Author Topic: 40 kills vs 4 kills  (Read 6287 times)

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Offline ratbuddy

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Re: 40 kills vs 4 kills
« Reply #30 on: March 19, 2011, 05:39:58 PM »
Btw, wrote this on the iPhone with the wife talking so cut me some slack....

Was she talking to you when you were writing that? You win a few dozen man-points if so :P

Offline Ice30

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Re: 40 kills vs 4 kills
« Reply #31 on: March 19, 2011, 06:07:23 PM »
You know, as far as aussie games go, theres one guy Sil, i dunno if hes on this forum or not but he's ussualy #1, im an okay player, probably a bit above average but between me and Sil there is barely anybody, if Sil joins any team its a safe bet that team is gonna win (worst of all he joins the opposite team to me most of the time, i guess its kinda fair but hes just too hard for me aswell lol).  The things that really have never made sense to me as far as all this goes is that the winning team gets more reward than the loosing team and the fact you get penalized for switching teams.  I understand its fun for good play to advance yourself in rank and unlock more assets, but a loosing team should have access to the same assets theyre getting stomped with, because the mechanics of the game are that a light will never be worth getting over a heavy (unless its arrow spam or some niche strategy), so why limit a loosing team to obviously worse assets to a winning team that has already proven more skill?  Even if youre the best player ever it is fapping hard to get a decent matched mech to a team that is already roflstomping your whole team.  Lets try to get some kind of compromise\equilibrium here...

Offline =CJW=YalK

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Re: 40 kills vs 4 kills
« Reply #32 on: March 19, 2011, 06:43:49 PM »
Btw, wrote this on the iPhone with the wife talking so cut me some slack....

Was she talking to you when you were writing that? You win a few dozen man-points if so :P

Haha, yes she was....let's just say I've learned to multi-task with the best...so just excuse any misspellings and/or slightly logic flawed ideas....



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Offline GB-72AT Talon

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Re: 40 kills vs 4 kills
« Reply #33 on: March 19, 2011, 07:20:33 PM »
Team switching could work, if some random luck you could code it so what ever asset the player has atm is transfered over as well. I mean, even if you beat up on the noobs and get an atlas, switch over and hack away at the other team, maybe a set timer so you could not switch back over to the first team to re-beat on the noobs for cbills , get atlas, transfer, etc.

Idea put out.

It only moves the players after death, before respawn.  Team balancing can be served side controlled, only able to be overriden by admin, or it can be implemented through a vote system. Let the players vote on people getting moved or not and then the server can overridden if necessary in the event a team repeatedly votes to keep the game unbalanced in order to have a fair game.   

There's no need to reinvent the wheel here guys.  Counter Strike is the single most popular multiplayer game around.  There's no question as to if this will work or not.  Its a done deal, it just needs to be implemented.



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Offline Arghy

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Re: 40 kills vs 4 kills
« Reply #34 on: March 19, 2011, 07:54:54 PM »
Often times when your getting base raped if you could afford stand off mechs/artillery you can turn the tables and push them back but usually at this time you cant. If your getting base raped and everyones getting equivalent(but less) money then the winning team then they would be able to buy whatever they need to break the base rape. You'd also move focus from winning just because you can afford a beatstick to winning because your good.

Last time i checked the game was about having fun seeing as your winning was recorded anywhere so everyone having fun should be a priority over someone wanting to be a winner online.

Offline -AAA-

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Re: 40 kills vs 4 kills
« Reply #35 on: March 19, 2011, 07:59:35 PM »
Counter-Strike is a completely different game, with too many fundamental differences to even start listing them.  Simple auto-team-switching is not going to work in a game like MWLL.  Anybody who gets switched, simply by virtue of playing well, from a team that's kicking ass to a team that's getting smeared is going to either A) quit, or B) go AFK for the rest of the map.  The reason(s) it works well in CS is because it's a round-based game; there's no time invested in buying your asset, hauling it out to the front line, heading back to base to trade-in for something better, etc.  You get auto-teamed in CS, and it's no big deal - you start fresh along with everybody else, and it only happens between rounds. 

