Fact Or Fiction: Clan Tech Will Be Impossible To Introduce In A Manner That Doesn't Immediately Cause Epic Qqing?
#221
Posted 31 January 2013 - 09:59 AM
Then you will fight to become a warrior again. You lose all your c bills, mechs, and mc. You have to do grueling work as a technician of some sort for the clans.
Then you might get a clan mech with clan tech...maybe.
#222
Posted 31 January 2013 - 10:03 AM
So do I think their going to be a Prob.
YIP I do and I think MWO is all ready showing sine its TOAST by 2014 because they cant even keep up with player Content never mind keeping up with their own posted update time.
Edited by River Walker, 31 January 2013 - 10:05 AM.
#223
Posted 31 January 2013 - 10:18 AM
No offense gents, but I'll believe you actually intend to play two years of being on the receiving end of continual *** kicking and have the pilot records and rankings to show for it when I see it. I mean the no offense part; kudos to you for even saying you are, for the sake of RP, willing to take two years of pounding and being on the side that is guaranteed to lose for an extended period of time. I simply question your stamina for abuse and the length of time you will derive enjoyment from getting beat over and over again. (Genuine masochists do not need to defend a position...that's way more than I need to know about anyone here
Sadistic Savior, on 31 January 2013 - 08:26 AM, said:
I personally don't have a problem with that. We already have IS mechs that are MC only. I don't think free players are necessarily entitled to play as the Clans.
That's pure P2W...and even if some of us don't see it that way the review sites that PGI will depend on for many of their subscribers come retail will.
Sadistic Savior, on 31 January 2013 - 08:31 AM, said:
It does if they are both racing on the same track.
Edited by HiplyRustic, 31 January 2013 - 10:30 AM.
#224
Posted 31 January 2013 - 10:19 AM
Sadistic Savior, on 31 January 2013 - 08:26 AM, said:
I personally don't have a problem with that. We already have IS mechs that are MC only. I don't think free players are necessarily entitled to play as the Clans.
If you had ever tried playing the p2w shooter "Combat Arms," you would understand why this is a terrible idea.
Joseph Mallan, on 31 January 2013 - 08:44 AM, said:
Which brings an interesting point/idea. At the moment all of our salvage is calculated as FakeMoneyUnits. One way to add a little depth is to award parts salvage for IS units who defeat clan units. If that could be done in some fashion that was a balance between rewarding individual performance and equitable distribution to the team as a whole, it could be pretty cool.
#225
Posted 31 January 2013 - 10:19 AM
Kdogg788, on 31 January 2013 - 07:34 AM, said:
-k
Why do you think players would act like no brain zombies?
Obviously players can react to the battlefield. In the worst case scenario, you regroup with your second mechs and then fight worn down mechs with fresh mechs.
The problem that we're trying to solve here is quite complex with several constraints.
1. Adhere to TT and canon as much as possible. i.e. Clan mechs *will* be overpowered.
2. Incentivize players to continue playing IS mechs as well as Clan mechs.
3. Ensure that the playerbase is homogenous enough to continue providing low queue times.
Problem with ideas involving 5v8 or 5v12 is that it doesn't sufficiently incentivize players to run IS mechs. Clan mechs are still on an individual basis way superior, and perhaps more fun to play as a result (because winning is part of the fun). Additionally, it forces clan vs IS mechs which splits the player base.
The extra drop substitution provides a personal incentive for IS players; an extra life on the battlefield is a big plus, allowing you to mitigate any mistakes or vunerabilities with an extra mech.
But having said that... once the community is large enough to support a community warfare metagame that makes sense; one that can have multiple factions and multiple player queues, then you could use the CW balancing factors.
Even then... I think games will largely break down into CW games and just normal pickup and play games; the reserve mech solution will continue to work in the latter situation (where you'd want a mix of mechs, so that you can play a clan mech while your friend plays an IS mech).
