Résumé de Siriothrax. Les contributions à la traduction sont bienvenues. Perso j'aurai vraisemblablement pas le temps. Mais de ce que j'ai écouté il n'y a pas grand chose :
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tl;dr: rien de particulièrement intéressant. Des trucs envisagés, des trucs déjà annoncés qui arrivent, d'autres trucs annoncés qui finalement n'arrivent pas tout de suite. Un nouveau mech pack ça vous dit ?
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tl;dr nothing of particular importance. Lots of stuff being considered, lots of previously announced stuff coming, lots of previously announced stuff shifted to the backburner for now. Have a mech pack.
Tuning in a few minutes late, but here goes. (Edit: came back and caught up.)
Tuning in a few minutes late, but here goes. (Edit: came back and caught up.)
Russ: except for some of the drop deck bugs, this was a really good patch. We accomplished our goals, seems well received, role division seems on point. Big question is what's next?
Long Tom inherited some really old code and has to be rewritten, is not behaving as desired or expected. Changes expected in May.
Expect continued incremental updates to FW over next 6 months, not a hibernation then dump of a complete phase 4.
10 factions is kinda silly. It only really works during event weekends. Can see the benefit of consolidating factions to simplify queues and then having special events, but it's still very fresh and being debated. Still need to make it so anyone can jump in and play. Daeron - it's hard because community is arguing for depth and accessibility at the same time. Russ - hears the twitter complaints about no more solo queue, but it is what it is - invasion wasn't working at all, scouting was kinda working, and it was also creating issues for unit queue, so it only made sense. We tried it, but it doesn't work with this population/IP. Asks to be reminded later for more details on new features to help solo queue, name drops command wheel. Thinks that this experience will help them figure out how to create Solaris without queue nightmares (won't have more details about it tonight, too early).
does some comparison saying that we'll never be CS:GO/DOTA, thinks we are like EVE though, and still the best MW game ever. (editor's note: EVE is pushing it)
Question: Implementing presaved dropdecks. Russ: we've talked about it for a while, but it's fallen by the wayside. It's a priority now, final design, working on v. quickly. This summer. You'll get 2 free for each mode, and you'll have to buy more with MC.
Question: Any updates on scout mode, esp. the twitter comment about adding/reducing tonnage. Russ: No, nothing yet. Just been listening, lots of noise about tonnage/streaks. Re streaks, "balance is hard". We could do stuff like reducing clans to 50t and leaving IS 55t if necessary. (Editor: lol?)
Question: What's on the docket for the next month or two? Russ: Roadmap in progress, almost done for May. Won't be until early next week. Will be combined May/June roadmap, very mishmash features. Namedrops Kodiak/Command wheel as big May thing. June packed, rescales included.
Question: Update on new heat scale? Russ: Long pause. "There is an update. It's in final design. Unfortunately, engineers are very concerned about the design." Worried server authoritative design would exacerbate people's perception of hit detection. "I can't explain this to a satisfactory level, but we need to regroup and think harder." (Editor: he's right, I'm not satisfied.) With phase 3, haven't had time to focus on it. Time now. Still a ways off, and a good chance of this summer. Daeron obtrusively steers Russ into saying that the system is key to addressing TTK/alphawarrioronline.
Question: What is the status on information warfare? Answer: Stream dying, apparently. Comes back semi-intermittent, sorry. Russ: I don't buy the theory that we don't have information warfare. Rest of answer missed.
Question: API? Russ: I'm not against it, but would have to task the network engineers. I'm sure we track a lot of things that people would like. Lots of cool possibilities but I don't know what we have. Will look into it.
Question: Further crit system functionality, eg actuators? Russ: Tough one. Possibly unnecessary complexity on an already complex and deep game. Can see benefit, recognizes that embracing complexity might be an option. Will it make current playerbase happy? Daeron defends the problem as recognizing business realities. Russ stumbles a bit, defends how well they've made Mechwarrior so far, thinks Microsoft would've made Mechassault 3 instead, says they're "riding a tough line that nobody else would've even come close to riding" wrt complexity and non-arcadey. Can't pander to the super hardcore if it's going to cost them their casuals. "Playerbase needs to forget the notion that they [know better than PGI] and will make it bigger than Halo" Phil: that's going to get lost in translation.
