The game is going to be competitive, people are going to win and lose. What I really am having a hard time with is why some posters seem to think that that someone who has already "lost" in the game needs to be further punished.
By all means guys, if you feel the need to cool your heels after getting your mech destroyed, feel free, turn off your computer for 15 minutes in the name of "realism" or flog yourself until you feel you have "learned your lesson". Punishment as a game mechanic is a seriously bad idea.
Provide incentives and rewards for winning, losing sucks enough in and of itself.
I have not agreed with a post this much in a while. This dude "gets it".
A few of the posts I have read on this subject lead me to believe that some guys want the game to come with shock collars, for added "realism".
Anomoly is right on here. More rewards, less penalties. More rewards means more players and more cash. More penalties mean less players sticking around to add to the player base.
Allow respawns, but limit the rewards to those who use a huge amount of respawns.
#113
Posted 11 January 2012 - 10:29 AM
Bernardo Sinibaldi, on 11 January 2012 - 10:17 AM, said:
I can't see a neat compromise here - any middle ground runs a high risk of annoying both camps. I'd be happy if we had the option to participate in both manners as I'd hate to see the game lose a whole chunk of players just like that. However, if only one option is implemented I'd want it to be my favoured one!
Regarding mindset, not so much really. I don't expect to win in every match, but I also don't expect to lose every match. I don't want myself, nor anyone else, to loose out on their evening "game time" just to feel like the other guy "got what he deserved" for being x, y, or z. That's the punishment mindset I'm talking about.
I do agree with hoping that there is the ability for both camps to play in a way enjoyable to them and I agree that we need all the people that we can get.
#114
Posted 11 January 2012 - 10:31 AM
But ultimately if you re-spawn, you have to pick another mech from your mech bay.
Lose them all in a single match (say 4 mechs) and you can look at that double digit million c-bill repair bill when you get back to your base and you might have to start getting a loaner from your NPC House vendors. This alone should make players think before reinforcing straight away or hang back first. Or otherwise re-consider their options.
A properly done reinforcement system will also allow new players to join an active battle in progress in a semi "realistic" fashion instead of just spawning on the battlefield. This will make both camps happy.
For the re-spawners can have their re-spawns. For the no-respawn / realism crowd this would be more immersive while at the same time know that the re-spawner is basically taking a gamble and a potential large loss if he is dropping in multiple mechs per game session.
Edited by [EDMW]CSN, 11 January 2012 - 10:36 AM.
#115
Posted 11 January 2012 - 10:38 AM
Dihm, on 11 January 2012 - 10:12 AM, said:
While I do not agree with your stance, I can, at least understand how having the looming threat of being "killed" and not being able to play in that particular match again adds tension, and therefore really forces you to "put yourself into the match". I can see that. It just doesn't hold the same value for me.
The value for me is to play and get better, not be constantly afraid that if I die, I have to move on, or worse, sit and not play for a while.
Edited by Red Beard, 11 January 2012 - 10:52 AM.
#116
Posted 11 January 2012 - 10:46 AM
#117
Posted 11 January 2012 - 10:49 AM
Red Beard, on 11 January 2012 - 10:38 AM, said:
While I do not agree with your stance, I can, at least understand how having the looming threat of being "killed" and not being able to play in that particular match again adds tension, and therefore really forces you to "put yourself into the match". I can see that. It just doesn't hold the same value for me.
You said it better than I did, but it is also more than just a game mechanics thing. We're supposed to Mechwarriors fighting for our House/merc unit, striving to capture planets from our enemies/for money. There is a certain story logic that is established within the game design in addition to the nuts-and-bolts mechanics of it. I don't see how to reconcile the in-game "reality" with being able to respawn in an unlimited fashion. Mechs are rare and treasured things, I shouldn't be able to blow through 10 Atlases in a 20 minute match. I know you don't like the lore arguments, but that's a huge bone of contention for lots of people here.
#118
Posted 11 January 2012 - 10:49 AM
gives some great tactical opportunites i think
#119
Posted 11 January 2012 - 10:52 AM
Red Beard, on 11 January 2012 - 10:29 AM, said:
I have not agreed with a post this much in a while. This dude "gets it".
Nah, he just agrees with you - that does not mean he gets it.
Say I spend18 minutes of my session fighting another mech and finally defeat it only for him to respawn, fling some LRMs my way and destroy my already damaged mech - what's fair about that? I've got what? 2 minutes to make this anything less than a draw. Aren't I being penalised here? That's just rubbish.
And constant respawns letting people build up experience and cash? That's just inflationary nonsense - lose and you still win? You can be the worst player in history but still sit on a big pile of cash just because you play a lot of games. Why reward losing at all? You lost - get better.
We have two types of players here so they should accomodate both but not in the same area.
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