

#1
Posted 17 May 2012 - 06:02 PM
#2
Posted 17 May 2012 - 08:05 PM
#3
Posted 17 May 2012 - 11:34 PM
The topic of MWO as an E Sport or supporting an official tournament has come up several times in the past, notably in this thread as well as a few smaller threads, here and here
It's a topic very near and dear to my heart that I believe could have an overall positive long term effect on Mechwarrior Online , its popularity, and revenue.
The topics of spectating modes, streaming options, commentary UI, match recording, balance, sanctioned tournaments ,and Solaris VII have all been discussed. PGI is working very hard to get the core gameplay and systems up and running and into the players hands. Once certain milestones are met, and development on post launch systems begin in earnest I am sure they will revisit these ideas. Let's hope that they choose to implement some of the tools necessary .
Cheers.
#4
Posted 18 May 2012 - 11:29 AM
With that in mind, I would expect that some day MWO will have a Solaris type section of game play for duels and team battles that have ranking like a sports league. How long until it comes....who knows.
Edited by SuomiWarder, 18 May 2012 - 11:30 AM.
#5
Posted 18 May 2012 - 01:09 PM
I'm a huge supporter of making it one of the priority post-launch additions.
#6
Posted 18 May 2012 - 01:55 PM
* [Lifetime Consent for e-Sport Participation] - this means what it says, making the other two buttons go away, and also making it so the consent CAN be withdrawn by going to another part of a MechWarrior's profile
* [Yes, Consent for e-Sport Participation for this Battle]
* [No, I Have No Interest in e-Sport]
Here's what I see for the yes folks: if enough presence is available on the battlefield for yes consents, then whomever is recording e-Sport events has the match opened up to them, prior to actual Launch, but they have like 30 seconds to respond, or the game launches without it. On Launch, each vendor/spectator, or whomever is recording the match, has the option of looking over the battlefield in general, with no possibility of communicating with either side, only spectating, or from the cockpit of whatever 'Mech(s) the pilots have consented to make available, the pilot's viewpoint more or less streamed to separate channels. It's not perfect, and it never would be, someone's always going to work at cheating and there is ZERO means of getting rid of it completely; so, yes, telephone's would still be viable, but how much of a bonus would it REALLY be for the other side?
Spectators would also see the ads for whomever was sponsoring the game at the time, though the pilots IN the game would not when live. Extra-game surfaces could be designated on 'Mechs to be able to get out an image extra-game, where the spectators would see it during a live game, and players during replays.
For the no folks, they cannot have their cockpit viewed through, and any dividends coming from active team-play would be halved, though they would still earn by playing.
From what I've read and seen of e-Sport, thus far, is it's a one-on-one or small-team thing, where there's a specific arena, live and/or post-processing announcers, etc., where winners get paid from a pot, like betting, and do not use it as a regular means of pay, whether they win or lose. That sounds ridiculous to me, and it should be opened to team sponsorships, like auto racing, horse racing, football (North American), soccer, baseball, etc. Players should be treated like team members for their team, and should be contracted and played as such; leave the trading out, however, hehe.
I guess what I don't understand is, aside from the fact this is video game competition, and thus is still a relatively small sector of competitive sports, why is e-Sport so small and bound? As humongous as the video game industry, and the humongous population of those who play in it, why is e-Sport still as small and unknown as it is? Get G4TV, Spike, SyFy, YouTube, Vimeo, and some of these on-line gamer magazines involved, get the sponsorships and team setups moving, keep it dynamic, and expand it to more than just arena gaming. Maybe not a reasonable approach at this point, but reasonable people never advance the world, it's got to be the unreasonable ones that move it forward.
#7
Posted 19 May 2012 - 03:00 AM
#8
Posted 19 May 2012 - 07:10 AM
On the other hand, if an individual is an ***-hat and doesn't know how to effectively build a 'Mech variant, or is combat ineffective with using their weaponry, or doesn't understand the meaning of ammo conservation and heat management, then that is not the game's fault, and balance is a null issue at that point.
In short, the best balance you're going to find in ANY game, is that all things within the game, even at varying prices, are available to all people; then, it's up to the people to live and learn and, if they're incapable of learning, they're in the wrong place.
Indeed, I dare say that people calling for perfect balance are the ones who cause the most trouble in games because, when THEIR perfect balance is achieved, the game becomes severely unbalanced for many many others. I say this because of my experiences with World of Warcraft; so many perfect balance criers were screaming that, eventually, Blizzard gave in and began trying to achieve their balance. It hurt the Warlocks first, and then the Hunters, and eventually came back to Warlocks, being nerf'd so badly as to be useless. So, those who want perfect balance, and I'm not speaking to ANY one person, but to all folks who scream for balance, it is only achieved when every aspect of the game is available to everyone in game.
