

Why Isn't There A Tier System For Pilot Qualifications?
#1
Posted 18 February 2013 - 11:31 AM
I have a small problem with this game - and it comes in the form of progression. It seems odd to me that, lore asside, a new player would be given keys to specialized mechs. Assault mechs for example -- very slow, hard to manuver, requires control over a large array of weaponry. One doesn't usually get thrown into the mix in the biggest thing he/she can afford (which they can after the cadet bonus runs its course) or even just hoppin' in the IS's version of Avis.
I didn't give it much thought until the last few games where we have atlas' doing 18 damage. Yes, thats right - 18 damage. Spectating on someone who can barely turn the mech let alone fire 4 weapon arrays is just down right painful. I don't blame the player for being (obviously) new, I blame the current system that has no penalty for taking something the player isn't ready for (hell -- encouraging it!). It would be nice to see - down the road - some form of progression where mastering a chassis ment you could branch into other specialized fields, not just unlock more bellls for bullet sponges.
#2
Posted 18 February 2013 - 11:36 AM
#3
Posted 18 February 2013 - 11:39 AM
your progression comes from grinding money to buy upgrades and grinding gxp/money to buy modules.
#4
Posted 18 February 2013 - 11:40 AM
In some ways, I agree with you: It really hurts to see someone miserably failing at driving an Atlas, especially knowing that the other team's corresponding Assault is likely being driven to greater effect.
On the other hand, I think it's really doubtful that I'll ever enjoy piloting Light mechs (or most mediums) as much as I enjoy my Catapult, Cataphract, Stalker, and Atlai. Also, learning to pilot a light mech effectively does nothing to help you pilot an assault mech effectively: They're two completely different experiences.
This problem will be greatly helped by Elo: It will be helped again by tutorials when they get around to it. No "license progression" needed.
#5
Posted 18 February 2013 - 11:41 AM
Redshift2k5, on 18 February 2013 - 11:39 AM, said:
your progression comes from grinding money to buy upgrades and grinding gxp/money to buy modules.
The modules and unlocks, as they stand, aren't much of an increase over stock.
I understand people want to pew pew with variety - but lack of any barriers (artificial or not) just means a headlong rush into things best suited for deeper playtime.
#6
Posted 18 February 2013 - 11:42 AM
Oni Ralas, on 18 February 2013 - 11:31 AM, said:
I have a small problem with this game - and it comes in the form of progression. It seems odd to me that, lore asside, a new player would be given keys to specialized mechs. Assault mechs for example -- very slow, hard to manuver, requires control over a large array of weaponry. One doesn't usually get thrown into the mix in the biggest thing he/she can afford (which they can after the cadet bonus runs its course) or even just hoppin' in the IS's version of Avis.
I didn't give it much thought until the last few games where we have atlas' doing 18 damage. Yes, thats right - 18 damage. Spectating on someone who can barely turn the mech let alone fire 4 weapon arrays is just down right painful. I don't blame the player for being (obviously) new, I blame the current system that has no penalty for taking something the player isn't ready for (hell -- encouraging it!). It would be nice to see - down the road - some form of progression where mastering a chassis ment you could branch into other specialized fields, not just unlock more bellls for bullet sponges.
A bad player is gonna do nothing no matter the mech. Let them wiggle in their freshly bought, n00b green atlases.
If you shoot what they're shooting, you'll usually accomplish something.
#7
Posted 18 February 2013 - 11:42 AM
#8
Posted 18 February 2013 - 11:44 AM
#9
Posted 18 February 2013 - 11:46 AM
#10
Posted 18 February 2013 - 11:48 AM
Doesn't matter what weight class people gotta learn the hard way.
#11
Posted 18 February 2013 - 11:49 AM
Mackman, on 18 February 2013 - 11:40 AM, said:
In some ways, I agree with you: It really hurts to see someone miserably failing at driving an Atlas, especially knowing that the other team's corresponding Assault is likely being driven to greater effect.
