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Calm Down, Mechwarror Is Not A Simulator (Thankfully)


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#61 MWHawke

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Posted 24 March 2013 - 01:29 AM

View PostMechwarrior Buddah, on 24 March 2013 - 01:24 AM, said:


but YET again, that only assumes that a few months down the road they dont then go "that was our position at the time" like theyre doing NOW with including 3rd pov in the game at all. Oh and the coolant issue



what happened to simcity?
I cant stand those games but I have two friends that bought it and I havent heard anything from them about it being garbage


Not to mention the over-reaction you see in their patches :(

#62 Mechwarrior Buddah

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Posted 24 March 2013 - 01:29 AM

View PostThirdstar, on 24 March 2013 - 01:27 AM, said:



Quote

I’m not going to spend a great deal of time talking about the villainy here because I’d be repeating what others have said already


doesnt exactly help if I havent read what was said already lol

#63 Kvalheim

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Posted 24 March 2013 - 01:30 AM

View PostThirdstar, on 24 March 2013 - 01:21 AM, said:


Why? Cynicism is the correct response to vast majority of gaming, specially considering current events such as the Mass Effect 3 brouhaha, the Aliens: Colonial Marines flop and the Simcity disaster among many many other examples.

Why do you think people are flocking to Kickstarter and Indie games?


A little cynicism is healthy, but on a lot of F2P games it turns into a depressing bandwagon of hate where every thread becomes about how X is going to kill the game. And it never does.

#64 Thirdstar

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Posted 24 March 2013 - 01:33 AM

View PostMechwarrior Buddah, on 24 March 2013 - 01:29 AM, said:

doesnt exactly help if I havent read what was said already lol


Summary: EA makes Simcity online ONLY. Then flubs the launch. Players unable to play, losing progress etc etc.

EA also state that the game cannot be played offline, because reasons. Players proceed to put up youtube videos of game being played offline through mods. EA shifts into damage control mode, continue stating that online features are crucial to play and cannot be removed. Even BBC calls them liars.

Addendum: During development EA and Maxis both state that Simcity will have a single-player offline mode. Months before release they change their tune that they meant to make the game online only from the start, because social features (read DRM).

Remind you of something?

Edited by Thirdstar, 24 March 2013 - 01:36 AM.


#65 Mechwarrior Buddah

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Posted 24 March 2013 - 01:35 AM

View PostThirdstar, on 24 March 2013 - 01:33 AM, said:


Summary: EA makes Simcity online ONLY. Then flubs the launch. Players unable to play, losing progress etc etc.

EA also state that the game cannot be played offline, because reasons. Players proceed to put up youtube videos of game being played offline through mods. EA shifts into damage control mode, continue stating that online features are crucial to play and cannot be removed. Even BBC calls them liars.


need to get the bbc on this game then they wanna see lying and spin lol
"first person is a core pillar of the game design"
"that was our position at the time"

#66 Cpt Beefheart

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Posted 24 March 2013 - 01:36 AM

View PostMechwarrior Buddah, on 23 March 2013 - 09:39 PM, said:

so thr OP is saying PGI utterly failed in their attempt, as they were looking to make a simulation lol


No. I'm saying that they're not trying to make a simulation at all, nor should they.

#67 Kvalheim

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Posted 24 March 2013 - 01:37 AM

I think you guys are being a little bit melodramatic comparing a VIEW MODE to the BS that happened with SImcity and EA in general

#68 Mechwarrior Buddah

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Posted 24 March 2013 - 01:49 AM

View PostThirdstar, on 24 March 2013 - 01:27 AM, said:


The story even made it to mainstream news like BBC and CNN.


Not in britan and I dont watch CNN lol

View PostCpt Beefheart, on 24 March 2013 - 01:36 AM, said:

No. I'm saying that they're not trying to make a simulation at all, nor should they.


odd given they SAY theyre making a mech simulator or thats what they keep SAYING theyre making



Quote

MechWarrior Online

A tactical BattleMech simulation set in 3049 AD.

Quote



Matthew: I think it's always been the case that MechWarrior isn't your standard FPS. It's always been more simulation than twitch which I personally feel helps it to stand apart from the regular FPS crowd.

