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2013 March Creative Director Update


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#121 Arkmaus

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Posted 04 March 2013 - 03:16 PM

View PostSI The Joker, on 04 March 2013 - 12:21 PM, said:

Cooland Flush... Worst. Mechanic. Ever.



Isn't sure of all the details involving Coolant Flush.

Comments on it anyways.

Looks stupid.

Edited by Arkmaus, 04 March 2013 - 03:17 PM.


#122 Oy of MidWorld

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Posted 04 March 2013 - 03:17 PM

Large maps and fuzzy dice are good.
Jagermech too.
But coolant is bad.

Look, i made it a haiku. :P

Edited by Oy of MidWorld, 04 March 2013 - 03:21 PM.


#123 Evinthal

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Posted 04 March 2013 - 03:31 PM

View PostAri Dian, on 04 March 2013 - 01:50 PM, said:

Consumables:

First step to P2W. Bad idea. Nothing more to add.

That wasn't adding anything anyway.

#124 WhistlR

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Posted 04 March 2013 - 03:40 PM

Is it environmentally friendly coolant?

Edited by WhistlR, 04 March 2013 - 03:40 PM.


#125 Loc Nar

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Posted 04 March 2013 - 03:51 PM

So. Much. Win.

#126 Rebas Kradd

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Posted 04 March 2013 - 04:04 PM

From the Command Chair update (http://mwomercs.com/...10-consumables/)

Quote

The C-Bill and MC purchased coolant flushes with both max out at 35%.
The C-Bill and MC purchased coolant flushes with both max out at 35%.

The C-Bill version of coolant flushes will allow 2 uses during a match. (One cools 15%, the other cools 20%).

The C-Bill version of coolant flushes will required 2 module slots to cool 35%, whereas the MC version will only require 1 module slot.


So, not only are they indeed a mere once-or-twice-a-match thing and require repurchasing, but they aren't even significant buffs. Even the Large Flush does nothing that an eight-second overridden shutdown wouldn't.

Edited by Rebas Kradd, 04 March 2013 - 04:07 PM.


#127 Dagger6T6

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Posted 04 March 2013 - 04:14 PM

front page of forums... nothing but Coolant threads.

haha I love this place... as soon as I saw the link to the March update via Facebook I knew exactly what I would see when I got here. This would have been an awesome thread to post on April 1st, but henceforth I will refrain from commenting until I see more information and how this develops further... besides I see enough pitchforks and torches marching to Castle PGI as it is.

Edited by Dagger6T6, 04 March 2013 - 04:14 PM.


#128 Sable Dove

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Posted 04 March 2013 - 04:16 PM

Some good, but a lot of bad.

View PostInnerSphereNews, on 04 March 2013 - 11:45 AM, said:

Testing Grounds


This is good in general. Thank you.


View PostInnerSphereNews, on 04 March 2013 - 11:45 AM, said:

Consumables


This is terrible. It is literally pay to win. The item that you purchase for MC is as effective as both of the C-Bill versions combined, while effectively taking up half of the extremely limited real-estate that are module slots. Un-mastered Catapult has 1 module slot. I literally cannot match the effectiveness of the MC-only equipment using C-Bill-only equipment. This is the very definition of pay-to-win; if you pay real money, you get items that are just plain better than what you can get if you don't.

At best, the MC consumables should be equivalent to Tier-2 C-Bill consumables.

To quote the write-up for consumables: "The amount of effectiveness between the two forms of purchase are identical at the top tier."
And yet in the diagram, Tier 3 (MC-only, top tier) = Tier 1 (C-Bill-only, lowest tier) + Tier 2 (C-Bill-only, top tier).
This is a blatant lie. The top tier of MC-only equipment is 75% (by the given example) more effective than the C-Bill-only equipment.

In short: Please, please don't implement pay-to-win equipment in MWO. It doesn't belong in any game. Ever. It's a blatant cash-grab, and most players will quit playing if it has any significant effects on gameplay.


View PostInnerSphereNews, on 04 March 2013 - 11:45 AM, said:

Tourmaline Desert


Good and bad. More maps is nice, and more big maps especially so, but Alpine is already too big for the game modes available; until that's addressed, bigger maps are just frustrating and not much fun most of the time.


View PostInnerSphereNews, on 04 March 2013 - 11:45 AM, said:

MechLab UI Improvements


A good addition. Glad to see it.


View PostInnerSphereNews, on 04 March 2013 - 11:45 AM, said:

Community Events


Would like to see more challenges that don't require hours of playing every day to have a small chance of winning a lame, useless prize. Some of us have jobs, you know. Plus, I wouldn't exactly call it a community event when literally only 15 people get anything out of it, and disallows any sort of group. Be A Hero was a terrible "community event." Hopefully you do better in the future to make events that are fun and/or rewarding.


