Jump to content

Pgi:so Whats The Plot?


71 replies to this topic

#61 xengk

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 2,502 posts
  • LocationKuala Lumpur, Malaysia

Posted 18 November 2013 - 10:29 PM

View PostSybreed, on 14 November 2013 - 10:17 PM, said:

there's even some for Lone Wolves!

Posted Image

I hate the Grandmaster series, your character is so OP'ed you can wrestle with Darklords bare handed.
Didn't got into New Order, Magnakai series are still be best one.

Game books are what got me into TRPG.

Edited by xengk, 18 November 2013 - 10:29 PM.


#62 Whatzituyah

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 1,236 posts
  • Twitch: Link
  • LocationIn a dark corner waiting to alpha strike his victim.

Posted 18 November 2013 - 10:46 PM

*looks at title*

Theres a plot to MWO? Plot involves story friend and this game has no story besides what people say is the lore.

#63 Tekadept

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,290 posts
  • LocationPerth, Australia

Posted 18 November 2013 - 10:52 PM

Posted Image
There really is no plot, and likely won't be, at best you might get "vague" sense of progression in your repetive stompy stomp mechs with pixels on your screen changing from steiner blue to kurita red...

#64 Milocinia

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,470 posts
  • LocationAvalon City, New Avalon

Posted 18 November 2013 - 11:12 PM

The production team is too small and the (constantly shrinking) playerbase is too low to make any decent iteration of CW work. These are just the sad facts that we have to accept.

We all need to realise this game is going to amount to nothing more than the team deathmatch affair it already is.

#65 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 7,125 posts
  • LocationParanoiaville

Posted 18 November 2013 - 11:16 PM

I wasn't aware that PGI had released their player demographics. Did you have to sign an NDA? :(

The fact is, we really don't know - there's a lot of frankly asinine speculation that's put out, but none of it is sourced. It's just speculation, based on frustration, that just gets repeated so often people think it's fact. We DO know that PGI has a very small staff, and I personally think they've done well with what they have, considering. It's worrisome that certain things took/are taking so long, but I'm going to stop short of apocalyptic speculation and naysaying.

Edited by Void Angel, 18 November 2013 - 11:21 PM.


#66 Hexenhammer

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,729 posts
  • LocationKAETETôã

Posted 18 November 2013 - 11:27 PM

Posted Image

#67 Blurry

    Member

  • PipPipPipPipPipPip
  • 382 posts
  • LocationGreat White North

Posted 19 November 2013 - 02:00 AM

View PostKyocera, on 18 November 2013 - 11:12 PM, said:

The production team is too small and the (constantly shrinking) playerbase is too low to make any decent iteration of CW work. These are just the sad facts that we have to accept.

We all need to realise this game is going to amount to nothing more than the team deathmatch affair it already is.

I agree so then why not embrace it and make it the best it can be.
Then try and grow. Deal with what you have - create a damn good experience and hone it then try and move out and expand.
They are all over the place - imputing things players dont want and have no use for all the while killing off the paying players.

#68 Blurry

    Member

  • PipPipPipPipPipPip
  • 382 posts
  • LocationGreat White North

Posted 19 November 2013 - 02:27 AM

View PostVoid Angel, on 18 November 2013 - 11:16 PM, said:

I wasn't aware that PGI had released their player demographics. Did you have to sign an NDA? :(

The fact is, we really don't know - there's a lot of frankly asinine speculation that's put out, but none of it is sourced. It's just speculation, based on frustration, that just gets repeated so often people think it's fact. We DO know that PGI has a very small staff, and I personally think they've done well with what they have, considering. It's worrisome that certain things took/are taking so long, but I'm going to stop short of apocalyptic speculation and naysaying.

Ok I will play nice - you are right they have never released full numbers but there are a few things we can deduce.

3pv why no separate q's - not because no advantage - it was clearly shown giving an advantage on streams/pic.
They dont have the pop to split

why after call after call to separate premades from solos q - same as above - not enough players.
why are you always playing against the same players despite a different elo?

PGI dropped the ball so many times it is flat. Now the good -
They have the casual market cornered. See all those champ mechs running around - casuals with money - they love this game.
But what is lacking is the hardcore base that keeps the game alive and gives its soul.
There is no way to communicate and create friendships in game. you know create a cohesion that keeps people coming back time and again because they have friends and fun.