Quote



ZAM: Artistic consistency is always an important factor in any creative project; what sort of core theme are you pursuing with MechWarrior Online's art direction?
Dennis: At the core, reality is the theme. MechWarrior is not only an FPS (First Person Shooter) but a simulator (to a degree), and I believe the success of a simulator is how closely it emulates what it's simulating. The sense of immersion must be as visceral as possible. I believe that, although the design is in the details, the truth is in the candor; like anything of substance, without a solid foundation, it won't stand on its own. The worlds are built holistically, never systematically; they must exist as a whole rather than the sum of their parts, and the 'Mechs must exist in them seamlessly. This is not to say there isn't a certain style involved; it's just that it leans in the direction of realism.


stuff like that was the first I read about the game

Edited by Mechwarrior Buddah, 24 March 2013 - 01:57 AM.


#69 F lan Ker

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Posted 24 March 2013 - 02:10 AM

S!

Well even MWO is not a full blown simulator it still could have some features made more sim like than now. For example the screens in the cockpits could actually show data instead of No Signal, more Newtonian physics so your Mech could possibly trip if cornering too fast on a slope or slippery surface etc. You would really need to think more than just slam 100% throttle and spin around like a whirlwind.

People seem to confuse strategy and tactics a lot. MWO is a tactical shooter, not a strategic one. Tactics are involved in the combat we have, strategy is the big picture going on. Sorry for the poor description, but pretty reasonable one. So MWO is basically a tactical 1st person shooter with simulator flavors here and there.

Saying simulators are boring, well if you sit watching screen in FSX while flying from NYC to Hawaii..then I agree completely. Flying the A-10C or F-16, not to mention the WW2 warbirds, is totally another matter and far from boring. If it was then would not been playing them since 1997 online :(

MWO could have more simulator, but how to implement those features that add to the game instead of detracting, is an another issue.

#70 Zolaz

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Posted 24 March 2013 - 02:12 AM

MWO could use some more sim elements in the game.

#71 smokefield

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Posted 24 March 2013 - 02:30 AM

no one is his mind will call mw series a simulator..because they are a thing of SF for now...but thankfully they are not just a fps or arcade game, otherwise i would be gone from here fast. I look atthem as a semi-sim and the more we make them be like a sim the better.

#72 xhrit

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Posted 24 March 2013 - 02:59 AM

View PostInconspicuous, on 22 March 2013 - 11:31 PM, said:

MMOs are time wasting grind fests...


That is not true. One of my favorite MMOs (Subspace/ Continuum) has absolutely no grind whatsoever, and one of my favorite single player games (Disgaea) has the worst grind I have ever seen.

Edited by xhrit, 24 March 2013 - 03:00 AM.


#73 Thirdstar

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Posted 24 March 2013 - 03:17 AM

View Postxhrit, on 24 March 2013 - 02:59 AM, said:


That is not true. One of my favorite MMOs (Subspace/ Continuum) has absolutely no grind whatsoever, and one of my favorite single player games (Disgaea) has the worst grind I have ever seen.


Had to chime in. 90% of the grind in Disgaea is optional to be fair.

#74 xhrit

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Posted 24 March 2013 - 03:29 AM

View PostThirdstar, on 24 March 2013 - 03:17 AM, said:


Had to chime in. 90% of the grind in Disgaea is optional to be fair.


True, but the other 10% is not, and it is pretty bad. In order to beat the end boss and finish the story you have to replay story missions to level up, or go to the item world, which is a randomly generated grindfest.

And you can sorta grind in subspace, by ignoring the objectives and just farming greens (powerups). You just lose all your powerups when you die or log out, so there is not much point in farming once you get multishot, and multishot is a fairly common powerup so you really only need to grab the first 3 or 4 greens you see and you are ready to jump into pvp.

Note that grinding is not a bad thing. I like grinding. There does not even have to be any sort of reward, just killing stuff over and over again for hours and hours. That is what I do in PvP. That is what pvp is - mindlessly killing stuff over and over again for hours and hours. PvP is nothing but a pointless waste of time grindfest.

But omg, it is such a rush.

Edited by xhrit, 24 March 2013 - 03:37 AM.