Edited by Kay Wolf, 19 May 2012 - 07:13 AM.
#9
Posted 19 May 2012 - 08:28 AM
If the Gauss rifle equipped Atlas is the way to go in every situation, then it's a sure bet you know what people are going to drop with.

Intels George Woo and others have done much to try and bring ESports more into the mainstream. It appears they are finally gaining more and more traction. It's to the point that Forbes' online magazine is now doing pieces on it. And author/developers like Jane McGonigal are preaching the psychological need for gaming in general.
When you start having companies run their own tournaments where the grand prize is in the millions of dollars (DOT2), you're bound to attract attention.
Part of the issue stems from socio/economic issues. In Korea and Japan PC Bangs (or cybercafes) sprang up in the '90s from gamers desire to play but inability to afford a luxury item like a PC. This has obviously changed somewhat, but the social aspects and Esport spectating mentality that a generation has grown up with has been integrated into the general culture of these countries.
The West is ever so slowly figuring out ways to make Esport viewing more palatable to your average viewer. The EVO fighting championships, MLG and other leagues are seeing higher and higher spectator numbers.
Let's hope PGI is able to implement the tools necessary to host an official tournament or an E-Sport venue.
Cheers.
#10
Posted 19 May 2012 - 09:59 AM
Helmer, on 19 May 2012 - 08:28 AM, said:
If the Gauss rifle equipped Atlas is the way to go in every situation, then it's a sure bet you know what people are going to drop with.

It's funny to me that so many people complain about balance, when they themselves will seek each and every advantage they can get to win, regardless. As long as the rules of the game allow it, and they're the ones who find the advantage, and fewer people, if any but them, use it, they're just fine with it. However, have a truly level playing field through the natural rules of the game, and people just complain about the game being unfair. Balance is in how each individual plays the game, and will not be found in the game itself, except in the proliferation and availability to all parties.
Quote
Edited by Kay Wolf, 19 May 2012 - 10:02 AM.
#11
Posted 19 May 2012 - 11:31 AM
Kay Wolf, on 19 May 2012 - 07:10 AM, said:
With a competitive game I submit that it MUST be balanced. There *is* such a thing as perfect balance in a symmetrical game (See Checkers and Chess), however, I do admit ( as I believe you are pointing out) that with a game as complex as this, it's extremely difficult. And an Asymmetrical game (See Starcraft) is even more difficult.
We can only hope PGI gets close. Having all weapons and 'mechs available to all players is, itself, part of a balanced system.
If the systems are unbalanced and lets say, for example, medium lasers and boating 'mechs are overpowered. Then there is no reason competitive gamers should take anything else. Med Laser builds become the norm, creativity is stifled because there is no competitive reason to take any other weapon, the game becomes stagnant.
No amount of additional maps or 'mech chassis is going to change that in a competitive environment.
Fortunately , for us, it sounds like PGI is determined to make all 'mechs and weapons viable. That no one weapon or 'mech is the "must have" build.
Give the players a game that's balanced (in terms of its systems) and allow player agency to determine the outcome of a match.
Kay Wolf, on 19 May 2012 - 07:10 AM, said:
However, have a truly level playing field through the natural rules of the game, and people just complain about the game being unfair.
Replace the word natural with balanced, and I agree. If the natural rules of the game are not balanced, and certain weapons or 'mechs are overpowered, then you have a broken game mechanic that favors certain builds, and people , especially in a competitive environment, will gravitate towards those broken systems to help them win.
To go back to Chess and Checkers. They are both symmetrical games where all pieces are available to each player and player skill steps forth in games. If , in Chess, Queens where suddenly afforded the ability to take out any piece without moving from her starting position, then there is suddenly no reason to use any other piece in the game. Thus the need for Balanced systems in the game.
I think PGI will do an admirable job in developing a fun, competitive game. Given that they are a F2P model they should be able to react quickly to any issues that pop up post launch should something slip past beta and not be as effective or overly effective as intended.
The best we can do is get people interested in playing the game, spread the word, spend some money and hope PGI is financially successful. When (not if) they are they will be able to spend time developing other things they would like to include in the game . Hopefully things like Demo Recording, Spectate mode, Streaming video, Commentry UI, Tournament setups, etc etc make that list.
Cheers.
#12
Posted 19 May 2012 - 01:52 PM
#13
Posted 19 May 2012 - 04:23 PM
Kay Wolf, on 19 May 2012 - 09:59 AM, said:
Kay Wolf, on 19 May 2012 - 01:52 PM, said:
-each variant comes with different sets of hardpoints, e.g., mech X has two ballistic hardpoints in its left arm and one energy hardpoint in its centre torso
-each hardpoint can take a weapon of any mass or # of crits as long as the weapon isn't too heavy for the entire mech and there are enough crits available in that location
-crits and mass work normally
Helmer, on 19 May 2012 - 11:31 AM, said:
Edited by eZZip, 19 May 2012 - 04:24 PM.