On the other hand, I think it's really doubtful that I'll ever enjoy piloting Light mechs (or most mediums) as much as I enjoy my Catapult, Cataphract, Stalker, and Atlai. Also, learning to pilot a light mech effectively does nothing to help you pilot an assault mech effectively: They're two completely different experiences.
This problem will be greatly helped by Elo: It will be helped again by tutorials when they get around to it. No "license progression" needed.
Doesn't have to be pure linear progression from light <---->assault. A light/med mix with a releativly fast introduction into heavies wouldn't be hard (time played, unlocks, etc) with the movement from heavy-->assault taking longer. Hell, even make certain sublassicifactions (variants) accessible only by seat time. I dunno, it just strikes me as odd that, even with the matchmaking changes about to hit, folks are turned loose in 100ton mechs on day 1. Having lots of guns and lots of armor can hide bad players only so much.
#12
Posted 18 February 2013 - 11:50 AM
#13
Posted 18 February 2013 - 11:53 AM
Sean von Steinike, on 18 February 2013 - 11:46 AM, said:
It hides bad play in the form of survival. Pure chassis weights aren't what I'm aiming at here - it's the role classification that matters. Speed tanks need to learn how to be flown vs. ECM counter boats.
I guess I played EVE waaaay to long.
Nathan Foxbane, on 18 February 2013 - 11:50 AM, said:
Hence the *lore aside* portion. Unfortunately for us, mechs are not normalized in speed, size and agility (thankfully!). As such, slowboating a bruiser into oncoming fire is just teaching bad habbits.
I want games to be fun, I want them to be competitive. I don't want little timmy in a 6ppc stalker if he can't aim the ******* thing.
#14
Posted 18 February 2013 - 11:55 AM
Oni Ralas, on 18 February 2013 - 11:53 AM, said:
It hides bad play in the form of survival. Pure chassis weights aren't what I'm aiming at here - it's the role classification that matters. Speed tanks need to learn how to be flown vs. ECM counter boats.
I guess I played EVE waaaay to long.
Hence the *lore aside* portion. Unfortunately for us, mechs are not normalized in speed, size and agility (thankfully!). As such, slowboating a bruiser into oncoming fire is just teaching bad habbits.
I want games to be fun, I want them to be competitive. I don't want little timmy in a 6ppc stalker if he can't aim the ******* thing.
And that's where Elo comes in. If little timmy can't aim, and you can, then little timmy won't be playing with you. Since it's only 1 day away, I think we can wait and see if Elo fixes the problem.
#15
Posted 18 February 2013 - 11:56 AM
Oni Ralas, on 18 February 2013 - 11:53 AM, said:
It hides bad play in the form of survival. Pure chassis weights aren't what I'm aiming at here - it's the role classification that matters. Speed tanks need to learn how to be flown vs. ECM counter boats.
I guess I played EVE waaaay to long.
Hence the *lore aside* portion. Unfortunately for us, mechs are not normalized in speed, size and agility (thankfully!). As such, slowboating a bruiser into oncoming fire is just teaching bad habbits.
I want games to be fun, I want them to be competitive. I don't want little timmy in a 6ppc stalker if he can't aim the ******* thing.
This is matchmaking territory, not restricting mech choice territory. Rookies shouldn't be in the bigboy pool in the first place no matter what they're driving. You think Timmy's gonna live longer against a stomping because he's driving a Jenner instead of a Stalker? He just needs to be in his own special pool till he does know how to not cook his own internals.
#16
Posted 18 February 2013 - 11:56 AM
Oni Ralas, on 18 February 2013 - 11:31 AM, said:
I didn't give it much thought until the last few games where we have atlas' doing 18 damage. Yes, thats right - 18 damage. Spectating on someone who can barely turn the mech let alone fire 4 weapon arrays is just down right painful. I don't blame the player for being (obviously) new, I blame the current system that has no penalty for taking something the player isn't ready for (hell -- encouraging it!). It would be nice to see - down the road - some form of progression where mastering a chassis ment you could branch into other specialized fields, not just unlock more bellls for bullet sponges.
unfortunately you are forgetting that same player if instead he were made to be in a light or a medium mech would do exactly the same amount of damage. The problem isn't the mech they are in, but rather they are playing against people with much higher skill. This is what the matchmaking coming tomorrow should start to address at least in some fashion. Later on some kind of in-game training mode would also be helpful to convey things to new players that they need to know.