#226
Posted 31 January 2013 - 10:29 AM
2) with anything in this game there is cost. will it be p2w, honestly the opportunity is there BUT, lets put this another way. I'm sure some of you have played shooters. You start with a basic kit, or nothing at all except a basic assault rifle, smg etc. as you progress you build up an arsenal and skill sets based on those weapons. I see no difference. It's just extending the "end game" (since there isn't any except personal preference) for veteran players. I'm sure there will be option to by into higher end market items just like there is now. The difference then will be veteran players will make noobs look stupid in the same mech, and the noobs will cry. Some veterans will get run down by noobs because they wanna roll in out dated equipment and still be boss. they will cry. In the end this is a game, with CONFLICT. This means some will win and some will lose, and none of the outcome has ever, EVER, in the history of man, been because both sides were fair.
YES you have to take into account new players and how to make things fun for them so lets nerf the vets right? I mean really? Put a vet and a noob in the same mech, and guess whats gonna happen for a while... the noob will get better and the vet will stop playing cause they have nothing new to master (or the noob will leave after being housed 40+ times in a row in s'y equipment and the vet can go back to what ever they were doing). My only fear is them leveling the field to the point skill doesn't matter, (which almost happened with lrms thank god for ecm, cry some more). Once they do that there's nothing left for vets to do except take full advantage of the opportunity. which is where P2W comes from, trying to make things fair for those that have no idea what is going on, and people that do taking advantage of it. So far pgi has done a decent balancing act by giving the noobs a shot at better game money via "hero mechs", not gonna win any prizes, BUT they help get the money rolling in so noobs learn at a proper handicap, and can evolve properly into vets. I think things will work out in the end either way.
P.s. this game isn't easy to pick up first off, it never has been. If it was one of the titles would have been a house hold name by now (the closest one being mech assault for xbox where a mentally challenged individual would have been a star), but instead its a cult classic (because it's not easy). So some food for though, if we aim at those that have never played or have no interest, whats left for those that do. Cause mech assault was a s'y mechwarrior game.
$0.02
#227
Posted 31 January 2013 - 10:39 AM
Bagheera, on 31 January 2013 - 10:19 AM, said:
Other F2P MMOs have paid content and do not seem to have a problem attracting players.
This sense of entitlement by free players is why I did not like the F2P model from the beginning. But many MMOs have proven it can work.
HiplyRustic, on 31 January 2013 - 10:18 AM, said:
It is only P2W if both sides are numerically even.
If your side has a numerical advantage to counter the tech advantage, how is it P2W?
HiplyRustic, on 31 January 2013 - 10:18 AM, said:
So what? It has happened before and will happen again. All those MMOs are still here, and still making money, and still getting players.
#228
Posted 31 January 2013 - 10:43 AM
some one mentioned earlier a 200mph car vs a 250mph car, and his retort was of course teh 250mph car will win,,
i disagree strongly, that is the most short sighted answer ever and its why it doesn't matter if they add clan tech gracefully or not, theres gonna be crying.
(if you've ever done 200 which i doubt, or even closer to 100, things change, its an exponential change and if the driver of either car has no idea what their doing, (in fact even if the driver of either car has had some training to do so.) it doesn't matter what car they're in, the difference is, when the noob in the 200 car loses he will cry about it not being fair. but put the vet in the 200 car and the noob in the 250, and i bet the vet wins still. Then there's crying that its too hard (no one admits that) or he cheated im sure the he cheated sounds a lot more likely to a lot of people.
#229
Posted 31 January 2013 - 10:48 AM
Why not balance the multiplayer matches the same way they balanced the board game:
Create a battle value. This is a rating separate from tonnage, IS, or Clan, based on the properties of the mech' (speed, armor, a heat based weapons value), and force matches with similar battle values. As long as the BV is calculated properly, it should not matter what tech you have in order to get into a balanced game
Just my humble thoughts.
#230
Posted 31 January 2013 - 11:19 AM
Sadistic Savior, on 31 January 2013 - 10:39 AM, said:
Name one major market P2W MMO in the NA/European market that is cruising along and not having problems attracting players. RMT for content is not always P2W, P2W is always RMT for content...don't confuse the two..
