In Game Loby. Pre & Post With Pictures!
#1
Posted 19 November 2012 - 11:28 PM
When you or your group is ready you would launch like normal this is when the loby would take over. you would be put here instead of into the game right away.
this is the loby it has both teams the map you will be playing (still chosen randomly) the game mode and a TEAM MINIMUM AND MAXIMUM DROP WEIGHT(i have it set to a 100 ton difference in the picture but it could be tightened up) this drop weight is how we keep the teams on a very even level.
now for those that use the games C3 coms system (first of all it would have to be fully integrated into the game and not a seperate program) it would combine EVERY player that joins into your team into 1 channel. for those not using it there is a chat box with a all players and a team only tab.
next to each name is a ready box that will mark only when a player had picked a mech from their ready list of mechs (that CANNOT have their configs altered at this point) and has clicked the ready button.
if someone were to disconnect from the loby the system will automaticaly fill the empty spot again. also by clicking on someones name it would give the vote kick option.
the mech they have chosen will be displayed and the weight will be added to the teams total. for your opponents you will only get to see the total team weights and what class the player is running. if a team has all its members ready and they are under weight the game WILL NOT START until that team meets the required limits.
once BOTH teams are within the weight limit and all players are ready the automatic timer will start at 10 and the team lock timer will start at 5. the team lock timer once it hits zero NO PLAYER will be able to unready themselves and no one will be able to join from outside the loby.
if the teams are uneven (ie 7v8) the game will ask an even number of the remaining players if they want to start the game anyway. if no is chosen the lobby will attempt to find another player again. if yes it will start the auto timer. if a tie it will search again.
from here the game will start like it always has.
Now for a revised post game lobby. all player still in the match will see this screen with a chat put in and a recap of who killed who.
so what do you all think. id love to see this and a few of my friends love this idea as well.
#2
Posted 20 November 2012 - 02:06 AM
#3
Posted 20 November 2012 - 02:18 AM
#4
Posted 20 November 2012 - 02:26 AM
tactis even with PUGs!
#5
Posted 20 November 2012 - 02:59 AM
Only thing to add... an option to invite enemy groups, so team (a) can invite team ( b ) in order to enable ordered team drops and real tournaments with team vs team battles, bypassing the "random enemy search".
Edited by grayson marik, 20 November 2012 - 03:00 AM.
#6
Posted 20 November 2012 - 03:37 AM
#7
Posted 20 November 2012 - 03:42 AM
Edited by Buff Plankchest, 20 November 2012 - 03:42 AM.
#8
Posted 20 November 2012 - 03:58 AM
#9
Posted 20 November 2012 - 04:29 AM
Couple of things could be altered of course but its a great start.
The game really needs something like that. I would also like it if it kept you playing with the same teams each map like in ... well every other online game I ever played. BFBC2, CoD UT etc.
Could use that system after to chat and plan even if your not a clan.
#10
Posted 20 November 2012 - 04:42 AM
ToBe998, on 20 November 2012 - 03:58 AM, said:
perhaps 2minute limit before the game starts to discuss early strategies and it could be speeded up by clicking ready?
#11
Posted 20 November 2012 - 05:10 AM
The additional lobby does nothing though.
The matchmaker will select teams according to weight class (and in the future, skill and maybe tonnage) and we already have a ready check.
Also, I wouldn't want to know the mechs my team is up against. It's part of the game to find that out.
Many of the current disconnects or afks might not even be intentional. I've had it more than once that suddenly the game client would just close without any warning or error message, my screen would stay black as soon as the game starts, the 4fps bug, no HUD, etc.
Also, the mechlab is very buggy at the moment.
I'd wait till these are fixed before implementing more stuff.
#12
Posted 20 November 2012 - 06:11 AM
Change it so the group lobby looks like that as you're adding players (minus the other team). You won't be able to see the map until the group leader launches. Then you have 30 seconds to choose your Mech from the ready list.
Only allow view of the other group if you have specifically challenged another group (assuming this option becomes available.) Then increase the wait time to allow teams to even out their tonnage to a certain degree.
#13
Posted 21 November 2012 - 03:51 PM
#14
Posted 28 November 2012 - 02:38 AM
#15
Posted 28 November 2012 - 03:31 AM
I don't know about the tonnage limit so other battle capability or other metric might be better but why let the perfect be the enemy of the good.
