


#21
Posted 17 April 2014 - 05:34 AM

#22
Posted 17 April 2014 - 06:03 AM
Lyoto Machida, on 17 April 2014 - 01:36 AM, said:
If they can't surpass (or at least equal) the previous efforts, there will be a big problem with the playerbase numbers, as this isn't some super popular AAA title. It's a niche game based on a certain universe with lots of backstory already written.

MWO's already been surpassed by those games. Those games HAVE CW implemented, we have had it delayed for years.
Guard your expectations. you'd be supised what PGI can be surpassed by
Edited by Jin Ma, 17 April 2014 - 06:04 AM.
#23
Posted 17 April 2014 - 06:18 PM
Deathlike, on 16 April 2014 - 11:21 PM, said:
This is a big question mark for me, too. I'd like to see discounts and ranks in house available for higher loyalty points for players in houses, and better and more lucrative contracts for higher loyalty points among mercs. I'd also like it to be on a sliding scale that could go up and down based on performance (wins/losses, but also things like TKs being a big minus, for example)
I don't know that the maps can change much. The borders may be in flux, but the whole point of Mechwarrior was that no matter what they tried, no house or combination of houses could ever wipe out any of the others. Look at Davion-Steiner. You think they'd be able to mop the floor with house Liao, but they couldn't. Also, I don't know that they will want to tell players who want to play a given house that they can't because that house is gone, now.
#24
Posted 17 April 2014 - 06:22 PM

(cuz, ya know, they don't exist)
#25
Posted 17 April 2014 - 07:03 PM
Nikolai Lubkiewicz, on 17 April 2014 - 06:57 PM, said:
Speaking from a background in QA across multiple major titles. I'm fairly proud to say this is the first game I have worked on where a major feature has simply been delayed rather than cut, or where lower-end bugs are often marked as Known Minor rather than marked as Known Shippable. In the stories of most of these other games, the average player would never know what features the Devs had in store but never got to fully implement or finalize simply to meet a deadline, nor would they get to witness the highs and lows of the long-term development process. With that all in mind, we deeply and sincerely appreciate your patience in this process because what's to come is truly worth the excitement.
I'm happy to report that those hoping to see a big inner sphere map will be very pleased by what the Devs have been working on. Still too "alpha" to show off, but definitely worth mentioning!
Nikolai....
you know it's not the time it's taking, but mostly the rather oblivious tone and way that Russ, Bryan and Paul frequently answer around questions about it, and then pop out with "good news, We got another mech to sell you! Oh and don't mind us while we nerf and further complicate coding instead of fixing the actual underlying issues!" Anytime anyone asks for some type roadmap.
To be fair, there have been some decent posts put up, and y'all have been working hard to hit your marks, but maybe a little more transparency, and a little less of the Carnival Huckster schlock form the Big 3, and maybe people would be inclined to be a little more favorably disposed, ya know?
Your input has been rather nice this evening. But it doesn't happen often enough (from any of the Devs, and yeah, I get you are busy, so are we). IDK, maybe a good chunk of us burned through some goodwill back in the CB/OB transition, but that cuts both ways.
Anyhow, thanks for the input, and cheers!
Edited by Bishop Steiner, 17 April 2014 - 07:03 PM.
#26
Posted 17 April 2014 - 07:23 PM
Wolfways, on 16 April 2014 - 10:21 PM, said:

Same matches as now.
Wins/losses for the day (week, month?) are totaled up.
Map changes colour occasionally.
i'd like to see at least what MPBT 3025 had. Being able to select the sector to attack and being able to directly influence which part of the IS is taken.
That game was made 2001, PGI should at least be able to do a bit better. But if it even gets as immersive as this i would be a very happy man.

Edited by Jin Ma, 17 April 2014 - 07:25 PM.
#27
Posted 17 April 2014 - 07:40 PM
Which one do you think is more likely............?
#29
Posted 17 April 2014 - 08:27 PM
Duncan Aravain, on 17 April 2014 - 07:40 PM, said:
Which one do you think is more likely............?
Excuse me while I practice my Moonwalk.....
#30
Posted 17 April 2014 - 09:01 PM
Nikolai Lubkiewicz, on 17 April 2014 - 06:57 PM, said:
In all honesty Niko, I'm thinking at this point they kind of need to have more than "a big inner sphere map".
We had a big map, back in the first dev blog, in December of 2011.
And then, in Jun of 2012, Russ makes this announcement:
Quote
Then in November of 2012, on Kotaku, Bryan disturbingly mentioned that they hadn't actually started production on CW yet, but that it was ready to start, and would start rolling out in Jan/Feb of 2013.
And then nothing happened. Open beta came and went. The game itself was actually released.
Players haven't even been able to join factions and earn loyalty points.... We got little medals, when we bought more mechs... but they don't do anything.
These was a major foundation of the game that they sold us on prior to the founders program that we bought into. Years ago. And we haven't seen ANYTHING yet. No screenshots. No nothing.
Also, props to Chronojam, for putting together an awesome timeline that provides easy access to all of these specific concrete facts throughtout MWO's development.
#31
Posted 17 April 2014 - 09:09 PM
BLOOD WOLF, on 16 April 2014 - 10:57 PM, said:
How can you make posts like this then wonder why someone makes personal attacks at you.
Tsk Tsk!
That post was from Jan 2013 meaning 14 Months ago.
There is no point being blind to the truth and then calling other people idiots.

#32
Posted 17 April 2014 - 09:11 PM
Maybe if you listened to the people who actually wanted to play the game and ponied up $4M to help get you guys started you'd still have a player-base?
#33
Posted 17 April 2014 - 09:13 PM

#34
Posted 17 April 2014 - 09:14 PM
people continue beating dead horse
rinse and repeat
Nikolai the game ain't perfect but it's one of the best I've played since the old days. You tell the boys and girls to keep it up,
edit:
I have no idea how this game will end up, but I really hope I get to see some word-eating happen
The satisfaction alone would be worth the money put in
Edited by cSand, 17 April 2014 - 09:33 PM.
#35
Posted 17 April 2014 - 09:14 PM
Roland, on 17 April 2014 - 09:01 PM, said:
Has he finished it yet? I could do with a little PGI shenanigans recap.
Edited by Lindonius, 17 April 2014 - 09:15 PM.
#37
Posted 17 April 2014 - 09:19 PM
It's pretty epic, I must say.
I believe he said he's planning on releasing it to the public, but wanted to polish it up more.
#40
Posted 17 April 2014 - 09:21 PM
Danny Fubar Col 21C RHG, on 17 April 2014 - 07:26 PM, said:

If your goal is to control more ways to cheese your way to victory then by all means. I have no desire for players to be able to choose thier maps. You wanna make an overhot mech and only play cold maps, or an LRM boat on maps with more open terrain. You and I have different ideas of what is boring and I would add lame as another characteristic.
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