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[Pov] Am I Playing The Game? Or Am I Just Using The Mechanics?


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#41 tdswim

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Posted 10 January 2013 - 05:03 PM

View PostApoc1138, on 10 January 2013 - 04:34 AM, said:

I can certainly see where you are coming from... the counter point to this is that the game is nowhere near "done"... I can also understand that if you have been playing the game as currently deployed for quite some time that you would be getting bored of it... taking a break while you wait for new content is both fair and expected by the developers :)


I agree that it is normal to take a break and wait for new content to try out. Probably one of the pros in the decision to move into open beta before the mechanics were worked out and the "game" fleshed out, is the opportunity for players to drop in for free, try it out a while, and possibly come back to it in the future. This alleviates the need for the founders to stay interested throughout the entire process.

People that are getting discouraged would be better off just taking a break from MW for a while and returning at a later date to check out the new features as they are implemented.

#42 Elkarlo

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Posted 10 January 2013 - 05:15 PM

I think you are in several Points right.

But this is still Beta, and a Game Lobby with Objectives would change a lot.
And this is on the Roadmap for the next 2-3 Months, so please be patient or just go play Hawken and come in 2 Months back.
( so that there is no wear on your MWO Lust and this is honest i played after 1 month CB another game to and
came 2 weeks after Open Beta back)

We had yesterday a Short Discussion about this theme in TS. And we came to the result that there are some
Game modes missing, which would be great for MWO.

First would be a Change in Assault:
It would be better making it a King of the Hill game.
Place the Capture Mark at an open Place:
( Colony at the Shipwreck location, Caustic in the Caldera, Frozencity the Dropship, River City were Theta in Conquest is)
Would solve most of the Problems.

The Conquest Mode is quiet good actually.
And makes fun when you want to play something like this and have the correct Mechs for it.


And a CTF Mode would be Nice
Some Crazy Idea for this:

You have to Pick up at one Base something valuable and transport it back to the other Base.
IE some valuable Diamonds for Mecharmor
Lorewise a Mech can Carry per Handactivator his Tonnage/20.
But when he fires Arm Weapons he has to drop the Freight.

So a Spider/Commando can carry 2,5 tons 3 tons. A Hunchback 5. A Centurion 2,5 Tons. A Dragon 3 Tons, a Phract 3,5, Awesome 4 Tons an Atlas 10 Tons.

Your Team has to reach a certain CBill Volume, but when you call reinforcements (respawn),
the Costs are reduced by the Cost of the New Drop.
So dropping an AS7-D-DC would mean that you have to work very good on it. A Commando-2D ECM would be extremly cheap, but can't carry anything and so on.

#43 Psydotek

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Posted 10 January 2013 - 05:28 PM

In other words, the current "game" is team deathmatch. Team deathmatch is boring.

I want objectives. Attack/Defend. Conquest is a step in the right direction but is still symmetrical in that both teams have the same set of tasks at hand.

#44 Wintersdark

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Posted 10 January 2013 - 05:35 PM

More interesting battle types would certainly be nice.

But, IMHO, the OP is correct in concept, but incorrect in detail. He feels the game lacks "game" and is just mechanics, and that battle types would fix that.

They won't. More battle types make battles more interesting, no doubt, but what MWO really needs is another step back in scale: Community Warfare. Without that, all it will ever be is drop in battles.

Drop in battles are fun, of course, but they don't build long term investment. Stop by, bang off a couple battles, wander off. When there's a *reason* for those battles, there's a lot more draw to do them, and a real feeling of accomplishment and purpose when you've won - or even lost - them.

I'm deeply concerned, however, that CW was entirely scrapped due to a lack of dev resources. It's why my question in the next QA is entirely about CW. Not asking for dates, or features, but rather if it's still being actively developed at all, or if it's been shelved "For the time being".

Because, and I've seen this in every single beta I've ever played, there are always major features like CW that are key features of the initial game design, but never see the light of day. In Pirates of the Burning Sea, for example, one of the original game design points was player port governance. This was designed as a cornerstone of the game economy, a major money sink but more importantly a major reason to earn that money in the first place, and something to get players involved in a larger game.

Instead, the developers added Avatar combat. They kept talking up Port Governance, but it was never implemented - unless it was a couple years after launch; I haven't been back in a long time. I doubt it, though.

Edited by Wintersdark, 10 January 2013 - 05:35 PM.


#45 RynCage

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Posted 10 January 2013 - 05:35 PM

Agreed.
Matchmaking blows, the game should of been serverlists with map cycles and a game lobby. Match making does a very good job of dissconnecting everyone and keeping the community locked into the forums rather than creating one in-game. This may change with upcomming features, but i doubt it.
As for conquest, it tried to be different from TDM, But it didnt. It just has more flashy parts to confuse and split players as one group knows that its just a deathmatch, and the other tries in vain to make capping points worthwhile.
I have no intrest in playing a min-max slugfest. Even if it is Mechwarrior.

#46 Wintersdark

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Posted 10 January 2013 - 05:37 PM

With that being said, I'm absolutely 100% behind Pariah's thoughts on asymmetrical battle types. Really, just more interesting battle types instead of the simple "shooter games" we have now.

I want some battles that feel more like missions and less like silly shooter games.

#47 Sidekick

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Posted 11 January 2013 - 10:24 AM

View PostElkarlo, on 10 January 2013 - 05:15 PM, said:

Some Crazy Idea for this:

You have to Pick up at one Base something valuable and transport it back to the other Base.
IE some valuable Diamonds for Mecharmor
Lorewise a Mech can Carry per Handactivator his Tonnage/20.
But when he fires Arm Weapons he has to drop the Freight.

So a Spider/Commando can carry 2,5 tons 3 tons. A Hunchback 5. A Centurion 2,5 Tons. A Dragon 3 Tons, a Phract 3,5, Awesome 4 Tons an Atlas 10 Tons.

Your Team has to reach a certain CBill Volume, but when you call reinforcements (respawn),
the Costs are reduced by the Cost of the New Drop.
So dropping an AS7-D-DC would mean that you have to work very good on it. A Commando-2D ECM would be extremly cheap, but can't carry anything and so on.


This idea is just awesome! It contains all the elements I am missing at the moment:
- exclusivity: because you need a hand activator to archieve an objective
- moving objectives
- switching situations
- a reason t use medium mechs

Clearly, you have some good ideas.





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