However, as so much time as passed, I've witnessed the slowest production crawl I've ever seen. I even entertained the possibility that the reason for the slowed production crawl was because of secret work being dedicated to the clan invasion, which would suddenly be unleashed on the playerbase. Like it would have been an ace up their sleeve that would have made us all go "OH! So THAT'S what you all have been working on all this time. Well played!"
But alas, even that hope was dashed with the recent confirmation that clans won't be coming until August or so. Sigh...
So to prevent this post from being entirely negative, what has MWO gotten right?
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- The combat does indeed feel like MechWarrior.
Slow paced, methodical combat is there in all its glory.
- Great balance and variety!
I know a lot of people deny this, but considering that every weight class is viable in this game says a lot. I think it says even more considering all the oh so "clever" quips that people rename MechWarrior Online to (ex: AtlasWarrior Online, RavenWarrior Online, ECMWarrior Online, AC20Warrior Online, GaussWarrior Online, PPCWarrior Online, MinmaxWarrior Online, SpreadsheetWarrior Online, SRMWarrior Online, LRMWarrior Online, AlphaWarrior Online, PoptartWarrior Online, etc). Lack of originality in those names aside, to have such a variety of everything considered OP refutes the very point those quips try to make.
- The MechLab is awesome.
I'll spend most of my time in the MechLab alone, tweaking builds, experimenting with new ones, etc. It's not as dumbed down as MW4, and it's not as ridiculously unlimited as MW3.
Things I expected from MWO and will likely never get:
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- PvE along with PvP.
Expanding on that with the next point...
- Actual missions.
Ex: Destroy a base. You and your team can either: launch a full out assault, or soften them up before moving in by sabotaging the defense grid with a small lance of stealthy light Mechs, destroying an enemy supply convoy to limit their battlefield effectiveness, or both.
Perhaps your team can make a mini campaign out of it and are allotted some mobile field bases to rearm and repair with between each mission. Pack enough ammo or replacement parts and weapons (for those that get blown off or destroyed) to get you through the long haul, because if your team is beat to hell by the final mission without enough supplies to complete the campaign, you'll have to cut your losses and abort.
Naturally, this would require NPCs as well, all land, air, and sea (though according to the unofficial upcoming content thread, there will eventually be NPCs) that will factor into these missions.
- Destructible environments that would dynamically change the flow of battle.
Remember what we saw in the MechWarrior 5 trailer? That.
- Dozens and dozens of maps, one for each playable world in a persistent galaxy.
Seriously, when CW comes out, how are we expected to be immersed into a galaxy with only 8 or so repeating landscapes to represent the entire galaxy?
- Small touches of immersion everywhere
Such as walking around your Mechbay, dropship, or small live-in quarters in your cockpit, experiencing an actual drop instead of just spawning on the map, having the first person perspective actually jerk back and forth when accelerating or decelerating, ejecting upon your Mech being destroyed, etc.
- Locales to explore outside your Mech.
Want a Dragon? I hear you can buy them over at the planet Pinnacle. Go jump there, buy the Mech and equipment you want, maybe even stop by the bar and see what the latest news, rumors, and holovids are.
Basically, I suppose I actually expected this game to sort of be like a MechWarrior MMO in a way, instead of a bare-bones arena game. Don't get me wrong, it's still a fun arena game, and I will continue playing it, but it's not the definitive MechWarrior experience I was hoping for.
I wish this game could have those things, but development is moving at such a snail's pace, that I realize that it's simply too much to ask of PGI to implement them. Do they really not make enough money from this game to hire more and more developers to make this stuff happen and add more content? I mean, I don't know anything about their finances, but I'm guessing they should make enough for a great deal of growth. I've seen the same "we're hiring" banner at the bottom of this site for ages now, but I have to ask: are they really hiring? I have a hard time believing there's no one who can fill the positions they're hiring for.
Look at Star Citizen by contrast. It's also being crowdfunded, uses cryengine 3, and it appears like it will have a vastly more immersive universe than MWO will ever have. Why is there such a disparity between these two games?
As much as I love this game, there is one key thing that I think is sorely lacking from it: ambition. I wish PGI was aiming for the stars with this one, expanding its team and scope to make an ultimate MechWarrior universe. I've come to accept that it will never be everything I had hoped for, but I am still happy enough with the game.
Edited by Suprentus, 03 April 2013 - 01:00 PM.