

Everyone Wins!
#1
Posted 27 April 2013 - 04:59 PM
some games offer a "hardcore" mode. i bet you'd make a lot of people happy if there was a server option to double all damage & remove one shot kill protection if there is any. and a "tabletop" button that eliminates muzzle convergence and sets all reloads to 10. and you can set both buttons at once. BONUS: make data files plain text.
#2
Posted 27 April 2013 - 06:19 PM
#3
Posted 27 April 2013 - 06:20 PM
#4
Posted 27 April 2013 - 06:25 PM

#5
Posted 27 April 2013 - 07:35 PM
I suspect that some of us would welcome a "Simulation" mode with a lowered ability to pin point damage, higher heat, and other tweaks that truly made the game more challenging to play. But I don't think PGI has the time, energy or interest to work on it.
#6
Posted 27 April 2013 - 09:58 PM
This game started off basing many mechanics on the tabletop game. However, the ship has sailed to new shores, and it's time to forget trying to go back and instead look on how we can make this particular game better. New modes that try to ape certain TT mechanics doesn't do that.
#7
Posted 28 April 2013 - 10:59 AM
SuomiWarder, on 27 April 2013 - 07:35 PM, said:
this argument makes no sense. if i could 1 hit kill an atlas with 8 medium lasers, why would i want gausszilla instead of a modified jenner 7F? remember mechwarrior 3?
SuomiWarder, on 27 April 2013 - 07:35 PM, said:
#8
Posted 28 April 2013 - 11:33 AM
FrostCollar, on 27 April 2013 - 09:58 PM, said:
FrostCollar, on 27 April 2013 - 09:58 PM, said:
no, man. i'm not necessarily interested in tt slow-motion. some other fans have been beggin' for the feature on the fora for about 20 years. other game devs do it. easy, normal, hard. arcade, simulation. whatever you call it, almost every other game has a switch that buffs armor, or ammo, or whatever.
as far as imitating tt mechanics, some people want every weapon to be a 1 pellet shotgun, essentially. each laser beam, each bullet, each rocket, has a spread value, right? and each lands somewhere in the cone of death, right? which is sized so there's roughly a .722 chance of a 0.444 chance to hit their tosos at medium range, right? so easy to mod so many other games guns like that, how hard could this one be?
i've never played this game. personally, i want it to have the easiest learning curve ever for noob pilots. i'm a decade outta practice. i hope that streaks and medium pulses practically aim themselves. i understand small lasers and srms offer more dps per ton, but i probably can't aim so i'm ok with that. and the lbx, if the beam deflects a couple degrees to hit on a near miss, i need that help too.
Edited by my2cents, 28 April 2013 - 11:42 AM.
#9
Posted 28 April 2013 - 11:53 AM
If you`ve never played the game, don`t you think actually doing so before making suggestions on how to change the mechanics would be a good idea?
While constructive input is always valuable, do you really think that as a non-player you are in a position to accurately guage it`s constructive value? Compared to people that are playing, testing and developing teh game, gathering first hand knowledge?
As far as the learning curve goes, I would say that (with tutorials /assistance) it it initially not so steep, basic functions, weapons grouping, aim and shoot..... But depending on how talented you are, it can feel like it goes straight up at some point. But this is the same in every grempotely competitive game, online or off. Pro soccer players amy be born, but they still need sears of training and practice. on teh other hand Quake is the most beginner friendly game PC game ever designed, wsad, space, point-and-shoot... but get into more competitive play and you`ll see people do things you didn`t ever think possible..
Again, I mean no disrespect, but t`s one thing to sit on the sidelines and say "Hey, why is football so unnecessarily hard to play." It`s a whole different world to have one put in your hands and have to run with it and find out it`S not neearly as hard as it may appear when you`re on the field and have a player`S POV.
The game is free, just DL it and jump in, you may find it just to you liking... but you`ll never know if you don`t try.

See ya on the battlefield(?)

