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Game Balance - Maximum Return, Minimum Effort


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#21 Xandralkus

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Posted 12 March 2013 - 01:26 PM

View PostsC4r, on 12 March 2013 - 12:04 PM, said:

until we figure out how to perfectly balance the game and make everyone happy... remove the game

HELL YEA!!!


Until I see some game-altering patch notes, I'm not logging back in.

The changes I suggest would hurt only three groups of people: Adamant TT purists, those that want to apply insurmountable firepower in large groups and be invulnerable to everything except an identical move by the enemy, and those who like their cookies of OPness and continue to exploit the game's gross imbalances.

Adamant TT purists have Mechwarrior Tactics - a game which actually CAN be constructed around dice-rolls, and can theoretically be a digital TT simulator.

Insurmountable-firepower metagamers need to learn and accept that no player deserves safety from any other player, under any circumstances.

Game imbalance exploiters? Don't like a balanced game? Go cry me a river (in a city).

Edited by Xandralkus, 12 March 2013 - 01:37 PM.


#22 Pht

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Posted 12 March 2013 - 04:01 PM

View PostXandralkus, on 12 March 2013 - 01:26 PM, said:

Adamant TT purists have Mechwarrior Tactics - a game which actually CAN be constructed around dice-rolls, and can theoretically be a digital TT simulator.


If I had a penny for every time somone has done what you've done .... ;)

Wanting a game about battlemech combat simulation to simulate how battlemechs do combat does not equate to wanting "a digital TT simulator."

If you're going to address someone's position ... um ... you actually have to know their position, not misrepresent it with a strawman.

#23 Inveramsay

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Posted 12 March 2013 - 04:38 PM

Halving armour? You do realise there is a reason this game has twice the armour of table top? It is because of three things, firing once every ten seconds is boring, you can actually aim but most importantly the game didn't play well with TT armour values. It has been tried and found not to work. Why completely start from scratch when you have a system as it is currently where most weapons have uses, the only weapons I hardly ever see are SPLas, LRM5, SRM2 and AC5s, the rest are all being used. Yes the LRMs are a bit silly at the moment but you've been around a long time and you know that they even out after going overboard for a bit. Also I'm not quite sure what the point of having worse spread on LRMs when they are fired without LOS as that is sort of the point of LRMs. If you want direct fire get a PPC.

#24 IrrelevantFish

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Posted 12 March 2013 - 04:41 PM

View PostXandralkus, on 12 March 2013 - 01:26 PM, said:

The changes I suggest would hurt only three groups of people: Adamant TT purists, those that want to apply insurmountable firepower in large groups and be invulnerable to everything except an identical move by the enemy, and those who like their cookies of OPness and continue to exploit the game's gross imbalances.

I am none of the above. I like balanced games, even match-ups, and have been known to complain about adaptations being too faithful to the original. I'm a firm believer that successfully translating an IP from one medium to another requires that changes be made.

However, I'm also a firm believer that there comes a point when "adaptation" becomes "replacement," and just throwing out the TT rules crosses that line. They're a core part of what makes the BattleTech IP what it is. Without them, it just wouldn't be Mechwarrior.

Additionally, the TT rules have been a core part of all the BattleTech/Mechwarrior games that achieved commercial and critical success, and been thrown out by all those that failed. As they say, "Those that do not learn from history ..."

#25 Xandralkus

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Posted 12 March 2013 - 05:10 PM

View PostPht, on 12 March 2013 - 04:01 PM, said:

Wanting a game about battlemech combat simulation to simulate how battlemechs do combat does not equate to wanting "a digital TT simulator."

If you're going to address someone's position ... um ... you actually have to know their position, not misrepresent it with a strawman.


Actually, there are people out there who WANT Mechwarrior Online to be an absolute clone of TT. I agree, a battlemech combat simulator and a TT clone are not the same thing, and they should never be the same thing.

View PostInveramsay, on 12 March 2013 - 04:38 PM, said:

Also I'm not quite sure what the point of having worse spread on LRMs when they are fired without LOS as that is sort of the point of LRMs. If you want direct fire get a PPC.


The 'point' is as follows:

LRM's are an exception to the rule: "If a player is capable of hurting another player, then that player can, in turn, hurt them back". That's a REALLY important rule. If we ever do break it, we instead need to answer the question "If a player can hurt another player at all without fear of retaliation...then how much should they be allowed to hurt them?" Any answer other than "Very little, approaching zero" is the WRONG answer.

LRM's basically amount to a PPC or a Gauss Rifle that can shoot through walls and terrain. If we actually do decide that any weapon bypasses line-of-sight rules, it should not be allowed to apply anywhere close to full damage when being used as such.


View PostIrrelevantFish, on 12 March 2013 - 04:41 PM, said:

I am none of the above. I like balanced games, even match-ups, and have been known to complain about adaptations being too faithful to the original. I'm a firm believer that successfully translating an IP from one medium to another requires that changes be made.

However, I'm also a firm believer that there comes a point when "adaptation" becomes "replacement," and just throwing out the TT rules crosses that line. They're a core part of what makes the BattleTech IP what it is. Without them, it just wouldn't be Mechwarrior.

