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My Top5 Suggestions


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#1 Weiseth006

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Posted 03 March 2013 - 01:33 PM

1. Inventory
Please let us have a inventory, I really don't like the exchange system thats in the game now, it makes it extremely expensive to experiment with different loadouts. Let us have a simple inventory where we can stash ammo, weapons, modules etc for our different and future mechs . I think inventory system would be great for the longevity of the game as well as experienced players could mass lots of items which would create a sense of ownership within the game beyond just the mechs.

2. Will there be pve?
I'm really hoping to see some PVE "Mercenary" style content, where the enemy is AI with tanks, mechs (and helicopters if possible). I don't need to point to huge amount of references to tanks in battlemech, so I think its a shame if all these features will be left out. I.e Convoy raiding/base attack/defence etc. (I think PVE would be an excellent addition to the faction system)

3. Voting system for summary screen
In SWTOR you have a voting system where you can vote for the best player on your team, I think this would be a nice feature to make the player that contributed the most feel appreciated and get a nice credit/exp bonus.

4. Spoils of war
If #1 inventory screen is implemented it would also be cool imo if the victorious team got to roll for "loot". (I'm not suggestion magic items with +10stats, just normal purchasable gear). The player can either sell it or save it for a mech.

5. Ingame social network
Maybe this is already on the way, but I think this is essential to create a community for the players that dont want to be on forums. This would also have effect of extending the longevity of the game if players got to interact more with each other outside the battles.

I can't really think of much more right now, but in conclusion I think PVE and especially inventory is essential to secure longevity of this game. Of course there will always be the hardcore MWO players, but I would argue that more players that spend longer period of time on MWO equals more money for Piranha Games.

Edited by Weiseth006, 03 March 2013 - 01:34 PM.


#2 Beeman

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Posted 03 March 2013 - 02:37 PM

We've already got personal inventory. When you buy a mech then refit its weapons with something else, the old weapons get stored in your personal inventory until you decide to sell them. Same with spare tons of ammo and so on. It would certainly be nice, though, if we had a depot to look at just the things we own in addition to how it's handled currently(a small number next to the weapon in the loadout menu to show how many you already own...).

PvE is one of the most suggested features for MWO and most of us agree that it would only benefit the game. However, PvE/coop is something that requires a lot of effort and development time. As it stands, they've got a lot of major updates planned and there's just no time for developing that type of fluff. Granted, it's almost inevitable for the future...it'll just be at least a year(probably more) before we see that type of content in MWO.

The vote MVP system in The Old Republic is kinda...silly. I mean, I only played the game a bit and barely played any of the PvP, but from the few missions I did see(before it went free-to-play, mind you), people just tend to vote for themselves. I can see that translating to here as well. Though MVP would be an interesting reward at the end of a match for each team. Perhaps it could be based on total contributions(kills, damage, assists, captures, spots, etc...).

People have actually suggested many times in the past a type of salvage system. Nothing random, mind you...it's typically suggested to be battle salvage based on what the enemies had equipped minus what was destroyed. The developers have apparently considered this type of salvage system, according to a recent ask the devs thread. However, I think the current salvage bonus we get for clean kills is sufficient enough.

Finally, there's no way to know what the future holds in terms of social connectivity in MWO. The only thing I personally am really concerned with in that regard is that they reduce the complexity of making and launching with a lance. Right now it's like you have to make your group, invite your friends, close the social thing to ready up, open it back up to launch...there's just too many clicks. Hopefully all of this will be very streamlined with UI2.0. Other than that, I'm sure there's some other nice things they could add to some kind of social menu or something...but the real social experiences will come with community warfare...whenever that's ready for deployment(hopefully soon-ish).

#3 Weiseth006

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Posted 03 March 2013 - 04:30 PM

View PostBeeman, on 03 March 2013 - 02:37 PM, said:

We've already got personal inventory. When you buy a mech then refit its weapons with something else, the old weapons get stored in your personal inventory until you decide to sell them. Same with spare tons of ammo and so on. It would certainly be nice, though, if we had a depot to look at just the things we own in addition to how it's handled currently(a small number next to the weapon in the loadout menu to show how many you already own...).

