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#481 Koniving

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Posted 21 September 2013 - 07:18 AM

View PostDEMAX51, on 18 September 2013 - 10:27 AM, said:

Zero-G maps are not currently in the works. Apparently, (according to Bryan Ekman) there are some major issues when they alter the gravity settings even just a little.


Those of closed beta might remember that the mechs are not properly weighted. For a little while an Atlas could be slung around like a rag doll. A Dragon in collisions had more power than a 100 ton mech, while going less than 10 kph. Numerous other issues.

I'm quite certain PGI hasn't made any efforts to address this as they would not need to until after they start working again on collisions. (That said, Dragons can still do some serious damage via ramming enemies).

#482 Thomas Covenant

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Posted 24 September 2013 - 09:16 AM

This has been really helpful. Thanks for your efforts Syllogy and crew.

What I am wondering is what is the status on 1PV exclusive matches? When might we see those again? (excuse me if it's already in, I didn't see how to choose it)

#483 Syllogy

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Posted 24 September 2013 - 12:29 PM

View PostThomas Covenant, on 24 September 2013 - 09:16 AM, said:

This has been really helpful. Thanks for your efforts Syllogy and crew.

What I am wondering is what is the status on 1PV exclusive matches? When might we see those again? (excuse me if it's already in, I didn't see how to choose it)


12v12 queues just went to 1PV only, but not sure about the PUG queues.

#484 AlmightyAeng

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Posted 25 September 2013 - 12:03 PM

Syllogy, I dunno if you follow Thomas at all, but you may be interested in adding this.

View PostThomas Dziegielewski, on 25 September 2013 - 07:52 AM, said:

Ok it's in. Designers will do a little more tuning on it and it should be in live in about 2-4 weeks.

Right now the shake multiplier is 1.3 and mass multiplier is 1.2

and goes something like this

massMultiplier = (100.0f / MechTonnage) * mass multiplier;

totalShakeMultiplier = shake multiplier * massMultiplier;



View PostThomas Dziegielewski, on 25 September 2013 - 12:00 PM, said:

Jump jetting will now have forward momentum.


Here's the link for the source.

Edited by Ghost Badger, 25 September 2013 - 12:05 PM.


#485 Frost Lord

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Posted 26 September 2013 - 08:33 PM

id like to see a game mode like Battle field where you fight in stages but rather then setting explosives you could have assets that could be captured and used by the attackers or simply shot up to proceed to the next stage. id also like to see them make several variations of the maps they have with some simple but tactic affecting changes plus each side could have 3 or so spawn points so it isnt clear what way they would be approaching from.

#486 Zyllos

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Posted 27 September 2013 - 05:23 AM

View PostSyllogy, on 08 March 2013 - 08:38 AM, said:

Content:
  • Game Mode that allows Respawns

You might want to modify this after AtD 47:

Quote

Answer from Paul: We are actively investigating various iterations of Attack and Defend. One team defends an objective while the other tries to conquer it. This is meant to help promote the feel of planetary conquest in Community Warfare.

Another “mode” per se that we’ve been looking at is the ability to chain a series of matches together in a gauntlet style of gameplay. For example, and yes, this is an example and not a promise... imagine dropping into a best of 3 matches, match 1 is against Team A, match 2 is against Team B, match 3 is against Team C. You get repaired between matches but you do not win anything until you defeat Team C. Think planetary conquest on this one too.

Many of the modes you have suggested rely on a respawn system which is something we’re not truly supporting. You may have heard of DropShip mode where players will be able to take up to 4 Mechs into a match. This is something that is still on deck but will require a rather significant amount of resources on all three fronts of the game (gameplay, UI, backend Match Making) There is no ETA for this at the moment.

Edited by Zyllos, 27 September 2013 - 05:24 AM.


#487 Wieland

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Posted 28 September 2013 - 07:46 AM

Quote

Content:

Island City Map
Crimson Straights

Crimson Straights is the Island City map.

#488 CDLord HHGD

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Posted 28 September 2013 - 03:07 PM

Why are the Clans listed under concept stage? Shouldn't they be priority/damn near done??

#489 Farix

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Posted 28 September 2013 - 04:06 PM

View Postcdlord, on 28 September 2013 - 03:07 PM, said:

Why are the Clans listed under concept stage? Shouldn't they be priority/damn near done??

DirectX 11, UI 2.0, and Community Warfare are much higher priorities. On top of that, there are other things that are far more important, such as private matches, lobbies, tournament/league structure, revamped spectator mode, tutorials, etc. Although PGI does have a Timber Wolf that they are using to test concepts and balance relating to OmniMechs.

#490 Phoenix Branson

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Posted 29 September 2013 - 11:17 AM

Syllogy, you didn't mention one major aspect of the game which is under development. Sean Kolton from Clockwork Productions is working hard on the in-game music for MWO. Samples of his music are found here...

http://www.clockworkpro.com/samples/

#491 B E E L Z E B U B

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Posted 20 October 2013 - 06:44 AM

WHEN WILL WE GET NEW WEAPONS ?

i cant stress enough how important this is.

#492 Adridos

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Posted 20 October 2013 - 07:58 AM

View PostKarma Police, on 20 October 2013 - 06:44 AM, said:

WHEN WILL WE GET NEW WEAPONS ?

i cant stress enough how important this is.


When Clans arrive, most likely.

#493 Absurd

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Posted 21 October 2013 - 03:43 PM

Maybe list this preview of UI 2.0 and the new moonbase map (from minute 22:20 on) at the hot notes?

http://www.twitch.tv...man/b/472237522

edit: didnt see the other thread dedicated to this preview, now its on top of this subforum

Edited by Absurd, 22 October 2013 - 04:12 AM.


#494 Syllogy

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Posted 22 October 2013 - 06:40 AM

View PostAbsurd, on 21 October 2013 - 03:43 PM, said:

Maybe list this preview of UI 2.0 and the new moonbase map (from minute 22:20 on) at the hot notes?

http://www.twitch.tv...man/b/472237522

edit: didnt see the other thread dedicated to this preview, now its on top of this subforum


I'll take a look after I get off of work. Thanks!

#495 GeminiWolf

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Posted 23 October 2013 - 10:25 AM

This is great, I think all my suggestions are being worked on, thus I have no need to send a suggestion post. Great job guys, I love this game. I've been waiting on this since the early 2000's when I was beta testing a very similar game which they stopped working on.

#496 ChocolateBob

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Posted 23 October 2013 - 12:10 PM

Any word on November patching?

Sorry if this isn't the right place to post, just came here looking for information about next patch cycle.

Also wanted to ask if there has been any confirmation of U.I. 20 release time? Seems like a good question considering all the buzz after that U.I. 2.0 video from a few days ago.

#497 Merit Lef

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Posted 24 October 2013 - 10:47 AM

Thanks for keeping this cuurent.

#498 Bront

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Posted 24 October 2013 - 11:01 AM

Why is the Orion still listed as in development?

#499 Darth Futuza

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Posted 24 October 2013 - 02:41 PM

Typo in first post:

Quote

  • Trainng Ground (Different from Testing Ground)
Should be:
  • Training Ground (Different from Testing Ground)


#500 Velixo

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Posted 24 October 2013 - 02:49 PM

View PostSyllogy, on 08 March 2013 - 08:38 AM, said:

In Development:



Gameplay:
  • Replay Mode

In Concept Stage*:

  • Spectating Cameras and Replay Videos


Little miss there, I guess. Nonetheless, an unbelievably sweet post and huge props to keeping it updated. Thanks alot! ;) :P





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