#14
Posted 19 May 2012 - 05:02 PM
However, the "worse" a game's balance is, the smaller the specialised and stripped down subset used by its competitive players becomes. In a worst-case scenario, there is one gun (looking at you, Black Ops), one character (hi, metaknight, how're you today?) or one race which is so broken that it is the only thing worth choosing. This is obviously a major failure on the developers' part, but it's important to realise that the competitive scene is balanced even here. Every player has a chance to win... provided they use what everyone else is using.
The goal then is not a game in which everyone has an equal chance to win given equivalent skill, because even the most horribly broken game will eventually reach an equilibrium where that is so. The challenge is to create a game in which the competitive scene uses the full breadth of the game's content. That's what esports wants. And it's freaking hard to do.
Edited by Belisarius†, 19 May 2012 - 05:14 PM.
#15
Posted 19 May 2012 - 05:15 PM
eZZip, on 19 May 2012 - 04:23 PM, said:
Quote
-each variant comes with different sets of hardpoints, e.g., mech X has two ballistic hardpoints in its left arm and one energy hardpoint in its centre torso
-each hardpoint can take a weapon of any mass or # of crits as long as the weapon isn't too heavy for the entire mech and there are enough crits available in that location
-crits and mass work normally
Quote
#16
Posted 19 May 2012 - 08:21 PM
Belisarius†, on 19 May 2012 - 05:02 PM, said:
However, the "worse" a game's balance is, the smaller the specialised and stripped down subset used by its competitive players becomes. In a worst-case scenario, there is one gun (looking at you, Black Ops), one character (hi, metaknight, how're you today?) or one race which is so broken that it is the only thing worth choosing. This is obviously a major failure on the developers' part, but it's important to realise that the competitive scene is balanced even here. Every player has a chance to win... provided they use what everyone else is using.
The goal then is not a game in which everyone has an equal chance to win given equivalent skill, because even the most horribly broken game will eventually reach an equilibrium where that is so. The challenge is to create a game in which the competitive scene uses the full breadth of the game's content. That's what esports wants. And it's freaking hard to do.
NIce said so bad example of balance i fear of in mwo is that assault class mechs are most used you enter match with medium mech just to find out you are going against 12 assault, but if every single mech is viable then there are many tactics that can be used. Lets use dota as
example there are 100 + heroes and every hero can be used(in competitive too) of course some are used more some less but best team
is not the one that have best players or took some hero before other team does, good team needs to be unpredictable and to have frightening team work, now all that goes in water if there is only one setup and tactic that works and if you don't use it you lose.
#17
Posted 19 May 2012 - 08:55 PM
Kay Wolf, on 19 May 2012 - 05:15 PM, said:
Kay Wolf, on 19 May 2012 - 01:52 PM, said:
Edited by eZZip, 19 May 2012 - 08:55 PM.
#18
Posted 19 May 2012 - 11:47 PM
eZZip, on 19 May 2012 - 04:23 PM, said:
Chess and Checkers are not perfectly balanced; one side must go first (an advantage in Chess, if I recall correctly).
Mea Culpa. I only had a brief time before work to post and I started to speak to the difference in symmetrical and asymmetrical as well as synchronous and asynchronous games and totally missed a large portion of my statement in regards to balanced games. I failed to mention the Chess variant called Synchronous Chess. (Which can be played here ) It is a perfectly balanced game. Neither side has an advantage and both players have the exact same pieces available to them. So, yes, perfect balance is possible. Not that it helps us any. We're not playing Chess, but something a tad bit more involved

Is it possible in the game like MWO.... no. I am sure PGI can make iterate to the point where any balance issues are not perceptible or a none issue. As someone mentioned before, Starcraft is a game with 3 widely varying factions, with different gameplay strategies , different units, and yet all Factions are viable. I have faith.
In regards to the Hardpoint system. It is my understanding that as everyone has stated, variants have differing hardpoints. Hardpoints indicating what type of weapon you may place there whether it be energy , missle or ballistic. So when swapping out weapons 3 factors must be considered. 1) do you have an appropriate hardpoint available?, 2) Do you have the tonnage available 3) do you have enough critical spaces available.
So in this screenshot it appears this Cat K2 variant has 2 ballistic hardpoints taken up by 2 machineguns, and 2 energy hardpoints , 1 taken up by a medium laser, and it appears another one is being mounted to take up the other hardpoint. Once the second Med Laser is mounted the remaining 5 hardpoints would only be able to be used by Heatsinks, Ammo, JumpJets, or Equipment.
Cheers.
#19
Posted 20 May 2012 - 07:24 AM
eZZip, on 19 May 2012 - 08:55 PM, said:
#20
Posted 20 May 2012 - 03:30 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users