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Ask The Devs - 43 (5 Questions Formula) Vote Results Posted!


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#1 miSs

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Posted 17 July 2013 - 08:38 AM

Greetings MechWarriors!

We're glad you enjoyed the new format of last week's answers and we're looking forward to reading your questions this week!

Please allow me to re-post the rules again and ask that you read them carefully, as this new format is work in progress and we really require your attention and participation to make it work:
  • Thursday: Ask the Devs - Questions thread will be open. You will have 24 hours to submit your question (the one question per member rule still applies, but we do understand that some questions may need supporting points, please just take care to not make your question too long.)
    Note: Inappropriate/unconstructive/troll questions and posts that do not respect the one question rule will not be selected regardless of the number of votes it receives. They may also get deleted without further advice.
  • Friday: The Questions thread will be locked at 12:00 pm EDT and you will have until the following Monday, 12:00 pm EDT to vote* for your favorite question by using the forum ‘like’ button in the bottom corner of every post. You must be logged in to vote, and you may ‘like’ multiple posts.
    Note: cross-linking on the forums to get people to vote for your question will not be tolerated, as per the Code of Conduct, but feel free to use your signature to promote your question.
  • Monday: We will gather the 15 most popular questions and forward them to the Development Team. After we have compiled the votes, we will update this thread to let you know which questions received the most votes.
    Note: In an effort to keep the subjects diverse, questions along the same lines may be consolidated and submitted to the Devs en mass.
  • The Dev Team will answer 5 questions of the 15 top-voted, with detailed answers to be posted on the following Friday.
It is our hope that this new formula will provide an outlet for the most popular community questions, while reducing duplicate questions and providing an equal opportunity for everyone to participate. Remember: New process -> Adjustments might be needed -> Thank you for your patience and constructive feedback.




[19 Jul 2013] Questions period is now over: please vote for your favorite question!

[22 Jul 2013] Vote Results posted! Answers from the dev team will be posted this Friday, before EOD, Pacific Time.

* We will not consider votes that we find to be illegitimate through duplicate accounts, scripts, or any other loopholes that we consider to be against the spirit of this voting system.

Edited by miSs, 22 July 2013 - 12:45 PM.


#2 Kazly

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Posted 18 July 2013 - 08:09 AM

What are PGI’s plans to remove the speed cap? It was introduced because of problems, like HSR, that have been addressed (I think). I feel with collision coming (ATD42, ‘on hold till release’) speed cap is a significant factor for light/medium mechs with smaller load outs and less armor to become more viable among those in their same class, and in a game that is trending to high pinpoint alphas. Currently lights all travel about the same max speed, with the Cicada in the same group, and Trebs/Centurions right behind that number.

Edited by miSs, 22 July 2013 - 09:22 AM.
150 votes


#3 chiXu

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Posted 18 July 2013 - 08:09 AM

Q: HSR has helped immensely with hits registering but I still see a lot of stuff missing even though I know the shots are good and physically see them impact against a target. I put this down to averaging a ping of 130-150 (Playing from Sweden on a 100mb connection). How soon after release can we expect to see European servers or what progress has been made toward getting these in place?

On a similarily related matter, are there plans to have the current NA servers hosted in a more centralised location or even upgraded to deal with the increased activity that will come with release or do you believe that the servers, as they stand now, are capable of dealing with everything they have to deal with not only thus far but in the near future?

#4 Scarcer

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Posted 18 July 2013 - 08:10 AM

Dear PGI,

Q: What are you planning, and doing to make the MWO experience more immersive?

