The issues mentioned in the opening post are all known widely in the community - maybe it lacks priority on the developer side.
The thing is: People who want to try this f2p-game will not bring the will nor the patience to the table, that is necessary to learn how MWO works. At least not until PGI finally manages to bring us:
- A real tutorial. Doesn't have to be fancy - just something that explains and lets us try how the controls work. Put some paper-enemies into that thing and we're golden.
- Practice mode. A mode which lets a grp of 4 or 8 drop into a small practice map - combine that with a testdrive-mode, to test mechs and loadouts before we buy them. Golden again
Plus - I don't know. PGI can absolutely make a game that is fun - I really enjoy the action itself. But ... well ... they suck at creating a comprehensive UI. That thing needs some real improvement - man - even I could do a better job at that. Is is a little nuts.
And the beta-argument is BS. When this game launched into open beta that kinda was a release - at least a point where a lot new players joined. And the first hour in the game is crucial - that decides if the player stays or leaves forever.
willrnlds, on 27 February 2013 - 02:57 PM, said:
Seems to be a lot of complaints about polish when core gameplay elements and controls aren't even in-game (like analog turning or collisions, for example).
Once the game starts to approach playable/releasable condition, then we can probably expect to see more polishing.
All good and true - but like I said. If you want to be successfull you need to keep the players that join the game. I think MWO already lost a lot of potential in the initial weeks after open beta launch.
Edited by Child3k, 27 February 2013 - 03:03 PM.