I cant add anyone to a friends list in game. Why not - no voip for a game that makes it almost required?and a single game mode. it grinds.
I am an avid mmo player I have no issue and like grind but this game takes it well beyond anything I have ever seen. The poor matchmaker exacerbates the losses/wins makes the grind unbearable even with premium time.

It just isnt fun.
I hope they can turn it around but the launch didnt bring in a lot of new people, and being a F2P game you would think there would be a massive player base but there isnt. There is something very wrong that needs to be righted in order for the base players to feel appreciated and wanted.

And lastly where is the communication from the devs? take 10 mins out a day and post something on the forums. let players know you care about them and not just $.

#69 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 7,125 posts
  • LocationParanoiaville

Posted 19 November 2013 - 09:33 AM

You speculate they don't have enough players to split off a totally separate solo queue; you don't know. You speculate that they don't have enough players to split first-person and third-person views; but you don't know. In both cases you are actually ignoring PGI's explanations: in the first instance, their demographics showed that over half the total player base is dropping in small teams anyway; in the second case, they decided that third person's benefits to new players outweighed the slight situational advantages. We can speculate about population issues - it's certainly a logical possibility - but when we start repeating speculation as fact and using it as a starting point for logic, we have left the path of reason.

We also don't know how "the player base" is feeling. We can look at complaint threads and say, "oh noes, there are so many angry and incoherent people!" And then we can take a step back, and remember that a very vocal part of any gaming community loves to complain - if you went to the Shaman forums during the height of WoW's popularity and took them seriously, you would have thought the world was ending, not just the game. This game has hard-core fans. I've gotten pounded on by 12-man teams that have been playing various Mechwarrior games for over a decade. Does the game have enough of a hardcore player base to survive? We don't know - it's back to numbers we don't have again.

As far as communication, the devs don't have a lot of people - and not everyone is good at communication. They've been giving us updates and the like, telling us what they're trying to do. They respond to the forums. But whenever they give specifics, the speculation cycle starts up again. And holy Blake help them if they change their minds. So much of the lack of communication of specific game details is likely driven by the responses to past communication on that subject - they can't afford to just fire off a post without heavily self-editing to prevent unreasonable speculation. As far as unofficial communication, the forums can be a big place - and a silence just might be a small dev team feverishly working to roll out the new features that this game really does need in order to fulfill its potential. Or at least, that's my speculation. ^_^

Edited by Void Angel, 19 November 2013 - 09:34 AM.


#70 Davers

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,886 posts
  • Facebook: Link
  • LocationCanada

Posted 20 November 2013 - 11:29 AM

The plot is there are a bunch of Houses that keep bickering until the Clans show up and totally mess some up. House Marik has the exciting and glamorous role of War Profiteer. Then everyone salvages Clan tech and everyone gets to build better robots to kill each other with.

#71 Aim64C

    Member

  • PipPipPipPipPipPipPip
  • 967 posts

Posted 23 November 2013 - 08:28 PM

View PostDaZur, on 16 November 2013 - 08:00 AM, said:

In fairness all, I believe a good portion of our concerns over "depth of game-play" is sour grapes...

It's really easy to build up and have expectations of grandiose battle scenarios and plot twists and turns. The reality is CW is never going to be more than a maybe a number of linked scenarios and singular battles over contested planets and assets.

Much of the driven "story line" we all pine for has already been written... It's kind'a our job to broaden our imaginations and "believe" our battle drops are but a microcosm of our participation in a greater plot (Kind'a like the previous mentioned adventure books)...


You're kidding, right?

I guess part of me doesn't blame you - you don't have the knowledge of modern game and server scripting capabilities... but a little imagination goes a long way.

The breadth of the Battletech universe is immense and can easily be given vast amounts of community warfare with some artistic licenses. Engines like Real Virtuality 3 and 4 support absolutely massive battlefields spanning dozens of kilometers. The scripting for the scenarios is so flexible that people have made what is supposed to be a sort of first-person-shooter/simulator into a RTS game (actually - some of that gameplay has been adopted into the multiplayer modes of the latest installment of ARMA).

Currently - what does your dropship bay amount to? Convenience - purely.