#75 Thirdstar

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Posted 24 March 2013 - 03:48 AM

View Postxhrit, on 24 March 2013 - 03:29 AM, said:

Note that grinding is not a bad thing. I like grinding. There does not even have to be any sort of reward, just killing stuff over and over again for hours and hours. That is what I do in PvP. That is what pvp is - mindlessly killing stuff over and over again for hours and hours. PvP is nothing but a pointless waste of time grindfest.

But omg, it is such a rush.


A lot of games have 'some' sort of grind. The best games camouflage the grind in interesting ways.

The worst don't even hide that they're, well this.
http://en.wikipedia....tioning_chamber

#76 Grayseven

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Posted 24 March 2013 - 04:38 AM

You can't really simulate that which is not real so in technical terms MWO isn't a simulator...

However, the game has certain things that currently rely on the fact that the player "pilots" his or her mech from the cockpit.

Allowing a 3rd person that negates these effects creates a play style that (unless designed properly) will give undue advantage over 1st person pilots.

If 3rd person is designed with those effects in mind, the community that is railing for 3rd person will not be satisfied.

According to a Dev, the reason for 3rd person has much to do about new players being "confused" about things like torso to legs and the like and want to implement 3rd person to help as a training tool. I see this as nothing more than an excuse since the best way to train someone is to provide adequate training tools in game that will explain all of the systems instead of implementing a crutch that, once relied upon, will be impossible for certain players to give up.

MWO plays as a FPS simulating a pilot in a Battlemech. It is as close to a Battlemech simulator as anyone will see in the immediate future.

#77 Joseph Mallan

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Posted 24 March 2013 - 04:46 AM

I just want this game to feel like I am a MechWarrior. Now if that is done through being a sim, MMO or what ever other acronym we can create I don't care. So long as it feels like I am a MechWarrior when its done.

#78 Karl Split

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Posted 24 March 2013 - 04:52 AM

Your entitled to your opinion op, and im entitiled to mine. 3rd person can go to hell, what this game needs to bring in new players is a proper training ground with npc's the newbies can shoot at and learn how to pilot their mech around. That and integrated comms so they can communicate and do team work.

What us old farts want is CW so we have a reason to fight. RHOD and CW Proxis Planetary are good aye, but having to take an hour to get the correct match is a pain as we dont have a way to do private fights.

#79 Nonsense

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Posted 24 March 2013 - 06:07 AM

View PostCpt Beefheart, on 22 March 2013 - 11:12 PM, said:

In amongst this whole "derp derp derp, I don't want 3rd person herp derp" thing has come the disposition that the MWO is a simulator (I don't want to use 3rd person either, but I'll get to that later). Please kids, calm down, the Mechwarrior series are not simulators in the pure sense of the word, and I for one am thankful they are not.

Here's some features that simulators have, and how MWO and other games in the MW series compare.


Functional cockpits and micromanagement

So far, MWO has shown intention of displaying readouts on LCD screens in cockpits. However in simulators this is the primary feature of the game, and you spend more time looking at instruments than you do looking at your HUD, especially outside of combat. This is because, IRL, when piloting/driving a piece of machinery it is physically impossible to display every important piece of information, in its finer points, on a HUD, and it's more sensible to put detailed readouts (which you need when operating complex machines) on an instrument panel rather than cluttering the pilot's line of sight.

This also means micromanagement. In flight simulators this is air:fuel ratios, voltage, radar management, scopes, bomb/rocket timing, laser targeting and so on, which MW games do-not feature. IRL, it's feasible that a big stompy robot would still need a great deal of its human "brain" to manage such systems rather than leaving it to an AI which is likely to get damaged in combat.

If MWO was a simulator, you'll be spending more time looking away from the action, clicking on a control panel and pressing hot keys than you would be going *pew pew pew*.