Sadistic Savior, on 31 January 2013 - 10:39 AM, said:
There is no sense of entitlement with questioning how a thing will be balanced or in not wanting the game to go P2W. Also, don't confuse someone's lack of a Founder's tag with a lack of being financially invested. There are more than a few of us without tags who have money in this game. Pro poster tip: Ad hominem argumentation doesn't further your argument at all.
Sadistic Savior, on 31 January 2013 - 10:39 AM, said:
Do tell. On one side are 5 million well trained infantrymen available for free. On the other side are the few thousand techs, support, pilots, and assets of the 509th Bomb Wing. Them you have to pay for.
Pick one.
Sadistic Savior, on 31 January 2013 - 10:39 AM, said:
Name several tier 1 MMOs in NA/Europe with a P2W model which have been called out as such on the MMO review sites and which are still here and still making money...I'll wait.
Edited by HiplyRustic, 31 January 2013 - 11:34 AM.
#231
Posted 31 January 2013 - 11:20 AM
Sadistic Savior, on 31 January 2013 - 07:26 AM, said:
Bishop Steiner, on 31 January 2013 - 07:28 AM, said:
That would be awesome if true.
Joseph Mallan, on 31 January 2013 - 07:33 AM, said:
Then you might have to design your own game : /
Sadistic Savior, on 31 January 2013 - 08:16 AM, said:
Source!?
skiffman, on 31 January 2013 - 08:24 AM, said:
add a 50% or more penalty on cbill and xp gain when using a clan mech, therefore not everyone will use them because they make way less money and the people with clan mechs will use their IS mechs to make money
What you think?
Clans don't use cbills. If the Clans are going to be a true faction then people that switch over should have a Clan only account they can switch to.
Viper69, on 31 January 2013 - 08:49 AM, said:
Bishop Steiner, on 31 January 2013 - 08:52 AM, said:
Yes. Yes.
Ragz, on 31 January 2013 - 10:43 AM, said:
Come on buddy. You know that was just an example with arbitrary numbers. No need to pick it apart.
#232
Posted 31 January 2013 - 11:26 AM
HiplyRustic, on 31 January 2013 - 11:19 AM, said:
STO has paid only content. Ships you cannot "earn" but must buy.
HiplyRustic, on 31 January 2013 - 11:19 AM, said:
Defensive much? All I have done is state opinions and ask questions. Relax.
There is no need to read insults that are not there.
HiplyRustic, on 31 January 2013 - 11:19 AM, said:
The tech advantage is countered by numerical superiority. Or are you trying to claim that superior tech alone = an "I win" button? If so, I disagree.
HiplyRustic, on 31 January 2013 - 11:19 AM, said:
Why the "tier 1" qualification? That appears to be a tacit admission that it is indeed possible.
Edited by Sadistic Savior, 31 January 2013 - 11:26 AM.
#233
Posted 31 January 2013 - 11:34 AM
Kristov Kerensky, on 30 January 2013 - 03:39 PM, said:
Yes, Clan tech is quite OP compared to IS tech, so what, that's a given and it's expected, PGI can make it clear with little effort that Clan is indeed OP compared to IS so pick your faction accordingly. I'll wager you whatever you care to name that we'll still have more then enough people ready, willing and quite able to play the IS factions using only IS tech. I'm one of those people myself, don't let the Kerensky name fool you, I've played as IS in the NBT, and using nothing but IS tech we destroyed the Clans, not just a few little battles but actually removed them from the league totally destroyed. So much for the vaunted tech advantage, it's only as good as the people using it. And that wasn't even using Stars vs Lances, that was even numbers per team drops.