Offline ~SJ~ Blhurr

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Re: 40 kills vs 4 kills
« Reply #36 on: March 19, 2011, 10:29:05 PM »
The last thing I want when I'm losing is a hand out. Youve completely removed the ability to measure skill and might as well take down the score  board and just play 60 minute rounds without winners and losers.  WTF is K/D parity for both  teams.  That's ridiculous sorry.
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Offline Profane Arbiter

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Re: 40 kills vs 4 kills
« Reply #37 on: March 19, 2011, 10:41:45 PM »
I don't know that giving more money to the losing team is helping that team anyway. Give a skill-challenged player access to more expensive assets, and they're just going to lose more expensive assets for the team, putting them even deeper in a hole.
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Offline GB-72AT Talon

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Re: 40 kills vs 4 kills
« Reply #38 on: March 19, 2011, 11:32:58 PM »
The last thing I want when I'm losing is a hand out. Youve completely removed the ability to measure skill and might as well take down the score  board and just play 60 minute rounds without winners and losers.  WTF is K/D parity for both  teams.  That's ridiculous sorry.

And that's probably the difference between some of us.  I am completely happy ending a 90 minute round at 0 kills and 15 deaths.  I can say I thoroughally enjoyed every minute of it.  Rarely do I ever end with a positive score.  I could care less.  This is the difference between the die hard life long mechwarrior fans and those that like the game but let the competitive side of it determine their level of fun.  Those are the guys that rage quit if they get a bad score or get moved to the other team.  Those are the same pussies that take you out at the legs.  Same people will be content with always playing the role of LRM spammer.  Personally I could care less about those people leaving.  They are a huge part of what can ruin the game for those who play it for the sheer joy it is as it is.



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Offline MerfMerf

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Re: 40 kills vs 4 kills
« Reply #39 on: March 19, 2011, 11:56:40 PM »
And that's probably the difference between some of us.  I am completely happy ending a 90 minute round at 0 kills and 15 deaths.  I can say I thoroughally enjoyed every minute of it.  Rarely do I ever end with a positive score.  I could care less.  This is the difference between the die hard life long mechwarrior fans and those that like the game but let the competitive side of it determine their level of fun.  Those are the guys that rage quit if they get a bad score or get moved to the other team.  Those are the same pussies that take you out at the legs.  Same people will be content with always playing the role of LRM spammer.  Personally I could care less about those people leaving.  They are a huge part of what can ruin the game for those who play it for the sheer joy it is as it is.

Ok, so wanting to win makes me apparently not a life long mechwarrior fan? Interesting. It also apparently makes me rage quit or switch to the winning team? Odd... I can not seem to recall ever doing those things. So obviously I must not enjoy winning... but wait.. I do. It seems your conclusions are wrong. If I wanted to go around just watching the pretty explosions I would not play much at all. Just watch the youtube clips instead.

The DEVs made a game. Not a time sink, or a sandbox, or anything like that. They made a game, with rules for how to win the game. Enjoying actually playing the game does not automatically make you a douche. Being competitive is not the same as having poor self confidence and needing some game score to make you feel like you are worth something. Anyone who thinks they win because their name happened to be in in the member list for the winning team the last minute is just fooling themselves. This is why leagues and organised matches are good. Those matches become the things that matter, and being on the winning team in a pub game is only worth what ever you managed to learn to improve your skills. Do I play to win a pub game? Most definitely (Even if I may do it with restrictions in order to get practise in certain assets). Do I switch team to win? Hells no, I can not do that in a league/organised game and doing so in a pub game would fool no one but myself.

/Merf - Would have quit long ago was there no competitive side to this

Offline GB-72AT Talon

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Re: 40 kills vs 4 kills
« Reply #40 on: March 20, 2011, 12:19:16 AM »
I play for the experience, visually and becaude of what it does for me as a lifelong mechwarrior fan.  I play it purely because I love the experience.  Winning has never meant anything to me.  As far as I am concerned I win every time I play.  That's what I am talking about.  If the lack of winning takes any fun out of playing the game that will be the day I quit playing.  You obviously do not understand my point of view.  Its a damned video game, of course it's a time suck.  The score means nothing.  When you wake up tomorrow will anyone give a fapp what score you had on a video game last night?  No.  If you let it consume you so much that without winning you no longer enjoy the game, then I feel sorry for you.  Because at the end of the day what happens in a video game means fapp-all.  It is the experience that matters.  When you get to the point you enjoy the game no matter what the score then you will understand where I am coming from.  I am completely happy wasting time enjoying the game and would do so if no score even existed. 