#16
Posted 06 December 2012 - 08:22 PM
#17
Posted 07 December 2012 - 12:24 AM
#18
Posted 07 December 2012 - 04:22 AM
1) in the pre drop screen, add who is in a group on both sides... so on your team if players 1,2 & 3 are in a group have a green bracket around their names showing they are grouped... on the opposing side if players 1-4 are in a group add a bracket around there names and if players 7 & 8 are in another grouo add a different colored group bracket around their names showing they are in a different group.
2) in the post match screen add buttons to friend someone or invite them to a group.
#19
Posted 11 February 2013 - 05:57 PM
EDIT2: Sorry, found it. I came here from this post http://mwomercs.com/...57#entry1870857 Didn't look at the age of the thread.
Sorry, but no. This is way too deep for matchmaking. I'm not exaggerating when I say this will turn off a lot of new players. It might seem cool for tournament play, but take a hint from LoL and DotA2 and think about why they made their draft modes an option.
First of all, you're giving people too much information before the match has actually started. You will see people drop out in the lobby if they don't like how the teams stack up, and then the whole thing will collapse as everyone would rather follow them than play an uneven game or wait for it to become 7v7. Allowing other people to fill the spot of a leaver sounds like a good idea, but you will have to sit in that lobby and wait, and hope they don't leave as well. I'm guessing you don't play many custom games in RTS, or WoW, but it's pretty common that if even person leaves, more than half the group jumps straight to the conclusion that the group will fall apart (self-fulfilling prophecy) and leaves immediately rather than waiting for a single slot to be filled. Even if people stay, it's a lot of sitting and waiting instead of playing. Players are far more likely to stay after a disconnect if they are already in the game playing. At that point they are already invested and engaged in the match, so it feels like there's more to lose than simply dropping out of a lobby. The current system puts them straight into the game, so even if a player disconnects immediately, the rest are likely to play the game out.
If you want to stop people from scattering before a game, the only thing you could really do that would be even a little fair is tie up their mech until the game is done. However, that will not motivate people to stay. They will either requeue with another mech or get frustrated and quit the game entirely. You will also not weed out disconnectors this way, you will only make the problem worse for legit players, as they will have to wait for a replacement or deal with everyone scattering rather than just playing out a 7v8 (which 7s still have a good chance of winning). Likewise, this won't help much against botters either. If the bot can't ready itself then the hackers will just make a new bot that can. If people try to turing test it, they're just going to end up wasting a lot of time. When people go ahead and ready with the bot, they will be even angrier than with the current system because what the hell? Isn't the reason we put up with this hassle to stop botters? What you should be pushing for is better bot and AFK detection and a more aggressive effort to ban repeat offenders.
Secondly, the tonnage thing alone will kill the public matchmaking game. Again, I am not exaggerating, and I am not speaking figuratively. The population will vanish if you put such a feature into matchmaking. Nobody wants to be told what they can or can't play because of what a bunch of randoms picked. The second somebody is prevented from choosing the mech they want because of their own team, you have just lost an Atlas worth of public opinion with them. That could work in premade games with people you know, but not matchmaking. The game already balances team weights automatically, that work doesn't need to be put on the players.
This could work as an option for organizing premade games, though I still disagree with the weight restrictions no matter how you try to sell it. If the teams or game organizers wish to have such restrictions, you can provide the information and let them self-enforce it. The whole point of ready systems is to make sure there is a consensus before the game starts, building it in only restricts people and provides no benefit in return. None of this should be anywhere near matchmaking. Maybe you like the idea of sitting in lobbies all day waiting for "even" games to start, but the system already matches weight classes, and I don't feel any doubt that the majority of players would hate being asked to wait on other people to be allowed to start playing, especially when there is no benefit to such a system at all. You have detailed your idea, but you haven't explained how it makes the game better.
In short, this is what you are proposing, straight from your post and caps locked for emphasis:
- TEAM MINIMUM AND MAXIMUM DROP WIGHT
- EVERY
- CANNOT
- WILL NOT START
- BOTH
- NO PLAYER
Edited by TheBaron, 11 February 2013 - 06:35 PM.
#20
Posted 11 February 2013 - 06:33 PM
People above already mentiond flaws the system may have.
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