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Thread Statistics | Show CCP posts - 1 post(s) |
Regis Blackbird
DUST University Ivy League
1
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Posted - 2015.06.29 16:46:00 -
[1] - Quote
I will just try and forget Kevall's OB comment
But I do agree with him we need to thread carefully. My fear... if we allow 16 man platoons in FW it will be "deploy Platoon or go home". The 8 man squads will be pointless, and "relatively" new people trying their luck in FW will be stomped to oblivion.
I know, I know..."Git Gud" and all that, but in its current form FW will only suffer with full team deploy. Give FW the love it really needs (ability to select district to attack, defence contracts etc), and I am all for it.
Ohh, and remove NPC OBs from FW and PC. Problem solved (WP wise). |
Regis Blackbird
DUST University Ivy League
1
|
Posted - 2015.06.29 21:29:00 -
[2] - Quote
Piercing Serenity wrote:Kain Spero wrote:Piercing, again whether you like it or not 16 man syncs are already in the system all you are doing is limiting their competition, but restricting platoons. I would argue that, although 16 man syncs are already in the system, their effectiveness is limited by logistical inefficiency (Lack of Team Deploy). The negative space caused by this logistical inefficiency has a net beneficial effect, however, in that there is space for other less coordinated groups to also enjoy the game mode. If I had to re-design the FW system to incorporated platoons (because I'm not against them in principle), here is how I would do it:
- Allow individual players and corps to declare allegiance to a FW group
- Create a "Priority District" mechanic that operates similar to old CBs, where two groups battle against each other for a prize. Priority Districts would be selectable from a drop down menu (The same menu that was used to test the portals a few months ago)
- In this system, the attackers would get a large team reward if they won (F.ex 150M bonus cash for capturing valuable assets) and the defenders would get X Lp per kill if they won. (For defending valuable assets).
- Attacking players have a 5 minute warbarge wait time when they queue for these battles. Anyone who has pledged allegiance to the FW group being attacked gets a notification (Like you do for PC) that an important FW district is being attacked.
- For the first 3 minutes of the timer, matchmaking attempts to match a platoon (explicitly) on the defending side against the attacking platoon.
- If, and only if, no platoon queues for the defenders in the first three minutes, then matchmaking takes any players or squads that have queued into FW to fill the spots, and the match begins. This is to simulate that the districts are so important that the militias would rather throw bodies at the districts to defend them, rather than let them fall.
I think that a system like this does a few good things: First, it offers a space for serious FW corps to play without locking out less serious (but still interested) players from the game mode. Second, it offers a strong incentive to play FW in a competitive group (due to huge ISK or LP prizes) while still offering a decent incentive for those who are less competitive. Further still, it preserves the idea that FW is still a more ruthless space, and allows for more effective role playing. If, for example, the Caldari militia does not have organized platoons fighting for it, then the lesser skilled FW players "feel" the pressure by being attacked by the opposing militia's best troops. Caldari allied players can "take the heat off" of the militia by grouping up and defending these priority districts, allowing for the rest of the FW players to exist in more peaceful conditions. Thoughts?
^ This is the love I was talking about. Let me pledge allegiance for higher rewards and choose where (and somewhat who) I am playing against, and I jump on the full 16 team deploy in a heartbeat.
Right now... Isn't the right time (sadly). |
Regis Blackbird
DUST University Ivy League
1
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Posted - 2015.06.30 12:35:00 -
[3] - Quote
Middas Betancore wrote:Pubs = hi sec FW = lo sec/fw space PC = null sec
Maybe the Dev team is turning away from their idea of FW being PC lite Instead it's pubs with LP?
Well, the current implementation we know of is: Pubs = 4 man Fireteams FW = 8 man Squads PC = 16 man Platoons So you could call FW "PC Lite"
I don't bother listing that you can deploy with Fireteams in FW and PC (etc), because only the highest possible size will matter if you really want to be competitive. So we can forget about 8 man squads...
It will be a jump from 4 man Fireteams -> 16 man Platoons, which is a quite steep jump when you think about it.
After reading basically every post in this thread I can safely conclude we all want team deploy in FW. That's not the question. Hell, I would love it given the right circumstances.
What we disagree about is if right now is the time to have it, based on today's implementation of FW? I side with the more cautious camp...
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Regis Blackbird
DUST University Ivy League
1
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Posted - 2015.07.01 04:45:00 -
[4] - Quote
deezy dabest wrote:Kain Spero wrote:Sure thing Thor: https://forums.dust514.com/default.aspx?g=posts&m=1104074#post1104074CCP FoxFour wrote:While CCP Nullarbor works on the new matchmaking system we are working on the design of an enhanced squads system that would let you queue entire teams for Factional Warfare. While it won't come out with the new matchmaking CCP Nullarbor is developing the new matchmaking to allow full team queueing for Factional Warfare.
The idea being that if you can take an entire team and queue for Factional Warfare you should allow you to go corp versus corp so long as you both have 2 full teams. Since there won't be that many full teams queueing at the same time if you want to fight a specific team you should be able to queue sync easily.
While this is obviously not perfect and only partially covers what you are seeking we feel it is a better first step in that direction as it covers more people and does more for the game. We can then look at actual corp versus corp again later.
Hope that helps! :D He said very clearly that they CCP Nullarbor is working on it but it will not be included with the new matchmaking. Was there another update saying it was added? We know how things get sidelined so I can not imagine that it made its way in.
FYI, FoxFour's post refers to the updated matchmaking in Uprising 1.4. You know, the one that worked soo good it didn't allow anybody in a match at release, and was (way later) admitted to be completely pulled by CCP Rattati. https://forums.dust514.com/default.aspx?g=posts&m=2708845#post2708845
Now, this does of course not mean everything was pulled, and perhaps something of what FoxFours Team True Grit was working on made it in. But it's hardly "all there" just waiting for UI. |
Regis Blackbird
DUST University Ivy League
1
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Posted - 2015.07.01 11:24:00 -
[5] - Quote
Ok, can we all just stop this rather pointless discussion?
Regardless if you are For or Against team deployment in the current implementation of FW, the fact remains that Warlords 1.2 is now at Sony QA, and is likely not going to change until release.
To blame the CPM is also ludicrous since we have CPM members who are publicly advocating both for and against Team Deploy. This is ultimately a CCP decision regardless if we agree with it or not..., and they probably had good reasons why they choose not to include full 16 teams in FW.
This might change, based on a earlier quote by CCP Rattati regarding team sizes: https://forums.dust514.com/default.aspx?g=posts&m=2625732#post2625732
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