Jump to content

Edit History

MK_Regular

MK_Regular

3 hours ago, JintoLin said:

The problem is with the core game play loop. AW is only a capture the flag game but with tanks. You are the attacker or defender. You either go to the point and capture the flag or you go to the point and defend the flag. Rinse and repeat 1million times. All these tasks do is give you something to do extra while going for the flag.

The AW dev team needs to add more game play loops.

To their credit, the devs did try this with the escort mechanics of Arabian Nights and the delivery mechanics of Moscow Calling. However, it turned out that escorting an AI that is dumber than a bag of bricks is more rage-inducing than it is fun, and that only having a single delivery item that could result in mission failure was prone to griefing. 

Personally, I think the delivery mechanic is salvageable if they increased the number of items that could be in transit at the same time to prevent one or more players running off with delivery items and throwing the match (e.g. infinite ammo drops for the turrets in MC4, the team only needs to deliver 1 to each turret).

2 hours ago, Azdule said:

I wish that they would complete some 'over completion' mechanics so you could one shot them (like raid missions) to take away some of the repetitive nature of missions, but I suspect this won't be picked up because, the more missions you have to do, the more players in game for longer.  I mean, if the mission was to get 6k spotting, but if you got 10x that amount it completed it one, it would be great (not sure if you physically could get 60k spotting damage in most maps)

An "over completion" mechanic for the daily "do X 10 times" mission would be welcome. However, given that the goal of these missions seems to be to get players to play more matches, I could see the "over completion" requirements actually requiring a point total that's about 50% higher. Several possibilities include:

  • Get 3 times more of the specified value (e.g. 6000 spotting damage instead of 2000), but you only need to do it 5 times
  • Get 5 times more of the specified value (e.g. 10000 spotting damage instead of 2000), but you only need to do it 3 times
  • Get 7.5 times more of the specified value (e.g. 15000 spotting damage instead of 2000), but you only need to do it twice
  • Get 15 times more of the specified value (e.g. 30000 spotting damage instead of 2000), but you only need to do it once

The higher point totals for the over completion would (at least in theory) give players an incentive to actively participate in several matches rather than just brute-force the completion requirements before abandoning their teammates in 10 different matches. High quality gameplay is less likely to get players to burn out than high quantity gameplay.

Another possibility would be allow players to have a single match count as multiple matches towards completing the missions based on how much they went over the minimum required amount. For example:

  • 2000 spotting damage gives you 1 match worth of completion
  • 6000 spotting damage gives you 2 matches worth of completion
  • 10000 spotting damage gives you 3 matches worth of completion
  • 14000 spotting damage gives you 4 matches worth of completion
  • etc...

Again, the idea here is to encourage players to be an active participant in a smaller number of matches rather than a passive participant in a larger number of matches. Quality, not quantity.

 

On a side note, the Semper Fi contract is absolutely terrible. It is the only daily contract that forces you to use a game mechanic that is unavailable to most of the vehicles in the game. Every other daily contract can theoretically be completed by any vehicle in the game (every vehicle in the game can at the very minimum proximity spot and deflect 7.62mm MG ammo if it hits at the wrong angle or from far enough away), which gives players absolute freedom of choice in the vehicle they use without making the mission impossible to complete (maybe improbable or extremely difficult, but not impossible). I absolutely despise this contract because it forces me to use specific vehicles and sacrifice useful active abilities (speed boost, designate target, super APS, etc...) for a game mechanic that requires me to alter my playstyle for minimal (if any) gain. 

MK_Regular

MK_Regular

1 hour ago, Azdule said:

I wish that they would complete some 'over completion' mechanics so you could one shot them (like raid missions) to take away some of the repetitive nature of missions, but I suspect this won't be picked up because, the more missions you have to do, the more players in game for longer.  I mean, if the mission was to get 6k spotting, but if you got 10x that amount it completed it one, it would be great (not sure if you physically could get 60k spotting damage in most maps)

An "over completion" mechanic for the daily "do X 10 times" mission would be welcome. However, given that the goal of these missions seems to be to get players to play more matches, I could see the "over completion" requirements actually requiring a point total that's about 50% higher. Several possibilities include:

  • Get 3 times more of the specified value (e.g. 6000 spotting damage instead of 2000), but you only need to do it 5 times
  • Get 5 times more of the specified value (e.g. 10000 spotting damage instead of 2000), but you only need to do it 3 times
  • Get 7.5 times more of the specified value (e.g. 15000 spotting damage instead of 2000), but you only need to do it twice
  • Get 15 times more of the specified value (e.g. 30000 spotting damage instead of 2000), but you only need to do it once

The higher point totals for the over completion would (at least in theory) give players an incentive to actively participate in several matches rather than just brute-force the completion requirements before abandoning their teammates in 10 different matches. High quality gameplay is less likely to get players to burn out than high quantity gameplay.

Another possibility would be allow players to have a single match count as multiple matches towards completing the missions based on how much they went over the minimum required amount. For example:

  • 2000 spotting damage gives you 1 match worth of completion
  • 6000 spotting damage gives you 2 matches worth of completion
  • 10000 spotting damage gives you 3 matches worth of completion
  • 14000 spotting damage gives you 4 matches worth of completion
  • etc...

Again, the idea here is to encourage players to be an active participant in a smaller number of matches rather than a passive participant in a larger number of matches. Quality, not quantity.

 

On a side note, the Semper Fi contract is absolutely terrible. It is the only daily contract that forces you to use a game mechanic that is unavailable to most of the vehicles in the game. Every other daily contract can theoretically be completed by any vehicle in the game (every vehicle in the game can at the very minimum proximity spot and deflect 7.62mm MG ammo if it hits at the wrong angle or from far enough away), which gives players absolute freedom of choice in the vehicle they use without making the mission impossible to complete (maybe improbable or extremely difficult, but not impossible). I absolutely despise this contract because it forces me to use specific vehicles and sacrifice useful active abilities (speed boost, designate target, super APS, etc...) for a game mechanic that requires me to alter my playstyle for minimal (if any) gain. 

2 hours ago, JintoLin said:

The problem is with the core game play loop. AW is only a capture the flag game but with tanks. You are the attacker or defender. You either go to the point and capture the flag or you go to the point and defend the flag. Rinse and repeat 1million times. All these tasks do is give you something to do extra while going for the flag.

The AW dev team needs to add more game play loops.

To their credit, the devs did try this with the escort mechanics of Arabian Nights and the delivery mechanics of Moscow Calling. However, it turned out that escorting an AI that is dumber than a bag of bricks is more rage-inducing than it is fun, and that only having a single delivery item that could result in mission failure was prone to griefing. 

Personally, I think the delivery mechanic is salvageable if they increased the number of items that could be in transit at the same time to prevent one or more players running off with delivery items and throwing the match (e.g. infinite ammo drops for the turrets in MC4, the team only needs to deliver 1 to each turret).

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...