Ah that is nice too know, yeah then I agree about the depot feature.

View PostBeeman, on 03 March 2013 - 02:37 PM, said:

PvE is one of the most suggested features for MWO and most of us agree that it would only benefit the game. However, PvE/coop is something that requires a lot of effort and development time. As it stands, they've got a lot of major updates planned and there's just no time for developing that type of fluff. Granted, it's almost inevitable for the future...it'll just be at least a year(probably more) before we see that type of content in MWO.

Ah I understand, well its really cool that the devs are open for PVE in the future.

View PostBeeman, on 03 March 2013 - 02:37 PM, said:

The vote MVP system in The Old Republic is kinda...silly. I mean, I only played the game a bit and barely played any of the PvP, but from the few missions I did see(before it went free-to-play, mind you), people just tend to vote for themselves. I can see that translating to here as well. Though MVP would be an interesting reward at the end of a match for each team. Perhaps it could be based on total contributions(kills, damage, assists, captures, spots, etc...).

In SWTOR they fixed it later so you couldnt vote for yourself, but I agree it could be better with a summary bonus at the end for total contribution. It's like slot addiction, what gets you too keep going on gaming is seeing all the shiny rewards now and then.

View PostBeeman, on 03 March 2013 - 02:37 PM, said:

People have actually suggested many times in the past a type of salvage system. Nothing random, mind you...it's typically suggested to be battle salvage based on what the enemies had equipped minus what was destroyed. The developers have apparently considered this type of salvage system, according to a recent ask the devs thread. However, I think the current salvage bonus we get for clean kills is sufficient enough.

Yeah I can see the devs are trying to make this game as realistic as possible within the realm of gameplay and scifi. So a salvage and not random "loot" is a better system. I disagree on salvage bonus though, then again I'm biased because I feel people kill steal all the time.

View PostBeeman, on 03 March 2013 - 02:37 PM, said:

Finally, there's no way to know what the future holds in terms of social connectivity in MWO. The only thing I personally am really concerned with in that regard is that they reduce the complexity of making and launching with a lance. Right now it's like you have to make your group, invite your friends, close the social thing to ready up, open it back up to launch...there's just too many clicks. Hopefully all of this will be very streamlined with UI2.0. Other than that, I'm sure there's some other nice things they could add to some kind of social menu or something...but the real social experiences will come with community warfare...whenever that's ready for deployment(hopefully soon-ish).

Yeah I totally agree on the clicking in order to be able to ready up and get in group, had some laughs over skype about that.
Can you explain community warfare thing? or some links?

Thanks for taking the time for a great reply btw

#4 LeKrisser

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Posted 03 March 2013 - 04:39 PM

My top five suggestions:

1. Drop Ship Start Sequence and Drop Ship as Base.
2. Ammo Dump possibility
3. Melee Weapons (my Atlas has hands - I want to use em!)
4. Show Performance Curve over time in profile (selectable for week, month, year)
5. More Enviroment (intraction) I want to destroy buildings and trees and cars and use tree trunks and shot off mech limbs as melee weapon)

#5 Beeman

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Posted 03 March 2013 - 07:15 PM

Here's a post in the devlog forum about community warfare:
http://mwomercs.com/...munity-warfare/

There's also the ask the devs forum for you to read. I'd suggest reading at least the last few of them. Even I haven't read them all and I'm crazy about Q&As.



Also, the salvage bonus is the same for everyone on your team. It's based on the value of the losing team's non-destroyed equipment, so as to promote decent accuracy. But yeah, if I get all the kills in a match and you only get assists, we'll both wind up with the same salvage reward. On the flip-side, though...I'd get more if I destroyed more components. If I went through and destroyed the arms, side torsos and legs of every mech I saw, I'd get bonuses left and right for destroying those components while reducing the amount of money our team earns from salvage.

It's an interesting mechanic, rewarding both greed and teamplay almost equally.

#6 IceSerpent

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Posted 03 March 2013 - 07:59 PM

View PostWeiseth006, on 03 March 2013 - 01:33 PM, said:

1. Inventory
Please let us have a inventory, I really don't like the exchange system thats in the game now, it makes it extremely expensive to experiment with different loadouts. Let us have a simple inventory where we can stash ammo, weapons, modules etc for our different and future mechs . I think inventory system would be great for the longevity of the game as well as experienced players could mass lots of items which would create a sense of ownership within the game beyond just the mechs.


