What do you hate most in MWO ?

Thread in 'MechWarrior Online' started by Marec, May 30, 2013.

  1. Mister E

    Mister E New Member

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    I don't typically post on this site (doh! look at my post count!) but I love to scan the threads and study the builds. This one topic has me itching to rant, not against the game itself, but things I see while spectating after my own untimely demise....

    1. Who in the **** brawls in Advanced Zoom mode? I find myself yelling at the computer screen to a player who can't hear me. OMG, help me! Hate, hate hate

    2. I sorta kinda maybe understand the arm lock feature. But seeing players with arm lock on and only using arm mounted weapons is a waste.

    3. Keyboard-only players (no mouse???) who have no torso twisting AT ALL. Wherever they are running to, they're shooting.

    4. Guys who thing lasers are just like the garden hose with a nozzle. Point and spray target back and forth. Gee, how about trying to TARGET a spot dude???

    I could go on, but other fool things are just plain FUNNY to me. Ex: Terra Therma, people lined up in the center volcano choke points just standing there blocking everyone from maneuver or fire.

    Gee, I feel a lot better now.
     
  2. dog_funtom

    dog_funtom Well-Known Member

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    I don't understand why people react so much about this. Because of strong habits I end up like this sometimes, and it doesn't make me ineffective or something. If target is slow it's not that bad, just keep huge image of part you need in your screen and shoot. When I need to turn, torso twist or target is fast, I disable it of course. I usually disable it anyway if accidentally fall for my habit, but sometimes my attention, my keyboard, my fingers on it are kinda too busy shooting to bother about disabling Advanced Zoom without much need.

    P.S.: by habit I mean habit to enable Advanced Zoom on every occasion. It's useful to enable it by reflex without thinking on more far ranges, so you can aim and shoot quick (or torso twist and retreat to cover quick).
     
  3. Regina Redshift

    Regina Redshift Sass Elemental

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    This actually works with large lasers against exposed limbs, especially lights with their spindly limbs. I've taken a few lights out by sweeping from one leg to the other. However, in basically every other instance it sucks.
     
  4. Dr. Danger

    Dr. Danger Advanced Member

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    What I hate most in MWO is the need of people to slug it out in the bowl on Terra Therma; even in Conquest. Against 12-man premades.

    Next thing I hate is:
    12-man premades. ;)
     
  5. skidog2k3

    skidog2k3 Dispossessed

    Wow, there is so much to hate.
    The first thing that comes to mind is the money making machine behind an unfinished (not out of Beta Yet... :D as Blagg would say) product...
    Let's MC it up boys!!! What's the next carrot we can spend little to no time developing to dangle in front of their face for 1000, 3000, 5000+ MC Ooooo! I know we can make another color of red, one HEX off of Hot Rod Red, and we will call it Dragon's Blood.... Oh... Oh wait no, we can call it Daemons Blood, and make it available exclusively on a special champion edition of the Dragon that has an XL engine instead of a standard engine.
    I said it in the "What do you love most" Thread, I'll say it here.

    Stop releasing useless crap and improve the game already :angry:
     
  6. Magnificent Bastard

    Magnificent Bastard Dispossessed

    I hate the average MWO player because they refuse to understand and play the game the way it is meant to be played. We currently have 2 game modes and 90% of the time the players refuse to acknowledge the point of the game. In Assault the goal is to assault the enemy base. In Conquest the goal is to control most of the bases for the duration of the match. I understand that destroying an enemy team is fun, we all want to see mechs blow up, but if the mentality of the teams changed we'd still do that and have more fun at the same time. Don't leave the base vulnerable and "capwarriors" won't stop the game in the middle of your ISHOOTDAMECHS spree.

    Ideally I'd like to see more lance/role oriented play. Scouts scouting, assaults assaulting, and heavies and mediums doing everything simply because they can. Instead we have blob warfare regardless of what game mode we happen to be playing. The solution to some of the problems is fairly simple: bigger maps with randomized base locations (that aren't marked on the map). That way there is no standard approach to any map and tactics change depending on where the enemy team is spotted.

    Another thing I'd like to see is removing the victory condition of destroying all enemy mechs in Conquest Mode. That way you could win the blob-fight but still lose because you ignored the bases. Yeah that happens occasionally already but if you're the last surviving mech on a team winning by points and you're out gunned your primary goal is to hide. Making the victory condition solely about the capture points keeps the game focused on what it should be. It's not like people will stop killing each other just because the caps are more important.
     
