I really think amped damage should be nerfed. While it's the only boost that I myself use, I can appreciate why it's not fun for the people I shoot to lose gunfights just because I have amped damage.
I think it should cost less and only deal increased damage to Titan's and NPCs, or something like that.
At the moment, certain combinations of weapons and amped damage are straight up overpowered. Running around with the wingman, a revolver that can one-shot kill anyone, or the DMR, a semi-automatic sniper which can also, one shot kill anyone, feels incredibly overpowered.
The discussion of whether this games time to kill is too fast becomes very apparent when I find myself running around with a set of weapons that cover both close and long range, both capable of one-shotting anyone with a body shot.
I don't see many, players taking advantage of these combinations very often at the moment. The only instance I see it is with people using A-Wall, but those people sacrifice mobility for increased damage, and they also paint themselves as as a big orange target.
Yeah, I was kind of looking forward to using it, but they were mostly boring. lol
Hah, it's funny because I read Mihaly Csikszentmihalyi's book because I wrote my thesis on game narratives (and because every single game scholar basically cites him or someone else who cites him in order to describe how people play games) and I didn't expect him to come up here.
Titanfall 2 already does a lot to encourage flow, so that you aren't too overwhelmed even if you are a solo player running around with no idea what to do.
The R-204 is an amazing gun that you can use forever if you wanted to.
The simplified leveling system means that you feel like you are making progress all the time.
Everyone should be able to get at least one Titan per match, so you get to experience the big "killstreak" reward every time even if you are getting crushed.
It's a game that rewards players heavily for playing the objective, so even if you aren't MLG-pro, you can still contribute.
I can understand the frustrations of constantly dying in moment-to-moment gameplay, but the problem with all shooters in 2016 is that a) no one talks and b) everyone is in parties. There's no balancing method to fix that. If you are a group of solo players playing against a group of 5 or 6, I would say you are most likely going to lose the match unless the solo team is just superior in terms of ability.
I guess Destiny solved that problem with a 3v3-only Trials mode, but I don't think that would work for Titanfall because of the number of players.
They could expand the Colosseum mode so that it accommodates groups and high skill players, so that you gamble 10 credits per match and get some kind of big reward at the end of it if you win... but that would require changing the "economy".
They could bring back the ladder/league system from Titanfall 1, and then at the very least you can see the skill level of every player in the game so if you get destroyed by someone who is a whole different tier above you then at least you don't feel too bad about yourself.
I don't know if a ranked mode will solve the group play problem, because it's a problem that exists in every game - Battelfield, Overwatch, Rainbow Six, etc. If anything, the frustrations will be intensified because if the player base is too small, you're still going to get same same mismatches by virtue of there not being any other options.
I think ranked works in 1v1 situations or group-only situations, but when team compositions are completely random, I don't know if it offers anything that a non-ranked mode brings.
Could you describe the ladder system from previous games? That sounds like something at least. Would be nice to have something to shoot for rather than just this grind. I agree that to a degree, some of the systems to promote flow, or keep players within their zone of proximal development, however for the most part this isn't enough do so, and it's clear that when we're stomping a team of randoms, forcing them to finish games with scores like 0-8, the game hasn't been successful in keeping those players within their sweet spot.
The Titan's do help, but they are not akin to killstreaks and against good teams using your Titan is suicide, as they all have their Titan's sooner than you, and are just looking for the first opponent to use his, so that they can take it down. It's difficult in public lobbies to coordinate Titan drops. I've been on the other side of this too, there's a clan called CORP that play on the UK servers, they're Russian and play as an 8 man team. I've not been able to beat them when there are just two or three of us in a party. They hit the mid map quickly, and kill all of my team mates, summon their Titans, I find myself playing cautiously and slowly just to snag a few kills before being faced with an inevitable defeat. As soon as they come up in the playlist I know the match is already lost because they are very coordinated and my team that's largely composed of assorted randoms, are not. I haven't seen them in the last few days but they've put me on the other end of 100-400 score games where it felt like there was nothing I could do to win the match even if, I myself manage to be double positive or so.
As far as whether ranked would work for average solo players and whatnot, it probably would be a tougher experience but some games like Overwatch manage to make a solo queuing ranked playlist that works. With that said, if you are distinctly average, the majority of your experiences in the regular playlists are probably pretty good. You are likely to match the average skill of the average lobby as a result of the random sample taken to form that lobby. Ranked just gives the upper echelon of players a means of retaining their engagement, sure lower skill players can, and will play too, but it's not the end of the world if ranked ends up being overly difficult for them because the default playlists do not fail to provide challenge for these players.
The only really worry is the very worst players in the game. Ranked isn't going to make the experience any more comfortable for them, and they do not match the average skill, of the average lobby, so those are going to be disproportionately punishing for these bad players. At least however, the gametype variety allows people to find something that they're good at. So I like to think that most players, even if they are bad at the game, even if they don't have great reflexes, they can't snap onto a target within 200 ms, or react to gunfire before they're killed, at least they can find something they're good at like hardpoint, or attition, that allows them to play the objective and still feel valuable.
My team mates and I were joking about the guy that sat at the top of our team with 1 kill in hardpoint yesterday, supposing that it was 'lucky he had people to kill them all before he got there', however I imagine for him, the objective play made him feel incredibly valuable compared to what he would feel in something like TDM, where killing just one player would usually be a sign of remarkably poor performance.
There are other techniques that encourage flow too, that the game does not presently use. Challenges are a big component of that within the Call of Duty games, but personally I find the sheer quantity of challenges in those games overwhelming. Personally I think match-specific challenges are good, what if for instance the game allowed you to select one of three challenges that were adapted to your skill level (get x kills, score x defence points, get x titan kills) adapting the value (x) to the skill of the player (based on the challenges they've been able to complete previously). That's just one suggestion though, there are lots of ways of cultivating flow with challenge systems. Personally I think most challenge systems in games like Call of Duty fail to best cultivate flow because they are not adapted to the individual player, therefore people eventually run out of challenges that they can complete, but user directed challenge or adaptive challenge systems work pretty well.
One really cool method of cultivating flow from a completely different competitive game featured in Motorstorm Apocolypse, that game let you select a player that you could 'beat' at the start of the game', and you would get a credit reward if you beat that target. That self-directed challenge system cultivated flow within a genre that often lacks it. In many cases racing games only reward the top player, or top three, so it's easy to feel bad at the game if you're not consistently getting those positions, but allowing players to select their own targets enabled that game to enhance its engagement and avoid the difficulty anxiety liable to come with not winning on a consistent basis. People can go from the game thinking 'at least I achieved this', even if they didn't win.
Titanfall kind of tries to do something similar that with the extraction system but sadly losing the match just provides another means in which to get wrecked during the post-game objective. Against a decent team the extraction ship isn't going to get out alive, and you have to sit there and be killed again, or hide. It's a little odd, and while it works well in relatively evenly matched games, it's just another 2 minutes of discomfort in games that were one-sided. Against bad teams I often use it as an opportunity to get as many melee takedown kills as possible, I imagine getting a knee to the face is just the icing on the cake for the players that didn't perform very well.