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Team Vs Single Play


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#1 Moogy

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Posted 05 January 2013 - 02:22 PM

Hello MWO players.

I have played MWO for about a month now 4 to 6 hours a day. I also teach game design as a profession. So I have some idea of what I am talking about. LOL

One of the main things that has to be done when creating an online game is balancing. This takes time and... the reason behind this BETA. Now that you guys are work on this part let me propose my suggestions.

First of Team VS single player rewards.
I have entered many games that I knew they were doomed from the first 3 seconds in the game.Team kill, Disconnect, 8 on 6, Players just setting up or testing controls.
Next problem is playing as a team. If players separate 80% of the time the team will loose. As we do not know with who we are going to play with, unless you are in a group of 4 or 8.

Some times when I see that the game is going south real fast... I just power off (I do not disconnect) and wait for the other team to cap... This is the only way I can not loose to bad and not let them win with a complete team slaughter.

So from this... my suggestions. (not all my ideas are good BTW like anything in life)

Team play:
Reward time players behave in formation (line, circle, triangle, battalion, etc)
Reward flanking or maneuvering to get behind
Reward multiple players targeting a player
Reward multiple players targeting and shooting a player
Sending out targets and information at a touch of a key and receiving information via HUD
Sending and receiving information with out typing text or talking

Penalty for blue on blue friendly fire (make certain players avoid this at all costs)
Penalty for walking into a friendly (how many time I have been walked on by an ATLAS player in my commando....)

Solo play: (making players wanting to stay and play even if the game was doomed from the start)
Reward trying to cap base even though your team lost
Reward staying alive and engaged in combat. EX minimum of 2 damage per 5 seconds creates points based on the consistency of damage over time... multipliers can be implemented like in guitar hero for continuous damage over time
Reward alpha strike before death (you know going out like a man....)
Reward more tagging for others
Give the player the ability to blow him self up at a certain amount of damage and do damage to players around him.

These are some of my suggestions to help the game.

Hope this can help.
Moogy

#2 wickwire

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Posted 05 January 2013 - 05:59 PM

all very good ideas that would add to the game!

you should use the bulleted list feature though :P

#3 Moogy

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Posted 06 January 2013 - 12:24 PM

Team play:
  • Reward time players behave in formation (line, circle, triangle, battalion, etc)
  • Reward flanking or maneuvering to get behind
  • Reward multiple players targeting a player
  • Reward multiple players targeting and shooting a player
  • Sending out targets and information at a touch of a key and receiving information via HUD
  • Sending and receiving information with out typing text or talking
  • Penalty for blue on blue friendly fire (make certain players avoid this at all costs)
  • Penalty for walking into a friendly (how many time I have been walked on by an ATLAS player in my commando....)


Solo play: (making players wanting to stay and play even if the game was doomed from the start)
  • Reward trying to cap base even though your team lost
  • Reward staying alive and engaged in combat. EX minimum of 2 damage per 5 seconds creates points based on the consistency of damage over time... multipliers can be implemented like in guitar hero for continuous damage over time
  • Reward alpha strike before death (you know going out like a man....)
  • Reward more tagging for others
  • Give the player the ability to blow him self up at a certain amount of damage and do damage to players around him.

Is this better?

#4 Redmace

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Posted 06 January 2013 - 12:39 PM

I like all of these ideas and would like to add a couple of even more basic raw fixes that will help
  • Replace the social button and its clumsy horrible confusing interface.
  • Put in true team making tools in the game. Not third party software links, and forum posts that use player base like a crutch.
  • Have a friends list that doesn't have to be full of strangers in order to group with, and have simple filtering or at least notes.
The points above are make teamwork more likely. Not force people into it. Which I think is a better solution than dictating how someone should play their game. (Key word, Their)


Those that don't want to make teams or team play don't have to, but at least then they will be given an option without having to install third party software, comb the forums for hours to find a TS link, then hope there is enough people in it to get a group on.

as for points of contention

Quote

Penalty for walking into a friendly (how many time I have been walked on by an ATLAS player in my commando....)


I do not agree with this. Just like you don't blame the truck driver when a volkswagon cuts him off on the highway and gets crushed, because the bigger rig could not get out of the way of the smaller more nimble vehicle. Dont want to get stepped on? Way easier for you to stay clear of the big guys legs then it is for an atlas to turn or stop when you weave in front of them.
The knockdown feature needs to be brought back. The penalty in time and damage for a fall was more than enough incentive to keep people piloting instead of durping.

Edited by Redmace, 06 January 2013 - 12:42 PM.


#5 Moogy

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Posted 07 January 2013 - 11:45 AM

View PostRedmace, on 06 January 2013 - 12:39 PM, said:

I like all of these ideas and would like to add a couple of even more basic raw fixes that will help
  • Replace the social button and its clumsy horrible confusing interface.
  • Put in true team making tools in the game. Not third party software links, and forum posts that use player base like a crutch.
  • Have a friends list that doesn't have to be full of strangers in order to group with, and have simple filtering or at least notes.
The points above are make teamwork more likely. Not force people into it. Which I think is a better solution than dictating how someone should play their game. (Key word, Their)



Those that don't want to make teams or team play don't have to, but at least then they will be given an option without having to install third party software, comb the forums for hours to find a TS link, then hope there is enough people in it to get a group on.

as for points of contention



I do not agree with this. Just like you don't blame the truck driver when a volkswagon cuts him off on the highway and gets crushed, because the bigger rig could not get out of the way of the smaller more nimble vehicle. Dont want to get stepped on? Way easier for you to stay clear of the big guys legs then it is for an atlas to turn or stop when you weave in front of them.
The knockdown feature needs to be brought back. The penalty in time and damage for a fall was more than enough incentive to keep people piloting instead of durping.


Well I like your point about social and the icon... LOL.
I had no idea they planned to make a team orientation and a solo orientation. This would help a lot in the game.

They could make a gladiator arena where Jenners pilots can fight to the death. LOL. This would be fun to combat 1VS1 in same weight class or mech type.

Games could be more organised by style of play wanted
Single player
Dual player
Quad player
Octo Player


The penalty for hitting team players... is more of be aware of what is around you. I think that just putting collisions should help. But the trucker need to be as responsible as the VW when driving on the road. Don't cut off and do not run over.

:D

I could be fun to kick and punch... lol





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