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3Rd Person
#1441
Posted 28 April 2013 - 04:46 PM
Or. How about a simple screen in lower side corner of cockpit that has an image of your mech from directly above with its orientation, toros and arm "twist" up against terrain within 25 meters. It would help to orient a new player but wouldnt give away positions or allow additional sightlines
#1442
Posted 29 April 2013 - 08:23 AM
"Virtual worlds are becoming diluted with poor design decisions that can’t be undone, purely because of their reliance on a newbie stream. We’re getting de-evolution, driven by newbie power; it’s survival of the not-quite-fittest.
The market for regular computer games is driven by the hard core. The hard core finishes product faster than newbies and therefore buys new product faster than newbies. The hard core understands design implications better than newbies. They won’t buy a game with features they can see are poor; they select games with good design genes. In virtual worlds, the hard core either wanders aimlessly, trying to recapture their first virtual world experience, or they never left that virtual world in the first place. Furthermore, the hard core spends the same amount of money on subscriptions as anyone else. Unlike with regular computer games, a virtual world developer won’t be rewarded for making product that appeals to the hard core. In the days of hourly charging it would have done, but from a flat-rate monthly subscription it doesn’t."
By Dr. Richard Bartle
You're doing it wrong PGI and you will pay the consequences for not listening to the hardcores and going on this power trip you're at.
http://www.mud.co.uk...therPlayers.pdf
Edited by Draco Harkins, 29 April 2013 - 08:52 AM.
#1443
Posted 29 April 2013 - 04:24 PM
#1444
Posted 29 April 2013 - 05:15 PM
Terran123rd, on 29 April 2013 - 04:24 PM, said:
What about when youre reading Bryan?
https://twitter.com/bryanekman
Quote
#1445
Posted 29 April 2013 - 07:04 PM
But thanks for the twitter link.
Edited by Terran123rd, 29 April 2013 - 07:05 PM.
#1446
Posted 29 April 2013 - 09:36 PM
Terran123rd, on 29 April 2013 - 07:04 PM, said:
But thanks for the twitter link.
lol so no matter what anyone says you dont believe it O.o
interesting perspective
#1447
Posted 30 April 2013 - 04:02 AM
Draco Harkins, on 29 April 2013 - 08:23 AM, said:
"Virtual worlds are becoming diluted with poor design decisions that can’t be undone, purely because of their reliance on a newbie stream. We’re getting de-evolution, driven by newbie power; it’s survival of the not-quite-fittest.
The market for regular computer games is driven by the hard core. The hard core finishes product faster than newbies and therefore buys new product faster than newbies. The hard core understands design implications better than newbies. They won’t buy a game with features they can see are poor; they select games with good design genes. In virtual worlds, the hard core either wanders aimlessly, trying to recapture their first virtual world experience, or they never left that virtual world in the first place. Furthermore, the hard core spends the same amount of money on subscriptions as anyone else. Unlike with regular computer games, a virtual world developer won’t be rewarded for making product that appeals to the hard core. In the days of hourly charging it would have done, but from a flat-rate monthly subscription it doesn’t."
By Dr. Richard Bartle
You're doing it wrong PGI and you will pay the consequences for not listening to the hardcores and going on this power trip you're at.
http://www.mud.co.uk...therPlayers.pdf
Heh, good read that. I really liked this bit personally:
THE NEWBIE INDUCTION
We now have four points that can be brought
together to discover what’s going on here:
1. Virtual worlds need a stream of newbies to
stay viable.
2. Newbies won’t play a virtual world that
has a major feature they don’t like.
3. Players judge all virtual worlds as a
reflection of the one they first got into.
4. Many players will think some poor design
choices are good.
We can now construct a line of reasoning that
explains why virtual worlds repeat the mistakes
of the past.
Under point #4, players will eventually quit a
virtual world that has poor features. Under
point #3, however, they won’t necessarily
recognize that the feature which caused them
to leave was indeed poor. Under point #2,
they won’t play those virtual worlds that lack
this feature. Under point #1, those virtual
worlds that do lack the feature – that is,
those
with the better design
– will be avoided. Any
absolute newbies, for whom this is their first
virtual world, will be educated to believe that
this is how things are meant to be, thus
starting the whole cycle again.
My first Virtual world was EVE online, so I guess I'm SOL.
#1448
Posted 30 April 2013 - 05:42 AM
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/sad.png)
#1449
Posted 30 April 2013 - 06:37 AM
Mechwarrior Buddah, on 29 April 2013 - 09:36 PM, said:
interesting perspective
Less that I don't believe anything and more that I know that what a dev said one day may not be true the next, for myriad reasons. Even more so when when said devs are in the middle of developing said game in the first place.