It's already in game.

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2. Will there be pve?
I'm really hoping to see some PVE "Mercenary" style content, where the enemy is AI with tanks, mechs (and helicopters if possible). I don't need to point to huge amount of references to tanks in battlemech, so I think its a shame if all these features will be left out. I.e Convoy raiding/base attack/defence etc. (I think PVE would be an excellent addition to the faction system)


Unlikely - way too expensive to develop and has little replay value (i.e. gets boring after you finish that particular mission once).

Quote

3. Voting system for summary screen
In SWTOR you have a voting system where you can vote for the best player on your team, I think this would be a nice feature to make the player that contributed the most feel appreciated and get a nice credit/exp bonus.


This would be abused in more way than you can imagine. In SWTOR bonus was very insignificant precisely for that reason, which resulted in virtually nobody remembering to vote.

Quote

4. Spoils of war
If #1 inventory screen is implemented it would also be cool imo if the victorious team got to roll for "loot". (I'm not suggestion magic items with +10stats, just normal purchasable gear). The player can either sell it or save it for a mech.


Why go through all that trouble of rolling on gear and selling it, when you already get salvage in form of c-bills (if you win the match that is)?

Quote

5. Ingame social network
Maybe this is already on the way, but I think this is essential to create a community for the players that dont want to be on forums. This would also have effect of extending the longevity of the game if players got to interact more with each other outside the battles.


Not sure what you have in mind. Lobbies are being asked for and are a fairly hot topic on the forums already (if that's what you are talking about).

#7 Clockwork Mobius

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Posted 03 March 2013 - 08:31 PM

View PostIceSerpent, on 03 March 2013 - 07:59 PM, said:

Unlikely - way too expensive to develop and has little replay value (i.e. gets boring after you finish that particular mission once).

I completely disagree about the little replay value. Add in randomized enemy mechs/tanks/etc and it's got just as much (if not more, given the variety of mech builds) as PvE in League of Legends.

#8 IceSerpent

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Posted 03 March 2013 - 09:27 PM

View PostDeathTrap82, on 03 March 2013 - 08:31 PM, said:

I completely disagree about the little replay value. Add in randomized enemy mechs/tanks/etc and it's got just as much (if not more, given the variety of mech builds) as PvE in League of Legends.


That's a non-trivial task because PvE enounter has to have certain difficulty (i.e. you really can't have it randomly choose between stock Raven 2X and fully pimped Atlas D-DC). If you randomize between similar mechs (i.e. stock HBK-4G vs. stock HBK-4H), it won't make much of a difference. If you keep difficulty roughly the same, that "defend a convoy" mission (for example) will get old real fast - you'll get bored with it after 5 runs at most.

#9 Beeman

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Posted 04 March 2013 - 05:01 AM

You could have set tonnage ranges, say 300-500 for easy difficulty, 400-600 for medium difficulty and 600-800 for hard difficulty...but spread across eight to twelve(or more) enemy mechs with decent AI(taking cover and flanking are all you really need here).

Then have two to four possible mission layouts for each map(reusing major assets like maps is essential to cut development time) and toss in auxiliary units(tanks, planes, choppers, boats, turrets and so on) in varying numbers of waves, depending on the difficulty to pad out the time spent in each mission and the difficulty as well. Could even have some of those auxiliary forces on your team, more for easier difficulties and not as many for harder difficulties.

There could also be somewhat randomized side-objectives like blowing up a fuel dump or protecting a repair and rearm station from a light lance(not included in the match tonnage) or...well, there's lots of nifty ideas for this type of thing. Basically, some could benefit you directly in the match, some could benefit you after(via salvage or reward bonuses) and some could simply be traps or the like.

There's just worlds of potential, but as stated millions(probably literally) of times on the forums, it's such an undertaking in terms of development cost(time, money, so on) that it's a non-priority until they get all of their major content squared away.

But don't discount the value of such content without actually putting any thought into the immeasurable potential and possibilities.