Additionally, the TT rules have been a core part of all the BattleTech/Mechwarrior games that achieved commercial and critical success, and been thrown out by all those that failed. As they say, "Those that do not learn from history ..."


My apologies if it sounded as if my comments were directed at any one person; that was not my intention.

If you read the comments I have made, yes, I do support radical deviation from TT - but only for very good reasons. If we can deviate from TT but improve game design, then I believe we should. What about if we can deviate from TT and improve player immersion? Or the player's experience? Still, I believe we should. Some things are more important than TT. I suspect we agree on this - maybe not perfectly, but at least to a statistically significant degree.

Changing things from TT in Mechwarrior Online just for the sake of doing things differently...I don't think I would support that. Yeah, I admit, I would like to see a lot of equipment and stuff that may not necessarily exist anywhere in TT, but I file that under "Improved player choice", which improves the player's experience.

Most importantly, why should the devs waste their time changing things from TT, UNLESS it fundamentally improves the game? Wouldn't it just be a spectacular waste of money, time, and resources? Resources put to use that could be making our game even better?

I also highlighted that TT is not intrinsically bad. For the most part, the weaponry (not necessarily the values thereof, but rather the weapon design philosophy behind them) is pretty good. The idea of different and diverse weaponry is a good thing. TT got a lot of things right - but there are glaring imbalances, and there are parts which could have been optimized to make it a far better experience.

I believe that if we can improve the game, and make the experience better...we should. I believe it would be a betrayal to the art of game design itself to do otherwise. I think this is where we should draw the line in the sand: TT is fine, as long as it never gets in the way of improving the game.

Edited by Xandralkus, 12 March 2013 - 05:15 PM.


#26 Pht

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Posted 12 March 2013 - 05:33 PM

View PostInveramsay, on 12 March 2013 - 04:38 PM, said:

Halving armour? You do realise there is a reason this game has twice the armour of table top? It is because of three things, firing once every ten seconds is boring,...


It's easy to change the refire rates and still use the TT values otherwise - what controls the overall refire rate in the TT is the heat a weapon generates.

If you want a weapon to fire faster than once in ten seconds, give it more heat.

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you can actually aim


This is a common misunderstanding - no, you can't "actually aim" in the manner most people are presuming.

You can actually control your 'mech, just like the Mechwarrior can/would - and the MW doesn't actually physically aim the weapons - nor does the MW calculate lead or convergence in order to hit a target.

The mech does the physical aiming and the mech does the calculations of where to physically aim the weapons.

what the MW does is manipulate a reticule on his main HUD (by the means of a joystick) in order to indicate what the 'Mech should try and hit with its weapons - and the MW has to track (with the reticule) what he wants his 'Mech to shoot at... and he has to choose what weapons and ammo to shoot.

This is why it's wrong to call Mechwarrior an FPS game - in fps games, you are always in direct control of the aiming of a weapon.

In MW you're in direct control of a bipedal armored combat unit, and that ACU is what is in direct control of the aim of the weapons.

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but most importantly the game didn't play well with TT armour values. It has been tried and found not to work.


Sure it doesn't (and didn't) work - um ... because they didn't simulate how a mech handles its weapons - or in other words, they didn't pick up the hit location table.

View PostXandralkus, on 12 March 2013 - 05:10 PM, said:

Actually, there are people out there who WANT Mechwarrior Online to be an absolute clone of TT. I agree, a battlemech combat simulator and a TT clone are not the same thing, and they should never be the same thing.


There ARE? ;)

...

Link?

I've never seen such an animal in the wild. I've only been told nessie/bigfoot/chupacabra exists...


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If you read the comments I have made, yes, I do support radical deviation from TT - but only for very good reasons.


... and your good reasons are... ?

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If we can deviate from TT but improve game design, then I believe we should. What about if we can deviate from TT and improve player immersion?


What if we can use the TT combat system in real time minus it's pilot simulating parts and have a great and fun game?

#27 IrrelevantFish

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Posted 12 March 2013 - 05:49 PM

View PostXandralkus, on 12 March 2013 - 05:10 PM, said:

If we can deviate from TT but improve game design, then I believe we should.

Firstly, while I didn't read your ideas too carefully, I don't think they would improve game design. They appear too complicated. I shouldn't need a spreadsheet to figure out my mech's capabilties. (Yeah, I'm talking to you, Diablo 3.)

Secondly, even if it were a superior gameplay system for a real-time, giant-robot game, it wouldn't be superior for this game. This is Mechwarrior Online, not Giant Robots Shooting at Each Other Online. For better or worse, part of the appeal of this game will be how well it integrates into the rest of the content produced in the BattleTech/Mechwarrior franchise, and it won't integrate without remaining faithful to the principles of the TT rules. In the end,

View PostXandralkus, on 12 March 2013 - 05:10 PM, said:

I believe that if we can improve the game, and make the experience better...we should.

As do I, but how many times have adaptations have been "improved" into total suckage? Experience has shown that it's better to be too faithful than not faithful enough.

#28 Darius Deadeye

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Posted 12 March 2013 - 05:52 PM

I have nothing constructive to add, but I like very few (if any) of the ideas put forward by op.

Th-th-th-th-that's all folks!

