Oh. Boy.
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Levi Porphyrogenitus: Has PGI considered removing splash damage from missiles altogether?
A: Yes we have, but have elected to balance them differently. Currently the splash damage on all missiles is set to 5cm (effectively removing it) and will investigate if it should change any further in either direction.
Do you seriously need to investigate this any more? Missiles are absolutely useless as LRMs and sub-par as SRMs, everyone is saying it and.. what? How do you not answer this with "Yes, and a buff is on it's way! Hang in there missile users!" or something? How can you seriously even REMOTELY glance at the community, metrics, or
anything and then say this with a straight face?
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Mokey Mot: When are brawling weapons going to see some love (pulse lasers in particular)?
Ranged warfare is in a good place at the moment; as shown by it's current popularity. But I feel it is narrowing the gameplay a little too much; there is no real advantage for brawlers to expend the effort of getting close at the moment. I don't think you can just go nurfing ranged weapons though, as balanced builds are actually quite nice to pilot now.
A: While nothing specific is coming at the moment, we’re going to be coming full circle on weapons soon, where beams will be looked at and tweaked if necessary.
First off, Monkey Mot - please tell me where you get your drugs. Balance builds are nice to pilot right now? The range game is "popular" because people like the ranged only game? Perhaps you were trying to really softball the question, in which case, good for you.
That said, to the answer.. it's good to know that beams will be looked at again soon, but seriously.. this man just told you the truth. Brawlers are horribly inferior right now. Why the lukewarm "We might look at lasers?" Do you guys ever play the game outside of internal matches? I know you do, we've played you before!
Where is the community re-assuring "Yes, we know brawlers are troubled right now, and that's why we plan to improve them." You don't even have to be specific. It'd be nice if you were, but seriously! You don't even sound like you realize there's an issue!
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MustrumRidcully: Can you explain a bit about the patch release process?
I don't want to come off as overly critical or something here, but:
We've had at least two patches where missile flight paths were broken and one where missiles' splash damage interacted together with the hitbox change to make them overpowered, forcing hot fixes. Did the QA miss these issues, or did you find them too late to change anything for the build? You changed missile damage despite having flight paths and splash damage being off. I would expect the damage change would be tested, which would - unless it isn't done in game - necessitate testing the flight paths as well. How do these things fit togehter?
A: All of the above can happen and has. We have an extremely aggressive release schedule, one that sees a feature completed no more than 4 weeks ahead of going live. We’ve been working towards increasing this gap to allow for better testing and soak time. A new set of test servers will come online in the next 4 weeks. These will allow us to test major features and minor tuning adjustments at scale. Scale meaning player loads similar to our production servers. Between IGP and PGI we have finite resources and hardware. It’s almost impossible for us to replicate live conditions at scale. A lot of issues only rear their heads when we have 1,000s or 10,000s of players playing. With each month that goes by, we are able to improve our processes, and testing to improve quality and delivery of content
One look at the metrics and some interaction with your hardcore community and almost all of your serious balance problems wouldn't actually exist, or would be drastically reduced from how they are right now.
Also, releasing with issues that I refuse to believe you don't know about (the HUD crash issue, broken splash / turned off splash, etc.) is a really bad idea, flat out, period. That said, we don't need even longer times between patches, we need smaller more frequent patches.
And if anything gets seriously broken again (the HUD issue before) it needs to be rolled back
immediately.
All in all, this Q&A has done nothing to re-assure me or much of the community I suspect, given it sounds like the developers are either unaware or unwilling to acknowledge the current massive issues with game balance.