Question: Rescale update? Russ: People have been confusing Lauren's streams with rescale. She's a texture artist, not modeler. "It's scientific, it's consistent, it's mathematical, is what it is." Phoenix Hawk looks perfect. BJ is getting bigger. Everything will be right-sized. It's on track. June release. Forget what you think you know. Sizing it mathematically perfect, then balance with quirk, not using size as balance method.
Question: Why not have every match, including public queue, as part of CW? Russ: I think the answer is pretty obvious. Look at it from a solo perspective. You're telling them you can't just do a fast match and you're going to be committing to a 30 minute invasion match. (Editor: Russ vastly missing the point. It was about turning quickplay results into something that mattered, not getting rid of quickplay entirely)
Question: NPE may need rework for retention, as steam stats are declining? Russ: Loaded question. Hears conflicting imploring tweets from those who want accessibility vs hardcore. Nobody has month over month growth anyways. Steam is a minority aspect of population. On question, the features coming eg Command Wheel should suffice and nothing major is planned.
Command wheel update. Daeron: thinks it will be very useful, as some don't have mics. Russ: it's an update to the way the minimap will be displayed. It'll be about seeing the entire map at a glance. Press and hold E to give 5 commands, more if lance/company commander. Audio cue, chat broadcast, symbol on minimap.
Daeron throws a hush-hush question about what Dave Forsi (sp?) is working on. Russ says no, nothing yet, you'll see in May.
Question to DDK (art lead) about when we'll get custom geometry. Russ: he's not holding it back, we're busy working on other stuff like deCALs/deckles (changing pronunciation midsentence) - speaking of, it's been on pause for phase 3, should be able to focus in the next few weeks to finish it up.
Question: custom logos for units? Russ: perhaps, it's connected.
Question: Plans for video conferences for town halls? Russ: eh, interested, more likely for devlogs, which have been on hold. Needed to redesign a room for higher quality vlog. (Editor: eh. Content > appearance)
Question: Upcoming mechs? HEY LOOK A MECHPACK, SHOCK SURPRISE. Clan mech, heavy. Night Gyr, 75 tonner Clan Mech. Monster, beast, give Timmy a run for his money. Sarna: http://www.sarna.net/wiki/Night_Gyr Nova cat was based on it. It will have smaller engine therefore more payload than Timmy. Sales in May, release August. Really **** screencaps for you: http://imgur.com/a/B8y1A
Per /u/jay135: Night Gyr has 4JJs, endo and ferro. Hype. 70 km/h. Not hype. 38 tons podspace. Hype. 3 fewer hardwired DHS, 1t short max armor, net 6.5 tons over Timmy.
Next two after Night Gyr will also likely be Clan Omnis. Medium, Heavy.
Question: more new music/audio? Russ: Only thing I'll say for now is that there's a new trailer geared for phase 3 releasing next week. Daeron: Don't want to give anything away, but it's big. Russ: 7 minutes.
Tournament news: MechCon sales opening in early May. TBD exact sales method. Not ticketmaster, don't know USD/CAD pricing yet - target is 50 USD. Lunch, Dinner, Late-night snack, huge value.
131 complete tourney teams registered. May hit 140 by the time that they cut off. 57% US, 31 EU, 12 SEA. (Editor: Yet still one qualifier from each :> ) Daeron: That's huge, better than any of the player-run ones. Russ: depending on how many supporter packs, we may hit 200k prize pool. 130-140k realistic. Throws it out there to dispel misconception: selling tickets (40k) to MechCon won't even pay for the party (80k), let alone the prize pool (100+k), so we're heavily endorsing this.
Question: AI/PVE? Russ: no progress, phase 3 was focus.
Edited by epikt, 01 May 2016 - 03:52 AM.