#29 Xandralkus

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Posted 12 March 2013 - 06:50 PM

View PostPht, on 12 March 2013 - 05:33 PM, said:


It's easy to change the refire rates and still use the TT values otherwise - what controls the overall refire rate in the TT is the heat a weapon generates.

If you want a weapon to fire faster than once in ten seconds, give it more heat.


The TT Medium Laser, TT Clan Tech, and the previous iteration of Mechwarrior Online gameplay with gross overheating everywhere would like to have a word with you.


View PostPht, on 12 March 2013 - 05:33 PM, said:

...because they didn't simulate how a mech handles its weapons - or in other words, they didn't pick up the hit location table.


Newsflash, this is a SHOOTER. Meaning that every player has a different 'chance' of hitting a mech's [body part here], based on their own personal preference, hitbox size, and hand-eye-coordination. Players can choose what to aim at - CT, arms, head, etc. One player might have a 7% chance of hitting the head when aiming for it. Another might have a 43% chance of hitting it.

Hit location tables have no place in a shooter, so all the balancing that TT did around the hit location table and the dice now has to be replaced with new mechanics in order for any of it to work.


View PostPht, on 12 March 2013 - 05:33 PM, said:

There ARE? :)

...

Link?

I've never seen such an animal in the wild. I've only been told nessie/bigfoot/chupacabra exists...


http://mwomercs.com/...ng-out-for-you/
In its purest and most focused form. It says it right in the topic title.

It's not the first, either.


View PostPht, on 12 March 2013 - 05:33 PM, said:

... and your good reasons are... ?


I thought I went into this. Better game balance, more fun, more immersion, more player choice, better gamer retention...do I really need to go on? The best way to get someone to monetize a game is to make an ABSOLUTELY AMAZING GAME.

View PostPht, on 12 March 2013 - 05:33 PM, said:

What if we can use the TT combat system in real time minus it's pilot simulating parts and have a great and fun game?


If we did this, then why would we need players to be pilots at all? Why not simply save a step and remove the players?

Seriously, this is absolutely mind-boggling. It's as if you missed the point completely that there are robots shooting at each other, and we're driving them. You seriously want to take that out? Not sure if trolling, or serious, or if I just grossly misunderstand what you're trying to say.


View PostIrrelevantFish, on 12 March 2013 - 05:49 PM, said:

Firstly, while I didn't read your ideas too carefully, I don't think they would improve game design. They appear too complicated. I shouldn't need a spreadsheet to figure out my mech's capabilties. (Yeah, I'm talking to you, Diablo 3.)


Game design is not an easy task; artistic mathematics is an extremely obscure field, and the people that try and do artistic mathematics and game design often have none of the skills associated with it. When you need a spreadsheet to tell what you can do, the game has FAILED. But, if a game so carefully and precisely balances everything such that ANY permutation is a great one, and there is enough statistically significant diversity and enough balanced permutations to entertain the countless nuances of player preference and playstyle, then that game has absolutely WON at being a good game.

In short, if the devs do the spreadsheets, the players don't have to. Yeah, the metagamers will search for something that is 0.04% more powerful, and they will make epic spreadsheets...but when they can't find anything that grants them an advantage, the game has succeeded at balance.

View PostIrrelevantFish, on 12 March 2013 - 05:49 PM, said:

Secondly, even if it were a superior gameplay system for a real-time, giant-robot game, it wouldn't be superior for this game. This is Mechwarrior Online, not Giant Robots Shooting at Each Other Online.


I see your point...but you will have trouble convincing me that this game has no giant robots in it, and no shooting!

We have the lore. We have the polygons in the game corresponding to the shape of the mechs pretty well. The weapons do similar things. The mechs even steer and maneuver pretty similar to prior iterations. I don't want to screw with any of that - that's all great!

Come to think of it, isn't Battletech really "Giant robots shooting at each other", but with some of the most amazing lore on the planet? Isn't it those two things which distinctly make Battletech...well, Battletech? I think it is an error to marginalize the centricity of giant robots shooting at each other.

View PostIrrelevantFish, on 12 March 2013 - 05:49 PM, said:

...but how many times have adaptations have been "improved" into total suckage? Experience has shown that it's better to be too faithful than not faithful enough.


It's absolutely tragic when an intellectual property is transformed and twisted to suck. That being said...what if we never, ever tried? On a larger, philosophical scale, isn't it better to take a risk than be content with the status quo?

Things end up sucking horribly because the people in charge of them have no idea what they are doing - not because it's wrong to adapt and improve. When the right people do it, it's amazing beyond amazing.

Edited by Xandralkus, 12 March 2013 - 06:52 PM.


#30 Pht

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Posted 12 March 2013 - 07:05 PM

View PostXandralkus, on 12 March 2013 - 06:50 PM, said:


The TT Medium Laser, TT Clan Tech, and the previous iteration of Mechwarrior Online gameplay with gross overheating everywhere would like to have a word with you.


Because heat obviously shouldn't matter in an MW video game, because obviously heat never matters in the novels or in any part of the other lore!

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Newsflash, this is a SHOOTER. Meaning that every player has a different 'chance' of hitting a mech's [body part here], based on their own personal preference, hitbox size, and hand-eye-coordination.