#10 Weiseth006

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Posted 04 March 2013 - 05:55 AM

View PostIceSerpent, on 03 March 2013 - 09:27 PM, said:


That's a non-trivial task because PvE enounter has to have certain difficulty (i.e. you really can't have it randomly choose between stock Raven 2X and fully pimped Atlas D-DC). If you randomize between similar mechs (i.e. stock HBK-4G vs. stock HBK-4H), it won't make much of a difference. If you keep difficulty roughly the same, that "defend a convoy" mission (for example) will get old real fast - you'll get bored with it after 5 runs at most.

Well I completely disagree, I can do the same mission in mechwarrior 4 many times, not too mention mech commander. And the pvp battles are pretty similar themselves, and they dont get tedious. Of course if you are PVP only biased then I understand your argument, but its completely subjective. I think Pve would be a great addition for variety. Not Saying that it should be #1 priority, but I would love too see it added later if this game become a success. There is so much battlemech universe to build on, its shame if this beautifull game don't as many aspects as possible from mechwarrior series imo.

#11 IceSerpent

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Posted 04 March 2013 - 09:11 AM

View PostWeiseth006, on 04 March 2013 - 05:55 AM, said:

Well I completely disagree, I can do the same mission in mechwarrior 4 many times, not too mention mech commander. And the pvp battles are pretty similar themselves, and they dont get tedious. Of course if you are PVP only biased then I understand your argument, but its completely subjective. I think Pve would be a great addition for variety. Not Saying that it should be #1 priority, but I would love too see it added later if this game become a success. There is so much battlemech universe to build on, its shame if this beautifull game don't as many aspects as possible from mechwarrior series imo.


PvP battles are different because human opponents are unpredictable. AI, on the other hand, follows a predetermined pattern and as soon as you figure out how it reacts to your actions, the whole thing gets boring. It's like a new dungeon in an MMO - first few time it's fun, then novelty wears off and you learn all boss fights, and it turns into a grind.

While I agree that it would be a nice addition, in order to make it happen you need an AI that is at least slightly smarter than your average red brick, you need new models / textures for vehicles (if you decide to include tanks, helicopters, etc.), and you need some cutscenes / voiceovers to make it pretty. We are talking some serious development costs here - do you think it's really worth the trouble?

#12 Weiseth006

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Posted 04 March 2013 - 12:30 PM

View PostIceSerpent, on 04 March 2013 - 09:11 AM, said:


PvP battles are different because human opponents are unpredictable. AI, on the other hand, follows a predetermined pattern and as soon as you figure out how it reacts to your actions, the whole thing gets boring. It's like a new dungeon in an MMO - first few time it's fun, then novelty wears off and you learn all boss fights, and it turns into a grind.

While I agree that it would be a nice addition, in order to make it happen you need an AI that is at least slightly smarter than your average red brick, you need new models / textures for vehicles (if you decide to include tanks, helicopters, etc.), and you need some cutscenes / voiceovers to make it pretty. We are talking some serious development costs here - do you think it's really worth the trouble?


Well when you put it that way then I don't think PVE should come at the expense of PVP, because I do agree with you that PVP is and always will be better due the unpredictable factor (and that there is more emotion with winning/loosing).

But if Piranha Games have some profit thats not used in investement for PVP then I want them to add variety to their game by introducing PvE and thereby extending the longevity of the their game.

#13 Clockwork Mobius

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Posted 05 March 2013 - 10:40 PM

View PostIceSerpent, on 03 March 2013 - 09:27 PM, said:


That's a non-trivial task because PvE enounter has to have certain difficulty (i.e. you really can't have it randomly choose between stock Raven 2X and fully pimped Atlas D-DC). If you randomize between similar mechs (i.e. stock HBK-4G vs. stock HBK-4H), it won't make much of a difference. If you keep difficulty roughly the same, that "defend a convoy" mission (for example) will get old real fast - you'll get bored with it after 5 runs at most.


I'm aware it's not trivial...but that's what the developers are getting paid for. Certainly not something I expect to see next month or two. As for difficulty, I would say instead randomize it by weight class. For example, an attacking AI could have two heavy mechs, one assault, three mediums, and two lights.





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