Some good opportunities to make the game more immersive and competitive on the market are for example:
  • Ejection,
  • 1PV on foot experience of the Mech-lab, walking around the mech, going up the lift,
  • 1PV experience of getting into the cockpit; long term objective? (mechlab, dropship mode, attack defense mode.)
  • 1PV experience as part of the pre-match lobby where you can move around the control room of a hangar, jump-ship, or drop-ship, (Think Mechassault 2)
  • A cinematic and drama driven experience for attack/defend mission types, etc, (Introductory scenes to drive emotion, to motivate the pilot so it feels real.)
  • Operable mechbays and hangers, where you spawn, re-arm or repair,
  • Since chassis' and parts have different manufacturers (And supposedly you're going to play weapon quirks off of this fact.) You could play out the whole service with the companies/retailers; the whole act of test driving a loaner model in the Testing Grounds, making the purchase with an e-signature linked to your c-bill account with a detailed invoice delivered to the in-box. The chassi should go through a shipping & delivery animation/cinematic with a brief wait time for the sake of in-game depth and realism. Shipping can be insta-rushed with a very minute c-bill cost for the sake of convenience.
  • PvE,
  • Castle/Commander experience via client, or tablets,
  • Extra special goodies for enthusiast level gaming computers,
  • A minimal, primitive form of melee,
  • Display collisions, knockdowns, and engine blow-outs from 1PV in hardcore, rather than from 3rd person view, to make for a very dramatic experience.
  • Music (In production?), perhaps also contract Jeehun Hwang for his proven emotional and nostalgic work from MW2.
I look forward to hearing from you. Thank-you for your time.

Edited by miSs, 22 July 2013 - 09:22 AM.
138 votes


#5 Mcgral18

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Posted 18 July 2013 - 08:10 AM

Is there any plan to change the current heat threshold system, and how heatsinks increase the capacity as well as the rate of cooling? If we had a hard cap of 30, as per TT (which is subject to change after testing) it would prevent excessive alphas, since only 2 ERPPCs could fire before shutting down, assuming original heat values are reinstated. With the current boating penalties, 3 standard PPCs would also put you into a shutdown state, with 10 heat per PPC.

If the heatsinks cooled faster than they currently are, and more heatsinks add to that effect I feel the excessive alphas would decrease, and that chainfire would be needed for some of the current boating loadouts.

In sum, is there going to be any change in the current heat threshold system?

Edited by miSs, 22 July 2013 - 09:23 AM.
88 votes


#6 SerEdvard

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Posted 18 July 2013 - 08:14 AM

Are there any plans to incentivize people to pilot mediums instead of heavies and assault mechs? Some examples of possible incentives: global 10% c-bill/XP bonus for all medium mechs, double GXP rate, tonnage drop restrictions, or kill/assist award multipliers based on tonnage differential...

Mediums are currently the rarest class on the battlefield when they should be the most common. Most teams are 5-6 assaults/heavies, 1-2 lights, and 1 medium (me!). More mediums would be truer to TT lore, create more dynamic battlefields, and naturally evolve away from the current boating and high alpha meta. (Hard to boat PPCs and gauss in a 50 ton medium, plus less total armor on the battlefield to melt away)

Edited by miSs, 22 July 2013 - 09:23 AM.
153 votes


#7 Sybreed

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Posted 18 July 2013 - 08:15 AM

Q: What are you plans to promote mech character and personality? As of now, mechs feel like a number of hardpoints on 2 legs with no real distinctions between them, the quirk system did not work in that regard. Why would someone pick the Awesome 8Q or 9M when all Stalker variants do the same thing but better? Even with tonnage limits, the 5 tons difference between them is negligible. Also, the incoming Shadow Hawk will possibly obsolete the Hunchback 4G, having the ability to put an AC/20 where an AC/5 currently is.

edit: Battlemaster will also make the Awesome obsolete.

What are you planning to do to make each mechs more distinct between them?

Edited by miSs, 22 July 2013 - 09:23 AM.
129 votes


#8 Maxx Blue

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Posted 18 July 2013 - 08:17 AM

Aside from bug fixes, what tweaks, if any, are you planning to the movement/slope system? It would be nice to try out 60-70 degrees, perhaps with a non-linear speed decay, on the test server to see if it feels more 'natural'

#9 Vincian

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Posted 18 July 2013 - 08:19 AM

Q: Will we see any new 'Mechs with ECM-Hardpoints?

#10 ManDaisy

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Posted 18 July 2013 - 08:19 AM

Has the idea of a Reactive Reticle as method to prevent pinpoint alpha firing as opposed to heat, presented in the gameplay balance forum, been considered by PGI? If so, what is stopping it, or is it in consideration for the future?

Edited by miSs, 22 July 2013 - 09:24 AM.
74 votes


#11 Icebergdx

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Posted 18 July 2013 - 08:26 AM

Is there any plans to address the heat penalty issue specifically dealing with the HBK-4P? It currently, in its stock configuration, receives a heat penalty if it fires an Alpha strike, as the stock config has 8 Medium Lasers and 1 small laser. While I understand the idea behind the 6 ML limit, it seems somewhat unrealistic for a mech that is DESIGNED to boat lasers in its stock configuration would be designed to not have the penalty that other mechs that are MODIFIED to boat lasers.