For instance, I like the fact that third person is in, but I know that at any moment that can change. Such is the reality of game development.
#1450
Posted 30 April 2013 - 11:50 AM
#1451
Posted 30 April 2013 - 01:20 PM
#1452
Posted 30 April 2013 - 01:23 PM
The vast over whelming majority of your player base has said "no" to this several time yet you clam that this "other" player base that never posts here or your FB page or your Twitter counts needs 3dr person view.
So my question is if they don't post as "you" clam how do you know that? Are you guys now mind readers or something? I mean really, if they never post how or where are you getting this from?
Also, about this "other group" of players if they indeed cared so much about the success of this game then why can they not even bother to post their concerns anywhere?
To me it sounds like you guys are betting on the wrong group of players to make your game success. We the players who do post and do care about the game and form the core of this game are the ones you should be concerned about since it is us who will make or break this game...........
#1453
Posted 30 April 2013 - 02:38 PM
iHover, on 30 April 2013 - 11:50 AM, said:
They do not want guilds.
They want the people who play Farmville 2. If they can get them in this will have been a success as far as they are concerned.
#1454
Posted 30 April 2013 - 09:14 PM
coolcook007, on 30 April 2013 - 05:42 AM, said:
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/sad.png)
Bryan Ekman, on 21 March 2013 - 03:58 PM, said:
This thread is not about whether or not 3rd person should it exist. Rather, we want your feedback on how it should be implemented. Understand we're not debating the merits of having 3rd person or not.
fourth post in the thread. does noone read anything but the OP?
also; https://twitter.com/bryanekman
Quote
Testing the new UAV consumable. Very cool! Even uses the original 2009 video model!
Edited by Mechwarrior Buddah, 30 April 2013 - 09:17 PM.
#1456
Posted 30 April 2013 - 09:58 PM
Mechwarrior Buddah, on 30 April 2013 - 09:18 PM, said:
That's not a very good analogy for this, as the bird gets cooked and eaten in the end.
Although I find it odd that no-one makes sure the bird in the hand is dead first, then goes after the ones in the bush.
#1457
Posted 30 April 2013 - 10:18 PM
An MMO, especially an F2P one, as much as it's fans may wish it to do so, cannot subsist on just a core group of dedicated fans, let alone do important things like pay its devs' bills. EVE, WoW, WoT, Vendetta Online, they all succeed because they continually work to bring in new players, even if doing so isn't especially appreciated by those they already have.
Basically, as much as it ticks you off, the devs can't afford to NOT take the chance of ticking you off if ticking you off brings in more players. It's not that we don't matter, just that we, the current players, are just one variable in the equation. If our wishes conflict with the potential growth of the game, well.......prepare to get pissed off.
#1458
Posted 30 April 2013 - 10:49 PM
Terran123rd, on 30 April 2013 - 10:18 PM, said:
An MMO, especially an F2P one, as much as it's fans may wish it to do so, cannot subsist on just a core group of dedicated fans, let alone do important things like pay its devs' bills. EVE, WoW, WoT, Vendetta Online, they all succeed because they continually work to bring in new players, even if doing so isn't especially appreciated by those they already have.
Basically, as much as it ticks you off, the devs can't afford to NOT take the chance of ticking you off if ticking you off brings in more players. It's not that we don't matter, just that we, the current players, are just one variable in the equation. If our wishes conflict with the potential growth of the game, well.......prepare to get pissed off.
Right, screw the players you have now; drive them all off in hopes more will flock here.
Worked well for STO when they tried that didnt it?
er....
#1459
Posted 01 May 2013 - 12:14 AM
#1460
Posted 01 May 2013 - 12:32 AM
Terran123rd, on 01 May 2013 - 12:14 AM, said:
lol who was the guy who killed SWG with that exact idea again?
Ah there it is;
Gregory Owen, on 30 April 2013 - 09:36 AM, said:
there is a name for this, it's called pulling a "Smedley"
John Smedley was head developer on Star was galaxies, he made drastic changes to the game and refused to revert them, he refused to listen to the million+ strong community and continued down the road of his "Vision" which led to it's demise.
https://www.google.c...iw=1280&bih=591
this is exactly what is happening with MWO, they are so confident what they are doing is correct, they will ignore the players and continue down this slope till it self-destructs.
if they want the game to be a success, they need to drop the ego's now, come talk with us,and quit dismissing us forum users as the minority.
Edited by Mechwarrior Buddah, 01 May 2013 - 12:38 AM.
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