  7. goooooller

    goooooller Well-Known Member

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    I generically hate the players.

    Second biggest hatred is stupid, cheese builds. Like the AC/40 mechs or triple UAC/5. I can deal with PPC boats or what not, but those two builds irk the shit out of me.
     
  8. dog_funtom

    dog_funtom Well-Known Member

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    Yeah, those «stop capping», «capwarriors», «cap for pussies» and etc. in chat is annoying as hell. People don't play their roles and blame others for actually achieving goals like it's some sort of cheat.

    What can be more annoying than that? Only whining about «why you didn't let us duel», «I hate this map» and massive amount of friendly damage when some enemy light running in center of team formation.
    [hr]
    In defense of average players I can say that in my matches they are more and more understand that cap to nearly end is good risk management; and «why you didn't let us duel» and «kill steal» getting more rare too.
     
  9. skidog2k3

    skidog2k3 Dispossessed

    Here Here! :cool:
    Give us Drop ships, bases with destructable turrets.... something. A shipping yard with destructable containers to protect/destroy, something that takes some skill to do besides standing inside a marked perimeter. Some objective other than a stupid progress line to deal with. :angry:
     
  10. LT Satisfactory

    LT Satisfactory Benefactor

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    people defending capwarrior play on large maps for assault mode? :unsure: Goes to show you that no matter what you can never please everyone...
     
  11. skidog2k3

    skidog2k3 Dispossessed

    Unfortunately Mechs don't blow up, they just sort of fizzle out, die, and then go limp. MWLL MW4 mechs blew up, and took things out with them. MW3 you could just about blow up anything.

    [quote author=Magnificent Bastard link=topic=1556.msg29496#msg29496 date=1384955425]
    I hate the average MWO player because they refuse to understand and play the game the way it is meant to be played. We currently have 2 game modes and 90% of the time the players refuse to acknowledge the point of the game. In Assault the goal is to assault the enemy base. In Conquest the goal is to control most of the bases for the duration of the match.[/quote]

    Unfortunately I don't think there is any help for this the way the game is currently configured. There is no base to protect, just a perimeter with some mine thingy that you can't damage... nothing around it you can damage, just sit in the perimeter and watch the stupid bar. So, Assault = Team Death Match... Conquest = Slightly more complicated Team Death Match. It happens this way because that is what is fun. With no real objective other than sitting in a boring circle capping, gathering resources, whatever o_O becomes a strategic tool and ceases to be an objective. It isn't really the players fault that they aren't acknowledging a pseudo trumped up point of the game. Capping is BORING and EFFORTLESS, that's why noone wants to do it unless it is a last resort to steal a win, or break up an attack by luring opposing mechs away from a focused attack.
     
  12. dog_funtom

    dog_funtom Well-Known Member

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    This reminds me of World of Tanks. Well, this is one of many similarities. But in WoT (at least Russian server) people whine much less about capping, they just understand that it's sort of inseparable part of WoT gameplay.

    It doesn't have super-large maps though.

    And super-large maps reminds me of... Tribes: Ascend (and maybe sorta Planetside 2). In Tribes: Ascend on large maps there is many things to do in base. I'd say defend can be more fun than attack! I more defended than attacked in this game.

    So, my conclusion is: there is no true in question about capping in current state of MW:O. Community tries to self-regulate making capping dishonorable action. But why it self-regulates it? Like always, because of unarticulated game design.
     
  13. skidog2k3

    skidog2k3 Dispossessed

    I used to play Tribes, loved that game. There was also a great game mode in UT2004 with vehicles where you had to take out the other teams reactor by destroying & holding resource points long enough to gain access to the reactor... in order to destroy it. Some of the vehicles had more than one seat, and there were Aerial vehicles also... Spent a lot of time in that game, very well done.
    I booted up MWLL the other night... not many people left, a few diehards. A lot of things wrong with, but they got a lot of things right in, that game mod. A good testament to what can be done community based.
     
  14. skidog2k3

    skidog2k3 Dispossessed

    This is off topic, but here is a good scenerio.