Yes! the mech should have NOTHING to do with the game! Especially not the combat part!

Rest of reply to come later.

Edited by Pht, 12 March 2013 - 07:05 PM.


#31 Pht

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Posted 12 March 2013 - 07:22 PM

View PostXandralkus, on 12 March 2013 - 06:50 PM, said:

Players can choose what to aim at - CT, arms, head, etc.


... and the sense in which you're talking about would be just fine - if the game weren't about battlemechs from the BTU/Lore.

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Hit location tables have no place in a shooter, ...


MW is not a shooter genre.

It is a simulation genre - simulating what it would be like to pilot a BattleMech from the BTUniverse in combat in that universe.

You're asking for a game that doesn't simulate the 'Mech's ability to handle the weapons mounted to it; which is a huge part of Mech combat in the BTUniverse.

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http://mwomercs.com/...ng-out-for-you/
In its purest and most focused form. It says it right in the topic title.

It's not the first, either.


He wasn't asking for the TT in electronic form (aka, megamek in 3d).

This overall laziness is rather common - presming that anyone who refers to the TT ruleset doesn't want a first person real time video game ... it's counterproductive, to say the least, besides being wrong and ignorant.

I guess it's easier to lampoon someone than understand them well enough to actually destroy their argument.

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I thought I went into this. Better game balance, more fun, more immersion, more player choice, better gamer retention...do I really need to go on? The best way to get someone to monetize a game is to make an ABSOLUTELY AMAZING GAME.


Of course you think these things.

But you haven't given anyone the reasons why you think these things.

You say we should not use the TT; Ok, than - making specific reference to specific rules and combat mechanics from the TT - what is bad about them, and how is what you think should be done better?

... Or do you not know anything about the actual rules for the combat system in the TT... and if you don't, why should anyone belive your opinion that the TT shouldn't be used?

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If we did this, then why would we need players to be pilots at all? Why not simply save a step and remove the players?

Seriously, this is absolutely mind-boggling. It's as if you missed the point completely that there are robots shooting at each other, and we're driving them. You seriously want to take that out? Not sure if trolling, or serious, or if I just grossly misunderstand what you're trying to say.


You're grossly misunderstanding what I posted, which specifically says that we shouldn't use the parts of the TT system that simulate the human skill of the Mechwarrior as regards his piloting/gunnery skill of using his 'mech.

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I see your point...but you will have trouble convincing me that this game has no giant robots in it, and no shooting!


He wasn't trying to convince you it didn't have no giant robots shooting each other in it.

I believe what he was trying to point out is that MW is a sub-section of the giant-robot-shootingeachother genre of video games - it's not about GENERIC giant robo combat - it's about battlemech combat, as in, battlemechs from the fictional battletech universe/lore.

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We have the lore. We have the polygons in the game corresponding to the shape of the mechs pretty well. The weapons do similar things. The mechs even steer and maneuver pretty similar to prior iterations. I don't want to screw with any of that - that's all great!


We don't have any simulation of the battlemech's ability to bring its weapons to bear.

#32 LackofCertainty

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Posted 12 March 2013 - 08:14 PM

SSRM's do need work, as do regular SRM's. I'd rather have them tweak their damage values down, and see how that works, than remove them and somehow figure out the perfect balance for them in a vacuum. That just doesn't work. Theorycrafting gets you a long way, but in the end they need to see how well they perform in our hands to figure out what the right balance is.

I like double armor. It makes the fight's last a good while, and you're still rewarded/punished for good/bad moves. (when I peek over a hill in my atlas get blasted and see that my CT is down to red armor, I feel punished. Sure, I may not be dead, but I'm now a liability in that I can't take much more fire, and I need to focus more on torso twisting to spread damage.

LRM's are only OP when used against people who don't know what they're doing. It is already extremely hard to hit someone with long range/indirect fired LRM's, because, if they're competent, they will step back into cover when the giant warning light on the top of the screen pops up. If you stand in the middle of a field and fight someone, you should get shredded by LRMs.

More to the point, LRM's take so long to actually deliver their damage that I honestly don't find them worth using at the moment. Maybe I'm a fluke or don't know what I'm doing or what have you, but I do far more damage with a UAC5 than I do with an LRM15+artemis. (not to mention the fact that my UAC5 damage is concentrated on 1-2 locations instead of spread out over the enemy mech)

Also, because artemis exists, LRM's are already less accurate when fired indirectly, because artemis provides a huge grouping bonus that only works when you have line of sight.


Next topic: Poptarting. Is poptarting a major issue right now? I might be playing a different game, but I very, very rarely see people using that tactic. I mean, hell, I run a Trebuchet with jjs, but after trying it a couple games with ppc's, I switch back over to a brawler build that uses jj's pretty much only to let me do 180 degree turns in combat. Maybe I'm just unaware of the massive poptart-idemic, but I haven't really seen people using that strat in MWO much. *shrug* If a lot of people hate it, then sure increase the jj recharge time. (I actually think jj's are pretty good right now, but it wouldn't kill me if they got nerfed)


ECM. I really do not like the current implementation of ECM. I want them to tweak it down, or remove a couple features from it and see how it plays in the next patch. I don't want them to remove it outright, because I think it'll get fixed faster if they just tweak it and let us play with it and repeat.