Sure it felt different but so did my wife after the kids were born. A little loose but it still gets me off every time. -- Suspect

Offline CGB [CoffiNail]

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Re: 40 kills vs 4 kills
« Reply #41 on: March 20, 2011, 12:46:08 AM »
My K/D all depends on what I am doing.  I often play BA, where my deaths can be pretty bad... as a ASF I can have a 1:2 or 1:3 k/D.  Talon and Merf I think you are both miss understanding each others points.  I play MW:LL to have fun, that is my goal, to enjoy my time, which I always do, getting ROFLSTOMPED is just as much fun sometimes, it really sucks, but gives you the fun of trying to shove the enemy out of your base.

I will of course do my best to not die... I have had a 20 min at least life as a BA one time, was awesome... I have spawned 4 or 5 times in a couple minutes as well.

We all take things differently.. I just take it all with a grain of salt.  Did you enjoy yourself? Awesome!



Offline MerfMerf

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Re: 40 kills vs 4 kills
« Reply #42 on: March 20, 2011, 02:31:30 AM »
Because at the end of the day what happens in a video game means fapp-all.

Neither does me living. It does not mean I quit living.
With a really nice chess set, I might enjoy the feel of the piece in my hand, the sound of putting it on the table. But it is not a game unless I have an opponent to play against. I suppose we could both sit around and move the pieces haphazardly and find enjoyment in talking or something too, but the experience is greatly enhanced with the mental challenge of trying to win.

Why would you feel sorry for me if I would not enjoy the game if the competition part of it was left out? With that logic the goldfish ought to feel sorry for us all since it is able to forget the limitations of its existence in a bowl of water where as we could not.

When you get to the point you enjoy the game no matter what the score then you will understand where I am coming from.

I already can. I can still not see your point. I can enjoy myself if I lose. I will be unhappy with the result and strive to find ways to improve it. That is what being competitive is about. I can not enjoy myself waltzing around and looking at the pretty explosions however. Do not take me wrong, I love them and the immersion they provide but part of the immersion is fighting to win. I have a hard time imagining the mechwarrior that happily walks into a hopeless situation, wasting both equipment and life, being completely content with the pretty light of the explosion that tore him/her to shreds.

Talon and Merf I think you are both miss understanding each others points.

Very possible. Hence I am here posting, trying to get more of an explanation out. All I am seeing so far is a claim that being competitive = being a douche, and some claim that forgoing the whole aspect of challenging oneself and disregarding the work put into making this a an actual game somehow is supposed to provide a better experience. If I had to compare what I see proposed to me it would be watching a rather brain dead action movie with lots of exploding things over and over again. I can see the appeal once or twice... after that I start questioning if brain rot is starting to set in.

/Merf - Not seeing the point

Offline -AAA-

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Re: 40 kills vs 4 kills
« Reply #43 on: March 20, 2011, 03:02:25 AM »
^
What he said.

Offline sgnl05

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Re: 40 kills vs 4 kills
« Reply #44 on: March 20, 2011, 03:22:42 AM »
May be we can have just ranking score and CBills multipliers based on scores of players (or may be on total amount of money on bills + mechs' price). So, team which is in disadvantage is getting more money and score then the winning team.

This way we may force players to play for loosing team for their own advantage of fast ranking. And of course, loosing team will get a chance to win.

Other way is creating score and CBills multipliers based on your current mech class. Just like it was in MW4. This may force good players to use lights and mediums more as well as helping team without heavies.

May be devs should mix both variants.


It's funny that you should say this, because I asked for the exact same thing awhile ago, and Ingrater told me that it's already ingame. Apparently you get more rank/ cbills for fighting an opponent that has a bigger mech than you/ and or more rank. And less for the other way around.

I would have thought that this would balance these things out nicely, but obviously it doesn't always work. I think it might be because good players generally don't die. They go out and get a kill or two early game (cause they're better), sell their light and get a medium with the cash, kill several more lights (cause they're better and they have a better mech), sell their medium and buy a heavy, and that's it. They're so far out in front that they're practically unkillable, and even though the losing team could get enough cash to buy a heavy of their own if they could bring the guy down, in practice this doesn't happen because every time they engage him he kills a couple of them and runs off.



Auto team switching is pretty drastic I agree, but I don't see the point in being against it just because it's annoying for the player being switched. That's true, it is annoying for that player, but the situation that it's designed to solve (extremely unbalanced games) is annoying for the entire losing team, and probably most of those on the winning team that actually want a balanced game too. Sorry, but if you've gotta move one guy and potentially piss him off in order to make the game fun again for most of the players on the server, then he should be moved. You can't just complain about how annoying it'll be for him without considering how pissed off the 5 guys being camped into their base in light mechs are.

That said if team balance could be fixed without auto switching that'd be better.
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