Realistic weapon function and ammo storage

In the Battletech books and the TV series it's stated over and over again that LRMs and sSRMs are heat guided. Heat seeking missles require line of sight to function (infared doesn't necessarily travel through walls ect) and most also do-not have a "lock on" feature that specifies what target they home onto. Rather, they fly toward the closest hot object within their line of sight. Ones that do lock on are not as popular or functional as laser or radar guided missles for air combat, or as quick and easy as "fire and forget" missles for ground combat. Guided missiles in MWO act more like radar guided missiles in that they recuire a radar lock to function. Radar lock requires the pilot to specify which target the missile is to fly toward via a control panel. Even with an AI, there are many many things that show up on a radar, especially one scanning ground objects and it wouldn't be sensible to rely on a computer to identify friend from foe and lock on automatically. Even in the future, relying purely on an AI to make this distinction when it could be damaged in combat it's more likely there would be more pilot input to missle lock than there is in MWO. This is especcially when battlemechs still require a neurohelmet to determine balance due to limited AI, and the nurohelmet has nothing to do with targeting. I can't see A1 fans enjoying themselves constantly having to look at a radar scope to achieve a lock as they would if this were a simulation.

In terms of interface, modern missiles don't feature a fancy graphic to display a lock. They are simple so as to not distract the operator (yeah, the military industrial complex is weird like that) and it's not likely that even an advanced weapons platform from the future would see fancy graphics as much of an improvement. Boxes that interpret radar readings onto a HUD (target boxes) do not chance size IRL so they can be easily identified by the pilot. Milliseconds count in combat, and it's more sensible to have a box that is the same size every time no matter the distance to the target so the pilot doesn't have to scan for a tiny little box representing an enemy in the distance. MWO's target boxes change in size depending on the distance to the target, and it's not exactly an improvement to the modern system which has simple displays for a reason.

Furthermore, most missiles do-not cause "splash damage" and the force of impact is forward of the missile. The fireball from a missile impact is excess fuel burning and is about as harmful to the target as flame from a matchstick.

What also makes the MW series completely unrealistic is the fact you can store hunking great big shells of ammunition in the legs of your mech, and it's somehow able to navigate its way through all the moving parts of the legs, hips, engine and shoulders into a cannon located in the arms without the mech having to stop moving to avoid a jam and without having to add extra parts.

Newtonian physics, ballistics and weather

Simulation games pride themselves on their engines being based almost completely on Newton's laws and the effects of weather. For example, if you were driving a high speed tank and fire a shell with the turret at 90 degrees, the shell would travel along with the tank as well as outward from it, in a slight curve. Wind would also affect the projectile no matter how heavy it is. Ballistics weapons in MWO do not do this and travel more in a straight line if they're fired while moving than they do a curve.

Another example of MWO not being true to physics is that 90 tonnes of steel is able to travel at 100+ kmh and come to a complete stop without the weight of its torso causing it to topple over. If MWO was a true simulator maneuvering your giant robot of death would be far more difficult than it already is, and the models wouldn't look nearly as nice as designs would have to be altered to make them more stable in a real world environment.

Weather would also affect the maneuverability of your mech. For example, in the Frozen City, your giant Atlas would be swaying side to side in a blizzard, making it not only hard to walk in a straight line, but also making it harder to keep your targeting sight steady as your mech is blown about. Also, in a similar scenario to the "90 tonnes moving at 100+ kph" mentioned before, a Dragon (for example) which is capable of moving at these speeds with the right engine would find itself skating across the ice and tripping over in the snow, making it not much fun at all.

Realistic damage

So far the only "realistic damage" that occurs in MWO is that your mech loses limbs and weapons. Hits to the engine do not affect the mech's performance and hits to the head do not affect your computer, radar or any componants in that area. Both (true) flight simulators and driving simulators feature damage that affect the performance of your machine. Damage to the front and center of your jet fighter, for example, result in computer components shutting down, loss of radar, instrument malfunctions and so on. Hits to the wings cause fuel fires and loss of control surfaces. Logically, "legging" a mech would not only cause it to move slower and limp along, but will also cause it to become unstable and sway as the gyro and AI compensates for the loss of strengh in the affected leg.

So far, there has been intention to have this sort of damage, but in my mind at least, this is where the "simulation" aspect begins and ends for MWO.

If MWO was a true simulator, with real world aspects taken into account, you might be spending hours, if not days, waiting for your mech to be repaired for the next battle. How about realistic death? Eve online (although not a true simulator) features Pod death which can be disasterously frustrating for the victim. Of course, there's no clones per-se in the BT universe (except for the Clans), so the logical conclusion for an IS pilot not ejecting in time before his battlemech is reduced to a pile of bubbling iron-oxide is the account is locked and he has to start again from scratch.