So yeah, I think I basically disagree with everything in the OP.

Also, the biggest feature/balance change that I want at the moment, is the return of collision/knockdown. Gimme that in the next patch, and I might even stop complaining about ECM for a bit. :)

#33 Xandralkus

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Posted 13 March 2013 - 12:12 AM

View PostPht, on 12 March 2013 - 07:22 PM, said:

MW is not a shooter genre.

It is a simulation genre - simulating what it would be like to pilot a BattleMech from the BTUniverse in combat in that universe.

You're asking for a game that doesn't simulate the 'Mech's ability to handle the weapons mounted to it; which is a huge part of Mech combat in the BTUniverse.


The state of a mech "handling the weapons mounted to it" is, by definition, shooting. The act of "simulating the experience of piloting a battlemech" is 99% shooting. The Mechwarrior franchise does exist in an odd juxtaposition of shooter and simulator, since both shooting and simulation occurs.

However, let's identify which one of those is tangential, and which one of them is essential, with a relatively simple thought experiment:

What if Mechwarrior games didn't 'simulate' and were instead pure shooters? What sort of game would this be? It would be a game with robots shooting at each other, probably without a heat gauge and very little HUD & cockpit modeling. This would basically be Quake with robots.

What if Mechwarrior games didn't involve 'shooting' in the slightest, but were instead pure simulators? This would be a game about following convoys around in stompy robots, filing paperwork, performing administrative duties for a lance or company, and possibly interacting with the mechanics that maintain the mechs. This would basically be Microsoft Flight Simulator, except with robots.

Now, of those two, which would be closer to the actual experience the Mechwarrior franchise delivers? Clearly the shooter. This is even supported by the lore; combat is the objective of battlemechs. Thus, we can definitively quantify that the Mechwarrior franchise is a shooter, but with secondary simulator mechanics also present.

Most importantly, as I touched briefly upon earlier, the act of simulating the experience of a Mechwarrior and the act of shooting is fundamentally the same thing. The simple fact is, Mechwarriors shoot things. I understand that yes, technically it's the battlemech doing the math to aim and such. However, suggesting that the Mechwarrior is not directly and intricately involved in the act of shooting, in EVERY way that could possibly matter, is fundamentally identical to claiming that people never walk; that is performed by the legs, and it is merely the muscles responding to a series of electrochemical signals that perform the walking.

Claiming that the Mechwarrior experience is not a shooter, but merely a simulator of combat coincidentally involving buttloads of shooting...seems just a bit hypocritical, As mentioned above, the idea really doesn't stand on its own under any real scrutiny. Even if you could somehow draw a clear distinction between the two, and somehow separate the shooting from the Mechwarrior simulation, it's an unnecessary exercise in nitpicking.

What really surprised me though, is that you seem to want justification and reasons behind why we should attempt to make the game better? :) Isn't this analogous to asking why one should design a computer processor to process things? Or why a cheese grater should grate cheese?

Regardless, I'll entertain the notion. I side with Aristotle in his theorem of "That which is unique to something is that which defines it". This gives us a definitive measuring stick to define what games and game design truly are. A game is 'good' when it does all the things well which are unique to them being games.

Games are balanced. Games are engaging. Games are challenging (at least to some minor extent). And, games are fun. (At least, they are supposed to be - games that fail at these are bad games.)

Engaging, I believe, is the angle you approach game design from, given your heavily simulator-centric view of the Mechwarrior franchise. There isn't anything truly 'wrong' with this, but I believe it is incredibly idealistic and naive to believe that game balance will simply 'fall into place' all on its own, once we get the engagement right. Simply put, conditions exist in PvP games where one player can derive engagement, and by proxy, deprive another player of theirs. This is an imbalance of engagement.

I approach game design primarily through balancing. I believe that a game starts with balanced mechanics as a foundation - granted, engagement is important and all, but I believe it is much more important to have balance in a game. The lack of balance can destroy engagement, but a surplus of engagement cannot destroy balance.

We cannot simply analyze each mechanic from TT on its own, determine if it would fit well within MWO, and then expect them to fit together in any meaningful way. Take even one piece out of the puzzle, and the shapes of all the other pieces change. This is what happens when game mechanics interact with one another in deep, complex, and engaging ways, and TT has lots of that going on.

I never said we should not use TT. I said that I advocate fierce deviation from TT, in order to create a better (more engaging, more balanced, more fun, etc.) game. Technically, this means that if we do not accomplish the objective of creating a better game in our deviations from TT, then I do not support them.

If you are wondering specifically what changes I would make to MWO to make it more balanced, and rectify TT's imbalances, I would first go about balancing target profile size, transversal velocity acceleration, and tonnage. This way, firepower and maneuverability would be equal in utility on the battlefield, eliminating the TT and Mechwarrior franchise imbalance (intentional or unintentional) of larger vs smaller chassis.