For MWO, it's simple, you want to be Clan, you be Clan, you get Clan Mechs and Tech and you abide by Clan rules, which means you drop in Stars not Lances, which means you'll always face the IS at a disadvantage in numbers, 5 vs 8 or 10 vs 12. PGI furthers this by giving greater rewards for going in with a lesser number of Mechs for the Clans. Taking a Star and 3 Points against 3 Lances of IS nets you more rewards then taking 2 Stars for example. Make that also work in regards to dropping against other Clans, as they do bid with each other and the Clans place great stock in using a smaller force to take out a greater force, this is the path to greatness and a Bloodname, the highest honor a Clan Mechwarrior can attain.
First off, Clan Tech itself, it's only usable on Clan Mechs, not usable with IS Mechs, at least not for a few more years, say...6 of them, because that's when IS scientists and techs get the 2 techs to work together, mostly sorta kinda
Set it up so that you can decide to drop Clan vs Clan or Clan vs IS based on where on the map your Clan is based, and vice versa for the Inner Sphere factions. Keep in mind, the Invasion Corridor is actually rather narrow in which Houses it actually impacts, Steiner and Kurita being on the fronts line and FRR being..well..you get the point, position on the map gives you the possible opponents for a drop and you select which you want to face, IS or Clan. This will prevent the CoD kiddies who'll immediately go Clan due to the OPness of their tech from just going out and roflstomping pubbies(we all know that's a BIG attraction to many of the less mature members of the playerbase, griefing and pugstomping).
Buying a Clan Mech, something Clan Mechwarriors don't actually do, you accomplish by giving Kill Points instead of C-bills, and Clan Mechs are priced by KP. To further promote the Clan martial system and the values associated with it, base KP on the Class of the Mech, Light/Medium/Heavy/Assault and modify that based on the Class you are using to lower/raise the KP earned. That removes the money from the Clan side, which Clan Mechwarriors don't use, they just take what they want or accept what they are given depending on the situation and also gets the Clan players to be less prone to work as a team and to play more aggressively, as the Clans are wont to do, so they can get those KP for themselves, no Assist bonuses for the Clan side, as a matter of fact, give a reward for pure solo kills that recieved no damage from another friendly(the enemy damaging their own teammates shouldn't be counted in respect to this reward, none of YOUR teammates helped you and that's what matters to the Clans). This will further promote the Clan style of combat and move those players away from the team play aspect in order to make the most KP possible.
Then we IS players just let future history play itself out
*edit - clan/is tech crossover*
This right here. I have to agree with just about everything you have said in this post. I think you have a great grasp of the best way to make the game fair without losing its BT/MW canon and feel. A couple points i would like to bring up though which might enhance your ideas:
- Allow for low percentage chance of Clan salvage(items and Weapons only, no mechs at first) for IS players( I mean low, like 1% or less, this will take into account the poor ability to actually make the salvage work)
-If a IS player has Clan tech on his mech and it gets destroyed, then it is PERMANENTLY destroyed( ie. it is no longer in your mech or inventory). It should only be destroyed if it actually takes the damage and NOT if the mech its on is destroyed but the item itself is untouched. This would make people less likely to run around griefing and pwning pugs as they will be risking their limited resources.
-There should be a skill requirement to start a Clan Warrior. What i mean is, that you have to achieve a certain Rank within the IS before you can create an alternate account as a Clan Warrior(You would have to link your Clan account to your IS account as proof). This will prevent a mass exodus of players to the Clan side as soon as its introduced and at the same time ensure modicum of skill that the Clans are supposed to have anyway and help maintain at least a base IS population.
These are just a few of my ideas to expand on your, but i feel that all of them should be put into the suggestions forum.
#234
Posted 31 January 2013 - 11:38 AM
Bagheera, on 31 January 2013 - 10:19 AM, said:
If you had ever tried playing the p2w shooter "Combat Arms," you would understand why this is a terrible idea.
Which brings an interesting point/idea. At the moment all of our salvage is calculated as FakeMoneyUnits. One way to add a little depth is to award parts salvage for IS units who defeat clan units. If that could be done in some fashion that was a balance between rewarding individual performance and equitable distribution to the team as a whole, it could be pretty cool.