Edited by CapperDeluxe, 18 February 2013 - 11:57 AM.
#17
Posted 18 February 2013 - 12:00 PM
LordBraxton, on 18 February 2013 - 11:48 AM, said:
Doesn't matter what weight class people gotta learn the hard way.
Right now, there is no penalty for learning the hard way. Free mech? Zero loss in experience for doing something stupid (other than teamkills, which is what, 100xp? negated easily). One could Leroy his/her way in every single game and still earn cbills and progression. True of any game I suppose...but most have some form of risk involved.
Mackman, on 18 February 2013 - 11:55 AM, said:
And that's where Elo comes in. If little timmy can't aim, and you can, then little timmy won't be playing with you. Since it's only 1 day away, I think we can wait and see if Elo fixes the problem.
And I really *really* hope it works as intended. The pilot tier unlock portion was more about teaching the player rather than the matching system, but they go hand in hand. The IP has a long way to go and lots of stuff in the mix, but I'm sure the future tutorial + matching systems will help a bunch. Still think it's wrong to have access to the biggest aresenal based purely on economic factors (with no money sink right now) but hey... whatever eh?
CapperDeluxe, on 18 February 2013 - 11:56 AM, said:
unfortunately you are forgetting that same player if instead he were made to be in a light or a medium mech would do exactly the same amount of damage. The problem isn't the mech they are in, but rather they are playing against people with much higher skill. This is what the matchmaking coming tomorrow should start to address at least in some fashion. Later on some kind of in-game training mode would also be helpful to convey things to new players that they need to know.
Tis what I basically said -- I didn't blame the player, I blamed the current system of easy access + random tossup of matching. ELO (I hope) will help but doesn't get to the core of the problem in my mind. I'm thinking too much on the EVE or traditional MMO mindset I guess, where progress ment both mastering the basiscs while intaking new content.
#18
Posted 18 February 2013 - 12:11 PM
Oni Ralas, on 18 February 2013 - 12:00 PM, said:
Right now, there is no penalty for learning the hard way. Free mech? Zero loss in experience for doing something stupid (other than teamkills, which is what, 100xp? negated easily). One could Leroy his/her way in every single game and still earn cbills and progression. True of any game I suppose...but most have some form of risk involved.
And I really *really* hope it works as intended. The pilot tier unlock portion was more about teaching the player rather than the matching system, but they go hand in hand. The IP has a long way to go and lots of stuff in the mix, but I'm sure the future tutorial + matching systems will help a bunch. Still think it's wrong to have access to the biggest aresenal based purely on economic factors (with no money sink right now) but hey... whatever eh?
Tis what I basically said -- I didn't blame the player, I blamed the current system of easy access + random tossup of matching. ELO (I hope) will help but doesn't get to the core of the problem in my mind. I'm thinking too much on the EVE or traditional MMO mindset I guess, where progress ment both mastering the basiscs while intaking new content.
The easy access is because there is no other part to the game except robot fighting. There isn't a game world for the game to be in to justify an arbitrary restriction; no immersive factor outside personal imagination, no AI dude telling you why you need to stay in Commandos till you get your bigboy pants on or handing out digital medals. Restricting access at this stage is simply that, just keeping people out of rides they want to drive.
#19
Posted 18 February 2013 - 12:37 PM
Tarman, on 18 February 2013 - 12:11 PM, said:
The easy access is because there is no other part to the game except robot fighting. There isn't a game world for the game to be in to justify an arbitrary restriction; no immersive factor outside personal imagination, no AI dude telling you why you need to stay in Commandos till you get your bigboy pants on or handing out digital medals. Restricting access at this stage is simply that, just keeping people out of rides they want to drive.
What is laughable is you thinking piloting an Atlas takes more skill than a Commando. Different skill set, yes, more not even close.
#20
Posted 18 February 2013 - 12:46 PM
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