After that, I would recalculate weapon values in terms of damage per heat, DPS per ton, alpha per ton, DPS per critical, alpha per critical, and DPS per heat stable tonnage. This way, 1 ton of weapons = 1 ton of weapons in absolute battlefield utility, with the statistical deviations within the weapons allowing players to customize their loadout to their playstyle as intricately as they want. No permutation would be overpowered or underpowered. http://mwomercs.com/...20#entry1477020

Then, I would resolve pinpoint aiming at speed and remove perfect convergence, which would more accurately and interestingly simulate the behavior of weapons on the battlefield, and introduce an interesting risk/reward scenario to the battlefield - stay mobile and deal with mildly irritating inaccuracy, or slow down for more precise fire. http://mwomercs.com/...nd-convergence/

Finally, I would remove double armor so that all players fear all other players, and cannot establish safety in groups. I would redesign ECM to negate bonuses to LRM accuracy from TAG and NARC, and jam only indirect-fire LRM's. I would remove the imbalanced state of LRM's (OP when unjammed, useless when jammed) by proxy, making it such that LRM performance is, under most circumstances, unaffected by ECM, and balanced well alongside every other weapon in the game when used with line of sight to the target.

Ultimately, these changes that I suggest are, surprisingly, quite minor. It requires a little bit of mechanical redesign to fix TT's imbalances, and some heavy-duty screwing around in the spreadsheets to redesign weapons to work well with mechanics that have nothing to do with dice, but none of this would alter the core engagement of a battletech shooter/simulator. In fact, it would amplify and expound upon the engagement already there, in new and spectacular ways.

Imagine a singularity of game balance, where the player is not artificially constrained in combat effectiveness, just because they pick the 'wrong' loadout. Or if a player decides that they like the appearance of a mech but hate the playstyle that comes pre-assigned to it via narrowly constrained roles. Imagine a game where a spreadsheet or a google search for a build can never make you a more powerful gamer.

This game could be ours. This could finally be the game that the Battletech universe has deserved for so many years. In the not-too-distant-future, Aleksandr Kerensky could be just as iconic and well-known as the Master Chief.

Edited by Xandralkus, 13 March 2013 - 12:20 AM.


#34 captaincabbage

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Posted 13 March 2013 - 01:46 AM

@Xandralkus

In all honesty, I do see where you're coming from with the armour point. I feel what has happened with this thread is that you oversimplified your intentions, and as a result people just took you at your word. It seems pretty clear that you meant to include balances to cooldown, heat, DPT, etc, but didn't.
As a result this thread turned into something less that enlightening, though there are some truly good ideas here.

On topic, I agree with you in the idea of lessening armour in the game. Whilst this is a simulation game, it's also a competitive game, meaning balance needs to be conveyed to the target audience. I think that lessening armour, and as a result, balancing weaponry accordingly, is a good idea. For me at least, at the moment mechs just take a little bit too much damage, even scouts.I can't tell you how many times I've hammered a Jenner with my twin PPCs repeatedly and it doesn't even feel like it leaves a scratch.
We can never forget that whilst we are fighting with these giant armoured walking-tanks, that we are also using weaponry on them designed to take out giant armoured walking-tanks.

For your ECM idea, I give it two thumbs up, good idea.

LRM balances sound pretty decent, whilst still giving the weapon plenty of reason to be used. (15 to 20 reasons, to be precise)

Jump Jet nerfs would be very welcome IMO. Too often I'm pot-shotted by a pop-tarting light mech with a PPC or something, which (naturally) gets a crit hit and ruins me before I've even fired a shot.

Finally, I entirely agree with your plea to the Devs. Take a break guys, there's plenty of stuff to keep you busy. Being in March 3050, this is the year of the Clan invasion, so instead of doing little promotional things like "10% off all MC 'mech purchases, focus on finishing the stuff you've promised, and if you're going to include any, work on balancing the crap out of the Clan 'mechs.
It's okay, we can wait. After all, you're giving us an amazing game and an amazing experience, all for free. :)

#35 IrrelevantFish

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Posted 13 March 2013 - 02:26 AM

View PostXandralkus, on 12 March 2013 - 06:50 PM, said:

We have the polygons in the game corresponding to the shape of the mechs pretty well. The weapons do similar things. The mechs even steer and maneuver pretty similar to prior iterations.

Come to think of it, isn't Battletech really "Giant robots shooting at each other", but with some of the most amazing lore on the planet? Isn't it those two things which distinctly make Battletech...well, Battletech?

Giant robots and lore are necessary but insufficient.

May I present Exhibits A and B: the original, turn-based BattleTech video game and The Crescent Hawk's Revenge. Both games were quite faithful to the source material and top-down strategy games, but their disregard for the TT rules made them feel less like BattleTech than Mechwarrior 1, a real-time action game.

But even if you could replace the rule system without compromising MWO's BattleTech-ness, you would absolutely compromise its Mechwarrior-ness, because all previous games bearing that name (or at least the only ones that matter) remained faithful to TT rules, choosing to adapt rather than replace them.


View PostXandralkus, on 12 March 2013 - 06:50 PM, said:

On a larger, philosophical scale, isn't it better to take a risk than be content with the status quo?

Not if the risk isn't worth the reward, and in franchise-based games, change is much, much riskier. For better or worse, all IP's, particularly those as old and rich as BattleTech, come with a whole lot of baggage, and no matter how restrictive that baggage may be, it's foolish to ignore it.