I actually REALLY like the "Parts Salvage" idea... dunno if I am thinking in the same lines as you, since they pretty obviously can't just decide at teh end of a match "hey, Bob gets a large laser, Mike gets a PPC, etc".
BUT
If each match ended with "Salvage Points" broken down into "Inner Sphere Salvage Points" and "Clan Salvage Points" awarded separately from the C-bills, I think it could set up an interesting side part to the economy.
Have Clan Equipment ONLY available (mechs too) by purchasing with "Clan Salvage Points", for instance, which cannot be gained in any way but playing matches. So to get a Clan ER Large Laser for instance might cost "X" Clan Salvage Pts (referred to from here as CSpts), the ER PPC, "Z" CSpts. These points are only earned in Drops against Clan Opponents. So one could, slowly earn enough to kit out their IS mech (with "Clan Tech Enabler Module") to Clan Weapons and Equipment, or conceivably even "salvage" a whole Clan Mech. But if RnR gets reconstituted in CW, then you would also need Clan Salvage points to repair the Weapons and Equipment, since you can't buy s new Clan Medium Pulse Laser at RadioShack.
Ditto with Inner Sphere Matches, you can supplement your C-Bills with ISSpts (InnerSphereSalvagePoints) annd such. Is this kinda what you were thinking?
(I kinda wanna make a Poll for this now)
#235
Posted 31 January 2013 - 11:39 AM
Sadistic Savior, on 31 January 2013 - 11:26 AM, said:
Here we go again with the difference between paid content and P2W. There is one. There is no ship to ship combat in STO, it's a rail-shotter side game, so no ship grants a competitive advantage.
Sadistic Savior, on 31 January 2013 - 11:26 AM, said:
Re-read your comment and try again.
Sadistic Savior, on 31 January 2013 - 11:26 AM, said:
Then pick the 5 million infantry guys and I'll take the 509th. You should have no problem with that.
Sadistic Savior, on 31 January 2013 - 11:26 AM, said:
Fair enough, remove the qualification and lay the list of them on me. I'll still wait...
Edited by HiplyRustic, 31 January 2013 - 11:50 AM.
#236
Posted 31 January 2013 - 11:44 AM
HiplyRustic, on 31 January 2013 - 11:39 AM, said:
If you want to take personal offense at every vague comment I make, I can't stop you.
HiplyRustic, on 31 January 2013 - 11:39 AM, said:
I agree. I don't.
And if there is a problem? Maybe you need to add more. If the infantry can do any damage at all, eventually you will get to a point where numbers will overwhelm them.
HiplyRustic, on 31 January 2013 - 11:39 AM, said:
So there is no MMO, in your opinion, that has paid advantages of any kind that has ever gotten new players. Ok.
#237
Posted 31 January 2013 - 11:51 AM
#238
Posted 31 January 2013 - 11:52 AM
#239
Posted 31 January 2013 - 11:55 AM
Sadistic Savior, on 31 January 2013 - 11:44 AM, said:
And if there is a problem? Maybe you need to add more. If the infantry can do any damage at all, eventually you will get to a point where numbers will overwhelm them.
It's your war to lose, be my guest.
Sadistic Savior, on 31 January 2013 - 11:44 AM, said:
Now you see, it doesn't work like that. You make a claim, I tell you to back it up, and then you either do or don't. Apparently in this case what you wrote is synonymous with "I can't name any...but this sounds better than that."
#240
Posted 31 January 2013 - 11:58 AM
Sadistic Savior, on 31 January 2013 - 11:44 AM, said:
If you want to take personal offense at every vague comment I make, I can't stop you.
I agree. I don't.
And if there is a problem? Maybe you need to add more. If the infantry can do any damage at all, eventually you will get to a point where numbers will overwhelm them.
So there is no MMO, in your opinion, that has paid advantages of any kind that has ever gotten new players. Ok.
not exactly rolling out any "credible evidence to back your argument on that one..... just saying. And 5 million infantry against a hundred bombers dropping MoABs, the "numerical advantage" vanishes... literally.
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