Official Response to Community Concerns - OCT 12/2012
#161
Posted 12 October 2012 - 07:24 PM
#162
Posted 12 October 2012 - 07:26 PM
#163
Posted 12 October 2012 - 07:29 PM
More important things in life, gentlemen.
#164
Posted 12 October 2012 - 07:29 PM
Thank you again.
#165
Posted 12 October 2012 - 07:31 PM
Fact, I'm probably going to sit out for all 3 phases when it's implemented until that front is 'handled' and I hear it from my teammates.
For me, it's about team building and communication which seems to be sadly lacking in the pug groups, part of the whole reason I joined a unit to begin with. But hey, this is just one person's opinion in a sea full of salt.
#166
Posted 12 October 2012 - 07:31 PM
Damon Howe, on 12 October 2012 - 07:26 PM, said:
Again, a reminder that this is Beta. We should not (really cannot) expect that all the features and functions we would want from the release to be in game. To set up a league/tourney while still in Beta is always going to be subject to the Beta throwing things out of whack. It's to be expected, and is a predicatable risk of trying to set it up this early on.
#167
Posted 12 October 2012 - 07:34 PM
And a little ashamed at how little effort I'm putting in :/
#168
Posted 12 October 2012 - 07:36 PM
Now all the screaming can stop.
Back to work people, bugs to find.
#169
Posted 12 October 2012 - 07:38 PM
You still haven't addressed the issue of forcing new players to use trial mechs. This is still a grave mistake. One of your main focuses should be getting the free first time mech system in place. Or some form of quick system that allows players to get into a standard mech quickly enough without forcing them to grind. Because right now aside from combat the other half of the game as we speak is the mech lab. By forcing players to use trial mechs you are actively keeping them from half the game in it's current state.
#170
Posted 12 October 2012 - 07:38 PM
#171
Posted 12 October 2012 - 07:40 PM
#172
Posted 12 October 2012 - 07:40 PM
Beorning, on 12 October 2012 - 07:07 PM, said:
Sarge came up with a better idea the other night, and it went something like this:
-group of 4 or less, you go to the random pool.
-group of 5 or more, you go to the vs other groups pool.
fill in the blanks with randoms - I would like to modify this, with randoms in NON trial mechs, even though some of them are deadly in the right hands, and a lot of custom loadouts (especially mine) are downright useless.
Given the choice, I would wager that any group of 5-7 would rather fill in with Joe Random and take their chances rather then not play together as a group at all....
Exactly
Sir Roland MXIII, on 12 October 2012 - 07:16 PM, said:
As the OP said Phase One will be swiftly followed by Phase Two. The pain of Phase One will pass quickly. Capiche?
Phase 2 doesn't address the need for >4 <8 "[color=#959595] (i.e. you cannot launch a game with 5,6 or 7 players)"[/color]
drinniol, on 12 October 2012 - 07:29 PM, said:
More important things in life, gentlemen.
I'm sorry you don't have any friends that you wish to socialize and play games with.
#173
Posted 12 October 2012 - 07:40 PM
#174
Posted 12 October 2012 - 07:42 PM
drinniol, on 12 October 2012 - 07:29 PM, said:
More important things in life, gentlemen.
I assume this was somewhat directed at me, and while yes it will be a shame that the tournies will have to be put on hold life goes on. I'm busy these days anyways.
#175
Posted 12 October 2012 - 07:45 PM
Also great work on the stability fixes zero lag post patch, zero DC's not related to no engine installed.
Scorm, on 12 October 2012 - 07:11 PM, said:
Some still do. I pug right now and couldn't give a rats *** personally when a premade drops on the other team. This is a bushiness decision. How much money do they make from the guy that quits after hitting a few premades before even learning the ropes?
*edited for clarity
Here is the thing when I solo drop I get 3-5 kills and 450-700+ damage its EASIER to post good numbers with less people in the group, if I drop with 4 like me its not going to make any difference we are going to wreck a pug.
This will lead to mountains of QQ if the devs cater to the QQ eventually the only way to premade will be with 8.
ANY severe lose while puging seems to be considered "It was a bunch of premading losers QQ."
All it takes to turn a match into a steamroll is two mechs getting taken out early, THAT IS IT at that point the match turns into a steamroll.
Edited by Franchi, 12 October 2012 - 07:47 PM.
#176
Posted 12 October 2012 - 07:46 PM
#177
Posted 12 October 2012 - 07:48 PM
#178
Posted 12 October 2012 - 07:48 PM
Considering that the NGNG podcast wasn't even linked in the homepage leads me yall that this suddenly happend too fast.
Not that it matters at all now.
#179
Posted 12 October 2012 - 07:49 PM
Path A: Experienced people now playing in pre-mades will now play in 4 mans to farm c-bills and xp. When they are bored and want a challenge, they will then play 8 mans. This will cause 8 man times to be longer, causing them to be even less desireable. This will still make it hard for new players, because those 4 man teams will still be very good.
Path B: People in large groups and regiments will prefer to play in 8 mans. These will give newer plays and individuals a break.
Path B is the obvious choice, but there needs to be incentive for it. Very few people want to farm pugs or make the game miserable for others. Yet we all want to make xp or c-bills. This means that if you can win 75% of your matches in a 4 man, or win 50% in an 8 man, many will choose the 4 man. When you calculate more repairs, the 4 man gets even more tempting. If you need to wait for an 8 man match, it becomes even less desirable.
The goal should still be to encourage teamwork and people to play in 8 mans. In the end this is better for everybody. In order to do that, there should be some incentive to do so. A small c-bill or xp bonus is one possible incentive. There are probably others.
#180
Posted 12 October 2012 - 07:52 PM
PATCHING...
OMG whers patch nots?
find this post, cry for joy.
now
Straker, on 12 October 2012 - 07:49 PM, said:
Path A: Experienced people now playing in pre-mades will now play in 4 mans to farm c-bills and xp. When they are bored and want a challenge, they will then play 8 mans. This will cause 8 man times to be longer, causing them to be even less desireable. This will still make it hard for new players, because those 4 man teams will still be very good.
Path B: People in large groups and regiments will prefer to play in 8 mans. These will give newer plays and individuals a break.
Path B is the obvious choice, but there needs to be incentive for it. Very few people want to farm pugs or make the game miserable for others. Yet we all want to make xp or c-bills. This means that if you can win 75% of your matches in a 4 man, or win 50% in an 8 man, many will choose the 4 man. When you calculate more repairs, the 4 man gets even more tempting. If you need to wait for an 8 man match, it becomes even less desirable.
The goal should still be to encourage teamwork and people to play in 8 mans. In the end this is better for everybody. In order to do that, there should be some incentive to do so. A small c-bill or xp bonus is one possible incentive. There are probably others.
the incentive for playing in a group is that you will often, you don't need to give them anything else.
Edited by knuckleduster05, 12 October 2012 - 07:54 PM.
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