View PostXandralkus, on 12 March 2013 - 06:50 PM, said:

Things end up sucking horribly because the people in charge of them have no idea what they are doing - not because it's wrong to adapt and improve. When the right people do it, it's amazing beyond amazing.

"Adapting" and "improving" are two very different things. The former is changing a little here and there in order to fit the IP into a new context or view it from a different perspective. The latter is saying "I know better than the source material," and, even if absolutely true, is spitting on the IP and its fans while callously using its name to boost your sales.

Returning again to one of the most inexcusably and epically bad adaptations of all time, the Starship Troopers filmmakers knew exactly what they were doing, and even did it well: "improving" the book by satirizing it. (Whoever had the bright idea of giving a heavily political novel by a staunch libertarian to a bunch of uber-liberals should be summarily executed.)

Sure, I appreciate the skillfulness of the subversion, find the politics superior to Heinlein's, and am quite temperate in my appreciation of the book, but I still think it's a horrible movie. We were promised Starship Troopers, not Jingoism In Space.

Similarly, I'm temperate in my appreciation of BattleTech (I'm afraid I would not call the lore "amazing," let alone "some of the most amazing lore on the planet"), but I firmly believe that MWO should be fully and truly a part of the franchise, not just a giant-robot shooter in a BattleTech dress. Even if your design is superior from a purely mechanical standpoint to any TT-based system, it will always be inferior in a game with "Mechwarrior" in the title.

#36 LackofCertainty

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Posted 13 March 2013 - 05:21 AM

IrrelavantFish:
MWO is (on the whole) very true to TT. Just because it is a shooter instead of being a game where you designate targets and then your mech fires on it's own and decides whether or not you hit and where you hit, does not mean that it is not a Mechwarrior game. Infact, since pretty much every Mechwarrior (not battletech) video game to date has been a shooter, I daresay that your point works against you. If you make a mechwarrior video game that is not a shooter you are "spitting in the face of the fans of the IP" or whatever hyperbolic statement you made against it. :)

For a top down, turn based game, designating where to move and what target you're firing at can be fun. Done in first person, it can also be fun. (see fallout 3/new vegas) Done in first person, real-time and multiplayer? No thank you.

Actually, Fallout 3's systems are a perfect analogue. In fallout 3, you could pause the game to activate "VATS" which would allow you to designate which body parts you wanted to shoot for, and would show you percentages. When you unpaused, the game would play out those shots. However, when you had the game unpaused, it functioned like a shooter; Your bullets went where you aimed, and there were no rolls involved. The reason for this is that if you allow a player to play an FPS, you want to reward them for their accuracy. If your player is good enough that they can line up a headshot on the monster leaping at them, they deserve a headshot, not a dice roll to see whether or not they actually hit.

I'd rather have the MWO we have rather than the one you're suggesting. If someone wants to go the next step and make essentially a first person version of Megamek, where instead of being hexes, I am just given 10 seconds to make my move, and instead of aiming, I just designate which targets I want to shoot for that round, and have the action pause after each round to display who damaged what... Sure, I'd try that. However, I would not give up my FPS mechwarrior game to get that.

#37 Tombstoner

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Posted 13 March 2013 - 06:11 AM

View PostPht, on 12 March 2013 - 04:01 PM, said:


If I had a penny for every time somone has done what you've done .... :rolleyes:

Wanting a game about battlemech combat simulation to simulate how battlemechs do combat does not equate to wanting "a digital TT simulator."

If you're going to address someone's position ... um ... you actually have to know their position, not misrepresent it with a strawman.


I agree and would add that true TT purists are few and far between. People who reference TT rules are for the most part IMO
not looking for a 1-1 port of the TT rules set. it wont work well. like one poster said its like what happened with the star ship troopers movie and i would add world war z. The move makers had great source material and toss it out the window. fans are left wondering why. now it happening to MWO. People counter TT references with, its not TT, its a FPS, go play MWT. completely disregarding its TT roots.

Everything in TT can have a reasonable equivalent in a FPS.

#38 Dauphni

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Posted 13 March 2013 - 07:36 AM

View PostXandralkus, on 12 March 2013 - 01:26 PM, said:

Until I see some game-altering patch notes, I'm not logging back in.


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#39 IrrelevantFish

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Posted 13 March 2013 - 04:03 PM

View PostLackofCertainty, on 13 March 2013 - 05:21 AM, said:

I'd rather have the MWO we have rather than the one you're suggesting.

Wow, I must have been terribly unclear, because I was not suggesting that MWO should undergo a genre change. I was trying to say that MWO is more BattleTech-y and more faithful to TT than the two other games I mentioned, and it was the the top down strategy games that were doing a disservice to the IP.

In fact, I think PGI has done a magnificent job of knowing when to adhere to TT rules and when to depart from them. MWO is the most convincing depiction of mech warfare I've ever seen, and the decision to double armor and reduce heat dissipation are a big reason why I love this game more than its predecessors. In my opinion, PGI's mistakes have never made MWO less BattleTech-y, just less fun.