Just a thought.

#12 Timuroslav

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Posted 18 July 2013 - 08:33 AM

It was stated that Tonnage limits are in the design phase. Will a Kind-of Battle-value rating system be implemented with it?

Since mechs like Timberwolf Mark II, Fafnir, Osiris, and Hellspawn outclass their own mech class

Battle value/Battle Rating is the given score system for hard points +weapons+cooling efficiency+armor+speed

Edited by Timuroslav, 18 July 2013 - 08:47 AM.


#13 Khanublikhan

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Posted 18 July 2013 - 08:35 AM

Preamble / Theory: Thinking in terms of 'customer satisfaction', 'fun' and 'entertainment', I suggest to you a mech-drop (game of MW:Online) should have an ideal match length (a Goldilocks zone - neither too hot / too short, nor too cold / too long). I also suggest to you the game currently is not comfortably sat within this Goldilocks zone -- mech-drops rounds can be too quickly over.

Question: What factors / facets of the game design do you intend to use to control match length and thereby improve customer satisfaction? (A brief explanation and a longer Dev analysis piece would go a long way...)

Edited by Khanublikhan, 18 July 2013 - 08:36 AM.


#14 Thontor

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Posted 18 July 2013 - 08:35 AM

Currently there are some build's that circumvent the heat scale penalties while at the same time having a higher pinpoint damage than builds that are penalized. You give 3 PPCs, which do 30 damage, a penalty, but 2 PPCs and a Gauss Rifle does 35 damage and is not penalized. There are, of course, other builds that circumvent the system as well. You plan on merging PPCs and ERPPCs into the same pool. Is there a possibility that other weapons could be merged as well? Like, for example, having the Gauss Rifle count towards the PPC total so that 2 PPCs+Gauss has the same penalty as 3 PPCs.

Edited by miSs, 22 July 2013 - 09:24 AM.
63 votes


#15 Wieland

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Posted 18 July 2013 - 08:36 AM

When do we get the Zeus?

Edited by Wieland, 18 July 2013 - 09:06 AM.


#16 Jojobird

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Posted 18 July 2013 - 08:42 AM

In my opinion one of the issues with this game currently is that there is very little content above and beyond each assault and conquest game we play, making them somewhat meaningless apart from leveling our mechs. It is my understanding that you plan CW ("your" content) and, hopefully asap, private matches ("community created" content), to rectify that to some extent.

I would like to ask what is the relationship between the apparent delays in above mentioned content and introduction of UI 2.0. Is UI 2.0 the necesary prerequisite to develop those features or are they behind schedule (in case of CW) for other reasons?

#17 WarHippy

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Posted 18 July 2013 - 08:42 AM

What was the reasoning for putting the new heat system on the live servers without first putting them on the new test servers where people could give feedback on changes that don't feel right such as being able to fire only 2 Large lasers without penalty?

#18 Leafia Barrett

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Posted 18 July 2013 - 08:46 AM

Is there a reason you choose not to do what a lot of competitive games do, doing microfixes and gradual changes (at least as far as weapons stats are concerned) with weekly mini-patches? As it stands, we get left with borked systems for a long time (fixing the SRM damage took how long again?).

Edited by miSs, 22 July 2013 - 09:24 AM.
57 votes


#19 Jetfire

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Posted 18 July 2013 - 08:46 AM

The Phoenix Package strikes me as bottom line perfect value for money. Please make this a quarterly program so that we can pre-order Q2 mechs in Q1 with the same kind of premium time and camo bonuses. Don't you agree?

Edited by Jetfire, 18 July 2013 - 08:47 AM.


#20 Warge

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Posted 18 July 2013 - 08:50 AM

Since you, devs, fight with 2*AC/20 boating by giving ridiculous heat penalties to fire ballistic! weapons why you just don't make AC/10/20 fire short bursts? This could prevent boating and give more reasons to use Light Mechs without fear to get killed with one shot.

P.S. New format AtD realy good. Finally we get feeling that devs care about our opinions.

Edited by Warge, 18 July 2013 - 12:29 PM.






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