Imagine that there is a set of persistent 'planets' (four-hundred square kilometer map) with dynamic objectives programmed in for various factions. Drop-ships arrive routinely to resupply people on the front lines - defending dropship landing zones nets more effective support for that round while attacking/interrupting a landing successfully will degrade the support received by opponents. The drop-ship bays will be the mechs each player has resupplied for the interval. New players join on the hour.

Objectives can be interrupting mining operations, sabotaging local industry (and the opposite), direct base/facility assaults, etc.

Dropping into "threatened" zones (where an opposing faction is 'winning' - having more forces and more victories) gains more 'faction loyalty bonuses' - whatever those garner.

Sure - that's a far cry from re-enacting single events in the canon - but it at least is a platform for an enjoyable game. Scripting a 'solaris' style system of arenas into the game would be mind-numbingly simple by comparison.

And 16 player games? Try 128+ in a single map.

Honestly - they'd be better off to port the resources of this game over into a mod for ARMA. It'd resolve almost all of their problems that they keep running into with the CryEngine. I'm sure they could work out a deal with Bohemia (who might actually be willing to help them out when it comes to programming issues).

There is plenty that can be done, game-wise, to create more than disconnected sequential death-matches in box canyons. Sure - that's the formula for games like Halo and Call of Duty - but the -infantry- based combat of those games is a little more diverse in its mechanics - and you even get a map editor with some of them (oh, and a story).

Quote

May no mistake... I'm one of a relative handful of members who would love to see a little RPG / Role playing sprinkled into MW:O to give depth and meaning to out drops. That said... I've been around PC gaming far too long to let my self-created expectations leave me sour because I was unrealistic with them.


Don't make me go get some of the early developer chatter regarding what this game was going to be like - or all of the talk of what features were "almost done."

The goals they set for themselves were more than attainable. Mod teams have accomplished similar in the past.

They've lowered their bar - their standards.

I'm sure they are not getting the player response they need to for this game. I don't need numbers and statistics to reveal that. Most of the players I see on the game are all Phoenix package members with quite a few being founders. A fair number of them are likely playing because they have time to kill and they spent money on a game (and may as well not let paid-for time to kill go to waste).

The problem is that this is not a game to write home about. Do you talk to your friends about this game? Do your kids ask you if they can play - and if they do - does the game even give the slightest nod in the direction of the game's deep lore and history?

For Christ's sake - there isn't even a god damned text file giving a brief of the Inner Sphere. There isn't even a description of what the hell it is the game -does-; what a MechWarrior is and his role. There's nothing. They spent more time and money on their ******* studio logo than they did on giving the player a clue as to what the hell was going on.

It's pathetic.

Either out of malice or pure stupidity - their target has never expanded beyond the existing Battletech/MechWarrior enthusiasts. There is, literally, no effort expended to engage new players into the game. Even the game's biggest selling point - customization - is not at all obvious to the new player. The game should draw you in based on the ability to customize - it should tease you with "you, too, can have this bad-*** machine and engage in these awesome battles if you stick around a little bit. You can have them even quicker if you drop a little bit of cash."

It's just poorly designed, all the way around. The only people who are sticking around are those of us who are enthusiasts - and even a number of us have left or been intermittent.

I'm sure there are -some- new players. But not nearly in the number that there needs to be - and not nearly as many as there could/should be. The universe has a lot to offer, and this game is currently not setting a very good example of that.

Quote

In short... CW is going to be what you make it out to be. A lot will depend on how much "make-believe" you guys have left in ya...

Thankfully for me, I'm 46 going on 6... so I'm still having fun. :)


There's a difference between suspension of reality and pure delusion.

Artists, authors, and game programmers use what is known as the 'suspension of reality' to weave a good story or moment in time into your consciousness. They give your mind enough to play with - they tie a story in with common experiences so well that a man who has never set foot into a rain forest can practically feel the rain soak their clothing.

The difference between that and delusion? A delusion is a complete collapse of reality and an individual is seeing and hearing a world with no common base in reality.

You may see CW as perfectly acceptable in this game. I prefer not to exercise my imagination to the point of delusion.

#72 Novakaine

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 5,731 posts
  • LocationThe Republic of Texas

Posted 23 November 2013 - 09:02 PM

Seeing that CW is barely off the table napkin...........
"WELCOME TO THE FOUNDERS CLUB"
The ship will be docking shorty.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users