Official Response to Community Concerns - OCT 12/2012
#301
Posted 13 October 2012 - 05:26 AM
I swear you devs say you are gamers but you think like corporate yes men. I would really like to talk to your focus group of people who thought of this mess.
On one hand you claim this game is centered around grouping and team play yet you do this. This in no way encourages people to group up, in fact it has the opposite effect.
#302
Posted 13 October 2012 - 05:33 AM
#303
Posted 13 October 2012 - 05:33 AM
please, rethink your approach to this, ask us to find the working medium let us find the balance, let us help you.
#304
Posted 13 October 2012 - 05:33 AM
For Players: If you are in a unit and you aren't training in proper lances then your officers are doing you a grave disservice.
#305
Posted 13 October 2012 - 05:37 AM
Please continue to do so, its very cool.
#306
Posted 13 October 2012 - 05:43 AM
With that said, I love the art, the combat, and playing in a 8 man team. Please keep phase 1 to a minimum. Canon always had coms, so should we.
Warm Regards
GS
#307
Posted 13 October 2012 - 05:45 AM
#308
Posted 13 October 2012 - 05:53 AM
The most negative aspect of the announcement, not bad necessarily just the least favorable, to me seems to be the grouping element. Groups of 4 is fine since that represents a "Lance" in the IS. But not being able to combine 2 groups of 4 right off the bat seems a huge mistake.
And in order to incorporate Clan organizations we also need multiples of 5 (representing a ("Star") as a possibility.
I think the grouping needs to depend on whether we end up playing as IS or Clan. The "default" for IS, including lone wolves and mercs since there are no such things among the clans, should be groups of 4.
IS should be arranged in groups of 4 and be capable of connecting 3 groups together (representing a "Company" in TT/lore) for a total of 12 'mechs maximum. Clans need to be arranged in Groups of 5 and connect 2 groups together (representing a "Binary" in TT/lore) for a toal of 10 'mechs maximum. This could/would lead to groups as big as 12 vs 12 on the game, but that would also require very large maps.
Just my 2 c-bills worth on the matter. kind of. lol
#309
Posted 13 October 2012 - 06:10 AM
#310
Posted 13 October 2012 - 06:15 AM
Fros7bite, on 13 October 2012 - 05:59 AM, said:
In WoT you have just 3 player platoons and if you want more you basically need at least 10 players to play companies. And it works just fine, much better than matching a full team against randoms. Just get more friends to form up a full team, can't be that hard? The game cannot be designed around groups of 5-7 cause it's a matchmaking nightmare.
#311
Posted 13 October 2012 - 06:22 AM
#312
Posted 13 October 2012 - 06:27 AM
I can agree with everything said here. If now the weapon/heat balance is now fixed to an extent were all weapons are usable and present different tactical choices and where TAG/NARC and all further equipment actually is worth their cost in tons and cbills - Then I might spend some more money on this game.
GJ talking to the crowd
#313
Posted 13 October 2012 - 06:27 AM
Everything else proposed is spot-on, though.
Edited by Vila deVere, 13 October 2012 - 06:28 AM.
#314
Posted 13 October 2012 - 06:31 AM
#316
Posted 13 October 2012 - 06:36 AM
Vila deVere, on 13 October 2012 - 06:27 AM, said:
Everything else proposed is spot-on, though.
Lances my friend, lances.
#317
Posted 13 October 2012 - 06:40 AM
Me and my friends who play this game as well are altogether 6 people.
This essentially means, that 2 of us are always left out. This SUCKS.
I really hope you find a better solution for this.
#318
Posted 13 October 2012 - 06:44 AM
#319
Posted 13 October 2012 - 07:01 AM
As for the match maker, anything that lets people play against others that want the same out of this game is good (PUG vs PUG, premade vs premade). What I don't get is the ban on 5 to 7 groups, what's the deal with that?
#320
Posted 13 October 2012 - 07:06 AM
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