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Game Form Lacks Imagination
#1
Posted 13 April 2013 - 09:36 AM
I have read posts and I have written suggestions to there being a base you destroy etc. First most of the previous games had scenarios like this. It rewards victory with carnage. But most of all it makes you feel immersed in that your goal was to destroy this base. The current base with glowing lines reminds me more of soccer than war. Not saying it is not effective for ending games, it just leaves you going bleh I won, Not YEAH I'm blowing up fuel tanks!
My recent rants on the forum were criticized and I was banned for redundant threads. The fact is there is a large picture that this Company is missing. I may have been somewhat redundant but I am trying to awaken the makers and players of this game to a big picture they are missing. Mechwarrior could take a large market share of gamers like it did in the 90's but it has to be different and provide some new experience you cannot get with other games. But before we can work on that, it just has to work.
#2
Posted 13 April 2013 - 09:38 AM
#3
Posted 13 April 2013 - 09:41 AM
But this is what we get when designers have the follower and not the leader mentality.
#4
Posted 13 April 2013 - 09:43 AM
I know this is not the game being made. I understand that the game engine cannot handle this type of an MMO. Still they took our money and put it into tactics right. I say they start developing something more like planetside for Mechs.
The current game as I see it works for the gladiator scenarios where people fight to fight. quick drops we fight for a goal post. But for a greater experience our fighting needs to be for a bigger thing. And nothing would be bigger than if our battles actually were deciding an economic fate of a 2nd game essentially.
I pray CW does something like this, or just something awesome in its own right. If it ends up just being a multiplyer for pay and experience then it will be the death of this game.
#5
Posted 13 April 2013 - 03:54 PM
- City/Factory/Base defense/attack
- VIP protection (NPC)
- HQ (with turrets and other defenses) one side attacks and the other defends
#6
Posted 13 April 2013 - 04:04 PM
FarEYE, on 13 April 2013 - 09:36 AM, said:
I have read posts and I have written suggestions to there being a base you destroy etc. First most of the previous games had scenarios like this. It rewards victory with carnage. But most of all it makes you feel immersed in that your goal was to destroy this base. The current base with glowing lines reminds me more of soccer than war. Not saying it is not effective for ending games, it just leaves you going bleh I won, Not YEAH I'm blowing up fuel tanks!
My recent rants on the forum were criticized and I was banned for redundant threads. The fact is there is a large picture that this Company is missing. I may have been somewhat redundant but I am trying to awaken the makers and players of this game to a big picture they are missing. Mechwarrior could take a large market share of gamers like it did in the 90's but it has to be different and provide some new experience you cannot get with other games. But before we can work on that, it just has to work.
You're forgeting that these game modes are supposed to feed into their vision of a bigger picture...called community warfare. Now I'm not apologizing for PGI's pace of release here, but I feel that they are reluctant to worry about match modes because they're end game is the focus.
That's certainly my hope at any rate. KotH, asymetric modes, a drop-ship mode (limited respawn essentially) and others probably wouldn't be that challenging for them to introduce in the long haul, but focusing on said items is taking a back seat to their goals for release in Sept-ish.
Let's hope at any rate.
#7
Posted 13 April 2013 - 04:19 PM
I would also like to see more dynamic missions and different mission types. A example of it works well in other F2P games is warfame. Even though the instances are similar, because of the dynamic and varied missions it can have much more depth compared to MWO missions. I would like to see MWO succeed well and am excited for the coming content. including the CW content, but just hope that the developers know missions that will just always be capture the points or team deathmatch make the depth of the missions in MWO shallow.
Edited by zolop, 13 April 2013 - 04:29 PM.
#8
Posted 13 April 2013 - 04:27 PM
#9
Posted 13 April 2013 - 04:43 PM
i can accept that Conquest mode has bases but base capping in Assault mode is unacceptable. assault mode is supposed to be about "A S S A U L T", its supposed to be filled with action packed destruction and explosion. there should be a large base that we can destroy in order to meet victory condition. the base is also defended by a large force of NPC tanks, soldiers, aerospace units etc).
i just dont get how every game mode is about capturing a mining rig or whatever that thing is. i mean... why MINING RIG???
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TLDR: Assault mode needs a proper base, not a capturable mining rig that looks exactly the same on every map and every game mode. Stop copy pasting those mining rigs ffs.
#10
Posted 13 April 2013 - 04:56 PM
http://mwomercs.com/...-mwo-onslaught/
Check it our!
#11
Posted 13 April 2013 - 05:27 PM
#12
Posted 13 April 2013 - 05:45 PM
It would make for some pretty suspenseful matches, imho.
#13
Posted 13 April 2013 - 06:00 PM
#14
Posted 13 April 2013 - 06:04 PM
#15
Posted 13 April 2013 - 06:11 PM
Chavette, on 13 April 2013 - 09:41 AM, said:
But this is what we get when designers have the follower and not the leader mentality.
loool?
Minimal changes?
And what would those be?
My question, of course, was rhetorical, because they do not exist. There are lots of cool things you could do to improve assault and conquest, but they all take a lot of work. I will grant you, this is the kind of work that was traditionally done in pre-Alpha, but in the software-as-a-service age of nomenclature, this is still an open beta, and there is a lot of work that needs to be done still.
#16
Posted 13 April 2013 - 06:16 PM
#17
Posted 13 April 2013 - 06:19 PM
Effectively, what you are saying is "ROLL OUT EXPENSIVE AND COMPLEX FEATURES NOWWWWWWWWWWWW. NOWWWWWWWWWW MOMMMMMMMMM."
You want a base with lots of NPCs? That's hard. It takes a lot of work. Moreover, it's probably already where they're trying to go in CW. Your complaints about this are pointless. I bet PGI reads them and says, "Well, yeah guy, us too." They aren't doing that (yet) because they simply cannot right now. They're working on it or something similar.
You want MGs to be a viable weapon? That's easy. One possible solution literally involves a single keypress into a text file. Complain about that instead.
Edited by Noobzorz, 13 April 2013 - 06:22 PM.
#18
Posted 13 April 2013 - 06:21 PM
sucks doesn't it?
#19
Posted 13 April 2013 - 06:30 PM
The whole game is a freakin placeholder for something supposedly much better coming SOON.
Yeah whatever, all I see is passionless, amateur programming in their game client and PR junk in their forums.
Dont forget the paying apologists. My favorite.
#20
Posted 13 April 2013 - 06:30 PM
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