Make The Requirements For Victory Clear
#1
Posted 06 December 2012 - 02:11 AM
We had 2 mechs alive, they had one. We even had more of their base capped so we ran the clock out. We lost. We lost?! Really? whats going on here.
You really need to make it crystal clear what the conditions of winning are because this situation is ridiculous. This is a really big deal. We need to know what the conditions are and that information needs to be easily available during the match.
#2
Posted 06 December 2012 - 02:14 AM
MWO has a significant lack of information right now. Tooltips and info need to abound, especially in a free to play. Many players will be just checking out MWO on a whim ("Hey, free robutts! Sweet!") but not take the time to scour the forums for information. They will quickly get frustrated and just not come back.
That is not how to turn a player into a paying customer.
#3
Posted 06 December 2012 - 02:23 AM
Some time ago in a similar situation we should have won, when did they change this?
#4
Posted 06 December 2012 - 03:29 AM
While teamkills count on the top of HUD - they don't count for the win! Selfdistruction won't count anywhere!
So if one your teammates made a TK and then a selfdistruction ... while the other side has 3 desconects .. and there is a 1:1 at the end, so your team killed 4 an the other team killed 5 - and you'll lose!
#5
Posted 06 December 2012 - 03:30 AM
Buy an ECM.
#6
Posted 06 December 2012 - 03:32 AM
if you deliberately played to run the clock instead of capping or killing then...
#7
Posted 06 December 2012 - 03:32 AM
Working as intended.
=)
#8
Posted 08 December 2012 - 12:27 PM
It's not who has the most kills.
It's not who has the most base cap.
It's random. And that is Crap.
#9
Posted 08 December 2012 - 12:34 PM
Ima Diversion, on 08 December 2012 - 12:27 PM, said:
It's not who has the most kills.
It's not who has the most base cap.
It's random. And that is Crap.
wrong
it is who has the most kills
note, it's not who has the most mechs alive at the end (see above post re: dc's & tk's, the same applies if the game dropped uneven numbers to start with)
base cap percentage is irrelevant if time runs out
#10
Posted 08 December 2012 - 12:43 PM
Its a bug I submitted it and got a reply that its a known issue and will eventually be fixed.
#11
Posted 08 December 2012 - 01:01 PM
#12
Posted 08 December 2012 - 01:15 PM
#13
Posted 08 December 2012 - 05:21 PM
#14
Posted 08 December 2012 - 10:03 PM
BladeXXL, on 08 December 2012 - 05:21 PM, said:
Blade I'm not sure if I agree with you or disagree. Are you upset with the complaining or upset like the original poster?
#16
Posted 10 December 2012 - 12:43 PM
Secundus, on 08 December 2012 - 01:15 PM, said:
At this stage, I agree with you. There are a lot of informative things that should be in game that aren't.
#17
Posted 10 December 2012 - 12:50 PM
#18
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users