PS: If you`re wanting a "slow motion turn simulator", which I understand to as "something more like Tabletop", you might want to check out Mechwarrior: Tactics @ www.mwtactics.com

Edited by Zerberus, 28 April 2013 - 12:09 PM.
#10
Posted 28 April 2013 - 12:07 PM
Oh, and by the way I am selling some tartan paint. I only have a couple of cans left so it is first come first served.
Now if you will excuse me I really must go and water my spaghetti plant.
#11
Posted 28 April 2013 - 12:10 PM
Jabilo, on 28 April 2013 - 12:07 PM, said:
Now if you will excuse me I really must go and water my spaghetti plant.
#12
Posted 28 April 2013 - 12:12 PM
Jabilo, on 28 April 2013 - 12:07 PM, said:
Oh, and by the way I am selling some tartan paint. I only have a couple of cans left so it is first come first served.
Now if you will excuse me I really must go and water my spaghetti plant.
Of course that possibility is there. Just like every person that rings my doorbell could be an axe wielding murderer. So should just hook up my doorbell to an minigun that fires when it`s rung.?

Ever hear the saying "Innocent until proven guilty"? I know it doesn`t apply in US courts of law anymore despite what the label says, but that doesn`t mean it`s a bad idea. There are also 5 "guests" viewing this thread, which could be anything from potential new players to devs in disguise. Do we know? Should we make ourselves look like we destroy new members on purpose just in case, just to make sure nobody else gets the idea to start playing and infiltrate our clique ?

Edited by Zerberus, 28 April 2013 - 12:15 PM.
#13
Posted 28 April 2013 - 12:24 PM
Zerberus, on 28 April 2013 - 11:53 AM, said:
Zerberus, on 28 April 2013 - 11:53 AM, said:
Zerberus, on 28 April 2013 - 11:53 AM, said:
Zerberus, on 28 April 2013 - 11:53 AM, said:
#15
Posted 28 April 2013 - 12:35 PM
Zerberus, on 28 April 2013 - 11:53 AM, said:
well, i was referring to noob friendly guns. there is much discussion about the effectiveness of lrm, for instance. why can't the debate be reframed?
hypothetically, lrm is for people who let the computer aim for them, therefore it isn't supposed to be as effective in the hands of a veteran gunner as a ppc, it is supposed to be effective for players who can only put the cursor in the general area of the target.
that cuts right through the dps per ton per second of aiming argument.
#16
Posted 28 April 2013 - 05:03 PM
not trolling.
i don't know what founder, elite founder, whatever means.
i don't know your business model.
i don't know if multiple weapon data blocks are feasible, given your program.
i wanna end the whinging.
$200 if you'll add mechwarrior 2,3,4 weapon damage and reload stats, selectable by server hosts.
you have my email address.
#17
Posted 28 April 2013 - 05:43 PM
I think those 200$ would be better invested in a graphics card instead of a game you can`t play.

And to sway the devs you need a few more zeros, at least 4 more, 5 is actually realistic. 200$ is probably about 5 minutes of MC sales any day of the week, and most certainly will not cover the hundreds of thousands and quite possibly millions implementing it together with new dedicated servers for each gamemode you desire.
Tweaking a number is easy, fast and cheap. Doing that a few thousand times, testing the results, revising teh changes, testing again, revamping the infrastructure to accomodate, and the network bandwidtth to roll it all out to the playerbase are not. Doing that whole thing 3 times, without "forgetting" about the game development that thousands of other people are already paying for, takes lots of people. People cost money. Good people cost even more. For 200$ you get a trained professional like myself for about 4 hours. Yet you are reccomending /suggesting that PGI invest hundreds and thousands of man hours just so you will invest so much that they can order pizza for about half the team.

This is the point where I start to disbelieve that you are actually serious and /or know what it is you´re talking about, because what you are now asking is beyond euphoric and well into the realm of being outright delusional and ludicrous.
#18
Posted 28 April 2013 - 06:04 PM
#19
Posted 29 April 2013 - 11:29 AM
Zerberus, on 28 April 2013 - 05:43 PM, said:
i have more than $200 in wii motes. when i find a game i like, i buy a new computer. I haven't seen a retail mech game ship for pc since mercenaries. i seen a bunch of fan made projects fail.
Zerberus, on 28 April 2013 - 05:43 PM, said:
no ****? i think a few other ppl might pay for MWO:pro, the customizable version for home server hosts. i'm not asking for a whole new game.
Zerberus, on 28 April 2013 - 05:43 PM, said:
that's what i'm talkin about. not 10,000 man-hours of testing from pgi, but the ability to game genie my game.
Zerberus, on 28 April 2013 - 05:43 PM, said:
why do you think it is impossible for a game to ship with additional server options for and additional $200?
Alekzander Smirnoff, on 28 April 2013 - 06:04 PM, said:
so.... selling a feature rich version is a terrible idea?
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