    You and your lance get to the base to capp, take out the anti air turrets and protecting mechs, determine that the rest of the protecting force has jumped ship to go hunting rabbits, so you send the all clear, & call in an invasion force that drops on the base in a troop carrier. Now, it is your responsability to protect them while they secure the base. (primary objective) All this actually happens visually, and the troop carrier is destroyable so it must be either protected, or called off to abandon the invasion. If your troop carrier is destroyed, to win the engagement, you must either destroy the base (secondary) or decimate the defending force (trinary) Bonus points for accomplishing Primary would be greater than secondary, etc. This play mode would be called INVASION.

    Make the primary objective destroying the base while you have to protect a destroyable drop ship, and you have ASSAULT.

    Use my original INVASION idea in a resource gathering capacity at points spread out around the map... CONQUEST

    All the above modes could possibly turn into a team death match situation, but there would be no bonus for winning that way.

    Take the existing game mode assault, remove the bases, add a cheezy announcer voice and call it SOLARIS TDM

    Add an arena map with simulated cheering and cheezy announcer with all -vs- all and call it SOLARIS

    Give us a 1 on 1 mode of play in any map for Merc/House/Clan Initiation, advancement, trials of succesion, duels

    Why are we still limited to two modes of play? Lack of imagination? Lack of money? Laziness?
     
  15. Regina Redshift

    Regina Redshift Sass Elemental

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    Alpine Peaks. I've had far too many matches where every player just marches (couter)clockwise around the map and the fastest team wins via cap. They need to change the map in order to allow for more paths. Specifically, the uphill side of the map needs more options for scouting, like a switchback that'd allow lighter 'mechs to reach the plateau without too much trouble.
     
  16. Magnificent Bastard

    Magnificent Bastard Dispossessed

    I agree and disagree. Both players and PGI are at fault on this issue. PGI as the developer should acknowledge that the playerbase is ignoring the intended game mechanics and adjust them. Either make them impossible to ignore (remove the "Destroy All Enemy Mechs" from victory conditions of both game modes) or make them more fun.

    Although for me capping is not boring or effortless by nature. Boring and effortless caps are the fault of the enemy not game design. If the game was played as it should be (and sometimes is) capping the enemy base is exciting because you have to sneak behind enemy lines and once you're there you are vulnerable. Obviously I don't start every game with the sole intention of capping the base. When I am in a light mech my job is to scout, spot, and harass (in that order). It isn't until the match balance tips in the favor of the enemy (2-3 deaths or more) that I start eyeing their base. So maybe that is why it is exciting for me; if I'm capping chances are I'm alone and out gunned.
     
  17. skidog2k3

    skidog2k3 Dispossessed

    Well said, see my off topic post #54, and tell me what you think.
     
  18. Magnificent Bastard

    Magnificent Bastard Dispossessed

    Hopefully all of this will change with the addition of community warfare. I too would like to participate in games that have actual bases to assault rather than an imaginary box to stand in. But I think it would mean more if the bases themselves had a meta-purpose rather than simply determining who is on defense and who is on offense.

    Edit: BTW if/when we we get Solaris I will strictly be a Solaris Jock. I did my time as a merc. I'm doing my time in the FWLM. But I live for the cheering of the fans.
     
  19. dog_funtom

    dog_funtom Well-Known Member

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    I agree with first sentence, but disagree with second. I believe that it's not fun because of game design, because of unbalanced rewarding. Win by cap make you very similar reward than loss by kills. And win by kill is rain of C-Bills and XP in contrast of win by cap.

    Intuitively it seems that in position of game theory it's rational to follow tacit agreement about not putting much effort in capping.
    Not every man know game theory, but everybody still follows its principles intuitively, especially in community scale. Clearly we have here situation with dominated strategy.

    I'm not sure about if game mechanics is truly unbalances in terms of perfect rational game theory, but people perceive it as one strategy is dominated by another. Doing bad job with perceiving is as bad game design as forgetting to make perfect rational balance.

     
  20. Magnificent Bastard

    Magnificent Bastard Dispossessed

    Good point. My opinion was from the perspective of winning vs losing without considering the actual rewards.

    Although adjusting the rewards could result in other problems; like both teams rushing cap without fighting at all. I don't know how you could balance capping and fighting the way they should be. I just want my free game to be perfect without offering any suggestions on how to fix it. lol

    Although I do miss the repair/re-arm costs. It had flaws but I think it was necessary. People cared about their mechs more.
     
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