#40 Pht

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Posted 15 March 2013 - 11:44 AM

View PostXandralkus, on 13 March 2013 - 12:12 AM, said:

The state of a mech "handling the weapons mounted to it" is, by definition, shooting. The act of "simulating the experience of piloting a battlemech" is 99% shooting. The Mechwarrior franchise does exist in an odd juxtaposition of shooter and simulator, since both shooting and simulation occurs.


You defined "shooter" as a genre in which the human player gets to directly control the aim of the weapons:

Xandralkus said:

Newsflash, this is a SHOOTER. Meaning that every player has a different 'chance' of hitting a mech's [body part here], based on their own personal preference, hitbox size, and hand-eye-coordination. ...

Hit location tables have no place in a shooter, so all the balancing that TT did around the hit location table and the dice now has to be replaced with new mechanics in order for any of it to work.


You have, by your definition here, speficially cut off any room for simulation of the 'Mechs ability to handle it's weapons ... so, if your'e sticking to your earlier definition - again - no ... MW is not a shooter game. Not as you have defined shooter.

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However, let's identify which one of those is tangential, and which one of them is essential, with a relatively simple thought experiment:

What if Mechwarrior games didn't 'simulate' and were instead pure shooters? What sort of game would this be? It would be a game with robots shooting at each other,...


The "robots" wouldn't be shooting each other; not as you've defined it earlier. The players would be the ones directly doing the aiming; not the mechs; making the mechs non-relevant to the gunnery.

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What if Mechwarrior games didn't involve 'shooting' in the slightest, but were instead pure simulators? This would be a game about following convoys around in stompy robots, filing paperwork, performing administrative duties for a lance or company, and possibly interacting with the mechanics that maintain the mechs.


You're equivocating here.

The MechWarrior video game genre is - as I've already posted - about first person real time combat in a BTUniverse battlemech.

It is not simulation of the MW rpg pen and paper game - and never has been - and nor has the MW video game genre ever been about trying to simulate anything more than first-person real time combat in a BTU battlemech. Not even in the battletech centers/vwe/etc.

Just to pin things down some more - I don't use the word simulator to mean "a game with an overload of details that one has to master in order to play it" - I just mean that it faithfully imitates what it would be like to pilot one of the fictional BTUniverse battlemechs in combat in that universe... which, thankfully, is a good thing in this case, because BTU mechs are built on the K.I.S.S principal - otherwise, a 'mech would require multiple pilots.

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Most importantly, as I touched briefly upon earlier, the act of simulating the experience of a Mechwarrior and the act of shooting is fundamentally the same thing.


You are equivocating, again.

The Mechwarrior doesn't do the shooting. The 'Mech does, and it does it in the manner that I've already posted earlier in this thread - the mech does the actual aiming calculations and the physical weapons alignment - the pilot chooses the target and must track it and choose when to shoot.

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However, suggesting that the Mechwarrior is not directly and intricately involved in the act of shooting, in EVERY way that could possibly matter,...


It seems to me that you don't want the 'Mech to be simulated, at all ... as if you wish it counted for nothing at all.

If you really think that way ... WHY are you plaing a game that is, by the very definition of its name, about simulating combat in a BTU mech?

There is nothing wrong with not liking the genre - but I still wonder at people who want to come into the MW genre and expect it to fit the genre of all other shooters (as you have defined the word).

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...is fundamentally identical to claiming that people never walk; that is performed by the legs, and it is merely the muscles responding to a series of electrochemical signals that perform the walking.


If you define walking as the action of the legs, than yes, the legs do the walking.

... Your point?

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Claiming that the Mechwarrior experience is not a shooter, but merely a simulator of combat coincidentally involving buttloads of shooting...seems just a bit hypocritical, As mentioned above, the idea really doesn't stand on its own under any real scrutiny. Even if you could somehow draw a clear distinction between the two, and somehow separate the shooting from the Mechwarrior simulation, it's an unnecessary exercise in nitpicking.


So now it's ... "hypocritcal" and "nitpicking" to think that a game about ... doing combat in a battlemech ... should simulate how said battlemech performs in said combat?

What's next?

Is it hypocritical and nitpicking to ask for a hamburger and expect to get ground cow instead of ground horse? ;)


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What really surprised me though, is that you seem to want justification and reasons behind why we should attempt to make the game better? ;)


No, I don't "seem to want" what you're saying I do.

You say certain specific things would make the game better vs other certain, specific things.

When asked to justify why what you think would make the game is better really would make it better - well, so far, you've refused.

It's even more ironic that your statement requries you to have specific knowledge of the things you are condemning as bad, and so far, you've not given anyone any reason to believe that you have any knowedge of those things you're condemning.

It's like you've said "Hamburgers would be better without lettuce!" when you've never eaten any lettuce, much less lettuce on a hamburger.

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I approach game design primarily through balancing.

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If you are wondering specifically what changes I would make to MWO to make it more balanced, and rectify TT's imbalances,...

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Imagine a singularity of game balance, where the player is not artificially constrained in combat effectiveness, just because they pick the 'wrong' loadout.


What do you mean by "balance?"

We can't have any meaningful discussion on this topic until what you mean by this ambiguous word is known...

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What specific rules and what about them do you think are what you're calling "imbalanced?"

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... Are you really trying to say that weapons choice should not matter?

Edited by Pht, 15 March 2013 - 11:50 AM.






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