Input from experts

Yes, this game has been given the blessing of Jordan Weisman and the Devs were/have been working in collaberation with him on how the rules and concepts of MWO work. However, simulation games spend a great deal of time working with real life experts on how machines function and what it's like to operate them. Logically, the people PGI should be also colaborating with to create a simulation of giant combat robots are tank crews, fighter pilots and the guys from DARPA. To my knowledge, there is not a single person assisting the development of the game who has ever operated a tank, flown a fighter jet or designed a combat robot.

Furthermore, simulators are often intended and used as training software for drivers and pilots. Even EA's F1 simulator is used by F1 drivers at home in the off season to keep their skills sharp while their car is being built/tuned. Lockon: Modern Air Combat is a famous simulator which was designed with members of the Russian military and also later used by the Russians in their own simulators.

Bottom line

Let's look at some actual simulators out there. No, I'm not talking X-Wing, Ace Combat and so on. They are pure fantasy arcade style games. What I'm talking about is the *real* simulators which feature every aspect of the "real thing" which includes the bordom of starting up the machine, navigating it to where it needs to go, firing a few shots before turning around and going home, as well as the stress/terror of micromanaging everything you're doing while trying to kill someone who is trying to kill you. Games like Lockon, Orbiter and Silent Service... three of the most drab and boring games out there.
As WWII pilots said "flying a fighter is hours of bordom mixed with seconds of horror" and simulators are exactly that - Simulators are boring and frustrating with steep learning curves and hours of tutorials before playing missions where you navigate somewhere doing nothing before being killed in a few seconds.

Thank f%$k the MWO is not a simulator. It would not be nearly as fun as it is now, and people would drop it in a matter of minutes in frustration. If anything, MWO is, in my opinion, an FPS that feels like a simulator even though it isn't one in the true sense. But it is this that makes me love the game. I like the degree of immersion that occurs when your view is limited to that of your cockpit. I like not being able to see around corners, and the ability to hide behind smoke and behind buildings knowing that while I might know where the enemy is, they can't see me, I can't see them and either of us could move at any second. It's the thinking ahead and planning, the flowing and change of tactics that, win or lose, is where the fun lies for me and I pity anyone who wants to play in 3rd person as they'll never get this experience.


~~~~~ TLDR ~~~~~

Call MWO for what it is: it's an FPS, it's an MMO, it's a build/customisation game, it's a team game and this is where the fun and challenge is. But please don't call it a simulator. Simulators are cr4p boring frustratingly difficult games.


I'm going to quote the entire thing because It's fun to repeat your giant blocks of text. Just because you typed a decently written (but incorrect) wall of text doesn't mean you're entitled to call everyone else's short comments about 3rd person "herp derp". Your post contains more herpderp than all of that combined.

The point of not wanting 3rd person has NOTHING WHATSOEVER with wanting MWO to be a "simulator"...it's about the fact that 3rd person breaks the game in that 3rd person implemented in the wrong way makes 3PV vastly superior to FPV for gameplay. Meaning, why bother designing all these unique cockpits? Why bother with the startup sequence? It's the same as the heat vision modes...why bother making all these pretty mechs if you're going to make a chiefly blue colored view the best way to spot enemies? It shows the developers are possibly confused about what kind of game they're making.

But really, the fact that you think MWO is an MMO shows that you have no idea what you're talking about. There's nothing "massive" about MWO's multiplayer.

But, just as you can bend the definition for MMO, MWO can bend the definition of simulator. /thread

#80 Forestal

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Posted 24 March 2013 - 06:29 AM

View PostGrayseven, on 24 March 2013 - 04:38 AM, said:

You can't really simulate that which is not real so in technical terms MWO isn't a simulator...

Err, I'm sure they simulated the Mars Rover landing thousands of times before it ever happened... and there are actually simulations of the Earth-centric as well Sun-centric models of the universe (it's also HOW we know that they aren't real, cos they keep contradicting other observed phenomenon).

But go on, let me see how many thousand other ways you guys with "sim-phobia" can play with the same words/concepts, and get them wrong-- just so you don't have to face your fears... :(

Edited by Forestal, 24 March 2013 - 06:38 AM.






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