View PostInnerSphereNews, on 04 March 2013 - 11:45 AM, said:

Performance

On March 5th Host State Rewind (HSR) goes live. This new system allows players with high latency pings to fire and hit more reliably using Lasers, Machine Guns, and Flamers.

So, I'm hoping this is an oversight. Where are the ACs? Where are the SRMs? The two weapons that need this most aren't on the list of weapons affected. Having to lead a target with lasers is silly, yes, but it's not hard. The problem only comes with projectile weapons that you have to lead a target with, and also lead further to account for ping, leaving you aiming nowhere near an enemy in order to hit them. Please clarify. I had assumed that it affected any and all weapons, but the ommission of ACs and SRMs makes me nervous.

#129 Werewolf486 ScorpS

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Posted 04 March 2013 - 04:28 PM

Thanks for testing grounds, just one suggestion. Make it so you can drop as a group. It would be nice to drop with the person you want to train.

#130 Slater01

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Posted 04 March 2013 - 04:28 PM

View PostDagger6T6, on 04 March 2013 - 04:14 PM, said:

front page of forums... nothing but Coolant threads.

haha I love this place... as soon as I saw the link to the March update via Facebook I knew exactly what I would see when I got here. This would have been an awesome thread to post on April 1st, but henceforth I will refrain from commenting until I see more information and how this develops further... besides I see enough pitchforks and torches marching to Castle PGI as it is.

Every Month now PGI gets the joy of seeing this!

Posted Image

Then we all instantly die when a Star of OmniMechs come over the horizon.

Edited by Slater01, 04 March 2013 - 04:29 PM.


#131 Ransack

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Posted 04 March 2013 - 04:37 PM

View Postjay35, on 04 March 2013 - 12:37 PM, said:

Still with the random maps nonsense. That's a shame. But hey, since we still can't choose the right mech or loadout for a given climate/terrain in the game, why bother putting that ability in sandbox mode either, right? Terrible.


exclude the above and this post has all of my concerns. I'm very happy that you guys are finally putting in a firing range.

Quote


Interesting. Will wait to see how the costs run and how it plays out. Am expecting artillery and airstrike spam at the beginning of matches and on cap points that are being capped, completely ruining the experience for everyone not in a Light mech that can dash out of the way. But at least it's not MC-only, right?


If it doesn't run something other than Conquest or Assault, it's fairly pointless and will only lead to massive amounts of Disconnects by players upon being randomly loaded into it and not wanting to play it, just like we see with Alpine Peaks.
[b]Until you can provide game modes that are appropriate for large maps like these, and ideally [b]the opportunity to select an appropriate mech for the specific map, these giant maps are near pointless to play unless you happen to run a Light mech all the time. (Hint: if you insist on incorporating point captures in your game modes, you need to create actual BASES with functional defenses that buy time to enable friendly troops to return to base to fight off a capture attempt and prevent a solo Light mech from ending the match at least until the final minutes of the match).
Alternately, add a Map Size filter next to the Game Type filter so players can filter out Large maps if they don't want to play on them. This would improve everyone's experience because there'd be significantly less start-of-round disconnects and that means fewer imbalanced teams due to disconnects for those who actually want to play the map.

[b]
Only acceptable if the user can control whether or not their personal stats are publicly visible (a la Steam Profiles).

[b]
Hopefully this includes:
  • The long-awaited ability to re-order the mechs in the mechbay (and pushing all empty bays to the end of the list)
  • A way to view them in more than just a single row so those with many mechs can see more of them at one time instead of having to scroll scroll scroll
  • The ability to rename mechs (it was mentioned this is coming in a March patch, iirc)
  • Have the little mech portrait reflect the custom color scheme / camo the mech is painted, just like the Hero mech portraits appear to
[b]


Fairly pointless build contest because with random maps the only effective builds are highly restricted to a handful of generic builds that can work passably well on all maps. You're going to end up with 10,000 people submitting the same half a dozen builds. (A slight exaggeration to make a point.)
If we had a proper MechWarrior multiplayer interface that allowed us to choose the mech, loadout, and camo most appropriate for each map, we'd see much more diversity in mech builds, as more specialized builds become viable for specific environments or terrain that presently can't be risked because 90+% of the time you land on some other random and completely different environment or terrain where it won't work well. tl;dr: You don't offer a game that promotes diversity in builds or interesting builds, so such a contest is of limited value at this time.

