Kageru Ikazuchi, on 23 June 2013 - 04:15 PM, said:
Second ... more later ... I'm at work and need to actually do some work ...
Looking back at what drew me in, and helped me believe that PGI can make a great Mech Warrior game ... the original Dev Blog posts ... How do I think they're doing so far on achieving the goals they established for themselves ...
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Community Warfare - Maybe 10% implemented so far ... This is probably the biggest dissappointment for me to date ... not because of where I think it's going, but that we're less than 90 days from "release", and the only news we have had started a forum firestorm bigger than LRMpocalypse. I try to avoid idle speculation, but I am very eager to see where this is headed, and right now, we're in an information vacuum.
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Information Warfare - Maybe 50% implemented so far ... Until we had viable counters for ECM (keeping IFF icons on friendly mechs, BAP at close range, UAV, Seismic), all we had was information denial. Now that we have some means of gathering information, we need a useful way to share it and make decisions as a team based on that information. In-game chat is not it. 3rd-party tools, like TeamSpeak, etc., should not be it. Unless the pace of the game slows down significantly, the battle grid and command orders are not it.
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Role Warfare - Maybe 60% implemented so far ... Adding XP/C-Bill rewards for spotting, using TAG, NARC, Savior Kills, Defensive Kills, etc. helps, but the current game modes don't really make anything except "Assault" and "Defense" really that significant in who wins or loses.
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Mech Warfare - Maybe 90% implemented so far ... This is really all we have at the moment. It is the core of the game, and should be the primary focus of balance discussions. PGI has done a fair job of managing this ... there have been some things that have slipped through the cracks, but the game balance rules vs. players' ingenuity arms race has been going on as long as organized competition.
So, in my opinion, they're just a little more than halfway to reaching full implementation of the "pillars" of MW:O. I think reworking the front end (U.I. 2.0) has probably set back some major milestones, but that's OK ... if the front end, social aspects, and mech lab are difficult and frustrating, it will sour some players' experiences. The game should be easy (and fun) to play, hard (and challenging) to do well, and difficult (but not impossible) to master.
Until the "pulse lasers being normalized" (whatever that means) nerf to LPLs, I was convinced that PGI was using long term use, damage, kill, and win telemetry to determine which weapons needed adjustment. Reading between the lines in Command Chair posts and Ask the Devs answers, I think they're looking at trends over months, and making small adjustments. (Unless things were
way out of whack.) While that approach does not satisfy the immediate gratification we've come to accept from the internet, it makes sense. However, giving LPLs more heat than a PPC just doesn't make any sense to me.
So, how to keep the game balanced ... There will always be "bad" / "fun, but ineffective" / "good, but not great" / "optimum" builds. Finding out which builds are "bad", "fun", "good", and "optimum" should be part of the game, but "optimum" builds should not dominate the game.
In my opinion, the balance between a "good" build and an "optimum" build should be slim enough that for the masses, it doesn't significantly impact the outcome of the match, and for the top tier, a top 1% player in a "good" build is going to have a fair shot at a top 5% player in an "optimum" build.
I agree that PGI should pay more attention to the top 5%-10% of players than the masses, when it comes to weapon balancing. Except in the very rare instances of players with pure superior talent, these are the players who use every slight advantage to win. When those slight advantages combine in certain forms -- older examples: ECM + Streaks, Missile boating + Additive Splash Damage, Jump Jets + PPC + Gauss -- they become the "flavor of the month". While this is OK for the top tier, who will happily do whatever it takes to win, it is exceptionally frustrating for the casual player.
They should be paying attention to which mechs and builds are being used by the top tier players, and when those trends change, PGI should be asking them why. Are they just bored with jump sniping, or has the meta changed because of something new?