Before Battle Prep Time
#21
Posted 25 April 2012 - 08:37 PM
also, this thread seems heavy on the derailed department. should we call in NTSB?
#22
Posted 25 April 2012 - 08:46 PM
#23
Posted 25 April 2012 - 08:49 PM
Rejarial Galatan, on 25 April 2012 - 08:37 PM, said:
also, this thread seems heavy on the derailed department. should we call in NTSB?
If hearing about other games (WoT) upsets you so much maybe you should stop reading the forums. Any time a new game is in development players will reference concepts that exist in current games even if the game type is different. There is no trolling involved here other than your hate for anything WoT related. You seem pretty angry though, it makes me think maybe you really did try WoT and weren't very good or got 1 shotted by someone in a premium tank and hate pay-to-win because of that.
That being said I don't want MWO to be like WoT. I don't like pay-to-win and I certainly don't want to see premium mechs or "gold ammo" show up here. Still there are some good concepts that would fit perfectly with MWO, especially since there won't be team voice chat at launch.
Clicking a button that lights up your icon on the map and a "Follow me!" message in chat. That would be another useful MWO feature. It's also a current WoT feature.
Edited by Zylo, 25 April 2012 - 08:55 PM.
#24
Posted 25 April 2012 - 09:02 PM
#25
Posted 25 April 2012 - 09:07 PM
#26
Posted 25 April 2012 - 09:09 PM
#27
Posted 25 April 2012 - 09:15 PM
In WOT, you have two 'game modes'. One is PUB play, one is Group play. PUB play is hop right in, instant action, 1 minute to plan (30 seconds is more the practical reality - people take time to load in). Most plans are on the individual level because getting 15 random goons to follow any sort of cohesive plan is pretty much impossible. You size eachother up and you say 'i'll go here' or 'i'll follow this guy.' Then you roll with it and adapt as needed.
Then, you have group and clan battles. In these, you have a warm up time to get together and devise a plan. These are people who, even if you don't know them, you at least can communicate with them and work out a plan because they're invested in the outcome of the battle beyond just hopping in for some action. You could lose territory or waste a lot of time if you don't do things well, so teamwork and actual planning is key and is made possible by the time before you 'commit' to being queued or initiating the clan battle.
Generally, these systems work really well. One is great for individual 'freelance' or small squad play with a few friends, the other is great for cohesive/coordinated team play, but there is a clear need for both systems to appeal to both situations/play styles.
Edited by monky, 25 April 2012 - 09:17 PM.
#28
Posted 25 April 2012 - 09:17 PM
Jonas, on 25 April 2012 - 09:07 PM, said:
VOIP will be a mess for public games until the majority of players agree on a standard program to use. Good luck trying to get a team to all use the same voice program until some sort of standard is accepted by the community.
Now that I think about it, good luck trying to get the community to agree on a standard public game voice program.
#29
Posted 25 April 2012 - 09:18 PM
Getting any number of people to do anything as one is like herding cats.
Edited by Rejarial Galatan, 25 April 2012 - 09:18 PM.
#30
Posted 25 April 2012 - 09:27 PM
#31
Posted 25 April 2012 - 09:29 PM
#32
Posted 25 April 2012 - 09:31 PM
Things that WoW has taught me;
Those 2 mins are invaluable in arena or rated battlegrounds where you have a coherent team. You never know which map you're playing til it loads, it gives time to discuss positioning, capture strategy for BGs, routes of movement, who's on flag capture and who's on support or who's going for which bases.
In any PuG game you would be far better off using those 2 mins to make a nice cup of tea, maybe watch a youtube video, or discuss the latest episode of a popular TV series of your choice in guild chat because no-one discusses strategy and no one listens to anyone who does. After 5 years of playing it still surprises me that people don't get the concept of "Fight at the damn flags".
Personally I think the LoL style lobby would be the best way ahead (and most likely way ahead) so that lances can choose their mechs/roles and some kind of strategy can be hashed out. It seems to work reasonably well in PuG games in LoL if only to identify who's support, who's AD/AP carry, who's jungling and who's tanking and which lanes everyone is taking.
So on balance yeah there should be a pre-drop lobby where teams can prep but maybe 5 mins is too long unless it's a ready button system with a default launch at 5 mins.
Edited for spelling and clarity - I'm tired
Edited by Runz, 25 April 2012 - 09:43 PM.
#33
Posted 25 April 2012 - 09:35 PM
#34
Posted 25 April 2012 - 09:38 PM
#35
Posted 25 April 2012 - 09:57 PM
#36
Posted 25 April 2012 - 10:04 PM
#37
Posted 25 April 2012 - 10:05 PM
#38
Posted 25 April 2012 - 10:05 PM
#39
Posted 25 April 2012 - 10:07 PM
Rejarial Galatan, on 25 April 2012 - 09:57 PM, said:
This would really only be an issue if it was all 1 on 1 fighting with no team play. While numbers of hardcore players may not be perfectly divided between factions the chances are pretty good that you will see these players on your team as well as the enemy team which will help balance the time advantage in most cases.
#40
Posted 25 April 2012 - 10:12 PM
Rejarial Galatan, on 25 April 2012 - 09:57 PM, said:
If that's your concern, you should make another thread about it (or better yet, revive one of the existing threads on the topic). You said yourself, this thread has gone way off topic.
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