[b]
Considering all the warping and jerking backwards that happens already with the current netcode, either this is already live and hurting user experience, or when this new code goes live it will either make the experience drastically worse or drastically better, depending on your ping.
Basically, the entire concept reads like an attempt to artificially tilt things toward high-ping players. Instead of improving infrastructure and providing geographic regoinal servers so that a majority of the playerbase has good or great pings to game servers, you're going about this in a way that will likely create a worse experience for the player the better their ping is, because they will frequently be yanked back a few seconds in time and declared dead after the fact, unable to respond to what happened, because some other player with a high ping shot behind them but the server interpolates that as a kill out of "fairness".
That's a horrible user experience for the person it happens to, which will likely be an increasing amount of players with this change. Hopefully this anticipated outcome is proven wrong, but given the way the current netcode misbehaves at times already, it's not very encouraging to hear it will be further tilted in favor of HPBs.
If it actually makes it smoother, and doesn't yank you back in time to contradict what you saw with what some higher-ping player saw, then great. If it fixes the current experience where that happens sometimes, great!



this

Edited by Ransack, 04 March 2013 - 04:39 PM.


#132 Burner

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Posted 04 March 2013 - 04:40 PM

View PostKyros von Richthofen, on 04 March 2013 - 02:55 PM, said:

Fuzzy Dice, Testing Grounds, consumables, and analog joystick control (finally!) makes me a very happy Steiner indeed.

Keep up the good work!


Me 3. Now I can dust off the HOTAS Warthog and rudders pedals..What this "face torso"? Perhaps I can use my TIR5 for freelooking?

#133 Jimskiavic

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Posted 04 March 2013 - 05:11 PM

Maybe I've missed this, but when's Desert coming out?

#134 WVAnonymous

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Posted 04 March 2013 - 05:25 PM

View PostJimskiavic, on 04 March 2013 - 05:11 PM, said:

Maybe I've missed this, but when's Desert coming out?

Next patch in two weeks

#135 Synaps3

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Posted 04 March 2013 - 05:31 PM

Its too bad the consumable plans are ridiculously broken. I don't see how that even got discussed in its current form. The rest of the patch was so enticing too.

I hear Tribes is nice this time of year.

#136 FupDup

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Posted 04 March 2013 - 05:34 PM

All of the coolant threads seem to have been deleted (error message pops up when I try to access them).


I smell a conspiracy... :P

#137 ObsidianSpectre

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Posted 04 March 2013 - 05:43 PM

I was worried that PGI might accidentally create a P2W scenario when consumables were first talked about in this thread.

Now they've given details, and I don't see how it could be accidental.

#138 Adrienne Vorton

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Posted 04 March 2013 - 05:43 PM

weeeeellllllll we´ll have to see how the "consumables"will be handled... i really really hope you can´t stack them...

with mechs being able to alphastrike 5 ppc already, coolant flush was what we needed urgently.... NOT...

otherwise, nice update

#139 DJO Maverick

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Posted 04 March 2013 - 05:45 PM

Coolant Flush?

That is incredibly disappointing, and really shakes my faith in the team here. As others have quoted, that's a complete betrayal of the previous explicit, unequivocal statements that there would never be coolant flush, no way, no how.

It's difficult to see it as anything other than a cash grab at the expense of game balance. You're creating a scenario when any truly competitive player, playing competitive 8-mans, with any kind of heat-intensive build, MUST shell out for a steady supply of coolant flushes to remain competitive. Don't kid yourself; if you're running an energy boat, if you aren't packing a large coolant flush, you're at a disadvantage against the guy on the other team with the same loadout who has one and can drop an extra alpha on you without shutting down.

Not to mention the 5-6x PPC Stalker observations already hinted at; this could, indeed, conceivably allow for a double-tap without them overheating. Anyone that is a halfway decent shot could then drop over 100 points of completely focused damage on a target in the span of three seconds without overheating or shutting down. You've just killed anything short of an Atlas from clean and are mobile to run back into cover to cool down, thanks to the wonders of contrived no-drawback coolant flushing.

I'd really ask the devs to reconsider this one; I know you're looking for a new revenue stream, but come up with a consumable with less far-reaching implications, and one that doesn't violate the trust with the member base for seemingly no good in-game reason.

Edited by DJO Maverick, 04 March 2013 - 05:51 PM.


#140 Magic Murder Bag

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Posted 04 March 2013 - 05:48 PM

concerning the coolant flush and consumable idea: a large amount of threads that spoke of this were locked out....god knows why...or the moderators

my guess...major QQ fests on a scale that makes the doomsayer posts look reasonable.

Edited by Magic Murder Bag, 04 March 2013 - 05:50 PM.






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