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Gameplay - Movement Archetypes


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#301 Sancho Kabrinski

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Posted 07 July 2013 - 04:18 AM

View Post0okami, on 06 July 2013 - 12:24 PM, said:

Has everyone lost the ability to look where they are going or is everyone lacking the ability to have any sort of awareness to where they are?
Has noone ever played games like Quake, Unreal, CS which actually required you to be aware of where you were since you more than often were moving sideways and didnt really want to run off a cliff and die?
Come on people, we have so few maps atm that remembering where you can go and cant go should be super simple.
To be honest I have seen maps that were more complex in Neverball or for that matter more complex problems in tetris.

Sure we can get stuck on fences and rocks...
Sure we can come to a halt on a too steep hill...

But the solution to these problems are so simple, realize what you can and cannot do and when you know that, use it to your own advantage instead of running around like a turkey with no head everytime a new match starts.

really people, this is not rocket science :b Its Big Stompy Robuttz Online™


Problem is not being aware or not of terrain, big problem is getting stuck in every peble in your way, dont being able to turn or get off there, making you easy to kill. You can not be fighting and be looking behind you if there are stones that hold you back. Let's be serious, this is a game not a simulator.

#302 Tarteso

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Posted 07 July 2013 - 05:52 AM

The thing is bugged and you are going to fix it, right? Because I feel like in a city car driving in the wilderness. Even when I use jumjets the mechs stillgot stuck on terrain where there is no obvious reason to (mild slopes, no forward movement when fly).

The whole thing needs a huge refinement or put in roads in the maps.

#303 LastPaladin

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Posted 07 July 2013 - 11:03 AM

View PostNeokenfu, on 05 July 2013 - 02:40 PM, said:

Is you desire to someday have Ewok's attack the mechs with huge logs? Cause right now they could use toothpicks to trip up mechs.



Lol. Don't give them ideas...

#304 LastPaladin

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Posted 07 July 2013 - 11:14 AM

View PostMrMadguy, on 06 July 2013 - 01:58 AM, said:

Turmaline is for snipers and Canyon was intended to be for JJers. Ok. Snipers and JJer are happy now. B


Snipers are happy on Tourmaline, IF they start on one side of the map. You can't get to the best sniping spots on the other side of the map anymore, because the slopes are all 45 degrees+, and too high even to scale with jumpjets. That's another example of how these maps were not designed with this mechanic in mind, leading to more game imbalances.

#305 Sasha Volkova

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Posted 07 July 2013 - 12:31 PM

View PostIbericvs, on 07 July 2013 - 04:18 AM, said:


Problem is not being aware or not of terrain, big problem is getting stuck in every peble in your way, dont being able to turn or get off there, making you easy to kill. You can not be fighting and be looking behind you if there are stones that hold you back. Let's be serious, this is a game not a simulator.

Yea lets be serious - its supposed to be a simulator and not just ¨a game.¨
So how bout you be serious and either learn to adapt or keep QQ'ing here :b

#306 Sancho Kabrinski

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Posted 07 July 2013 - 01:21 PM

View Post0okami, on 07 July 2013 - 12:31 PM, said:

Yea lets be serious - its supposed to be a simulator and not just ¨a game.¨
So how bout you be serious and either learn to adapt or keep QQ'ing here :b


Yeah XD adapt, must be a magic word in the mwo like faith for the religious fanatic people. If this is a simulator why we dont go faster downhill? Nice try -_-

Edited by Ibericvs, 07 July 2013 - 01:22 PM.


#307 Sasha Volkova

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Posted 07 July 2013 - 01:25 PM

View PostIbericvs, on 07 July 2013 - 01:21 PM, said:


Yeah XD adapt, must be a magic word in the mwo like faith for the religious fanatic people. If this is a simulator why we dont go faster downhill? Nice try -_-

Why ? cuz we will tumble down them in the future, which is even more realistic.
Nice try. :)

#308 Wizard Steve

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Posted 07 July 2013 - 01:27 PM

From a gameplay standpoint, it's just not fun.

Sure, it could be tweaked but I didn't feel the gameplay was lacking before we had it.

My vote is to remove movement archetypes altogether and let us enjoy ourselves.

#309 Shaddie

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Posted 07 July 2013 - 01:30 PM

View PostIbericvs, on 07 July 2013 - 01:21 PM, said:


Yeah XD adapt, must be a magic word in the mwo like faith for the religious fanatic people. If this is a simulator why we dont go faster downhill? Nice try -_-


Maybe because you'd whine about that to?

View PostWizard Steve, on 07 July 2013 - 01:27 PM, said:

From a gameplay standpoint, it's just not fun.


Says you. Everyone has their own versions of fun - mine is that the mechs be challenging to pilot... and this adds another layer to that end.

#310 Wizard Steve

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Posted 07 July 2013 - 01:53 PM

View PostShadinator, on 07 July 2013 - 01:30 PM, said:

Says you.

Well duh!

#311 Sancho Kabrinski

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Posted 07 July 2013 - 02:42 PM

View Post0okami, on 07 July 2013 - 01:25 PM, said:

Why ? cuz we will tumble down them in the future, which is even more realistic.
Nice try. -_-


So you only want the part of a simulator that fits you? Very logical, nice try :)
Btw, you cant simulate what doesn exist, but anyway keep illuminating us. Nice try again :P

About the other random guy, not even worth to feed the troll.

#312 Sasha Volkova

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Posted 07 July 2013 - 03:02 PM

View PostIbericvs, on 07 July 2013 - 02:42 PM, said:


So you only want the part of a simulator that fits you? Very logical, nice try -_-
Btw, you cant simulate what doesn exist, but anyway keep illuminating us. Nice try again :)

About the other random guy, not even worth to feed the troll.

You are reaching dude - reaching blind.
I never said in anyway that I wanted something that only fit me.
If you had any knowledge at all you would know that PGI stated this game was a simulator.
Soooo nice try brah, come back when you actually read my text instead of making things up.
If you refuse to read my text and reply with a random derp again - then consider the discussion over, I have no intentions of wasting my time.

Edited by 0okami, 07 July 2013 - 03:08 PM.


#313 Shaddie

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Posted 07 July 2013 - 03:14 PM

View PostWizard Steve, on 07 July 2013 - 01:53 PM, said:

Well duh!



Brilliant.

#314 Thermidor

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Posted 07 July 2013 - 04:11 PM

Congratz PGI! Once again you've shown us that you dev team has the brain capacity of a bag of toenail clippings. Fantasy or not, if you can't into physics **** of making games.

Tard1: I have a great idea! Lets make it to where you get slowed down by pebbles 1/100th the size of your mech
Tard2: Hurrrrr thats fantastic idea!!! hurrr

#315 Thermidor

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Posted 07 July 2013 - 04:25 PM

View PostWizard Steve, on 07 July 2013 - 01:27 PM, said:

From a gameplay standpoint, it's just not fun.

Sure, it could be tweaked but I didn't feel the gameplay was lacking before we had it.

My vote is to remove movement archetypes altogether and let us enjoy ourselves.


This. Before the patch i had no problem with pumping money into the game. Now i just want a refund for the 80 bucks i spent on the overlord package.

#316 MarkEwer

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Posted 07 July 2013 - 04:51 PM

I love this game and have been playing quite a bit (for me anyway). But I have to chime in and say that the new movement stuff is crap. I have a CTF-3D with jump jets and I just got stuck on a hill WHILE MY JETS WERE STILL ON! Since I could no longer maneuver, I just died. I understand making terrain traversal slower for heavier mechs to give lights more of a fighting chance, but the current system is much too restrictive. The game is no longer about maneuver skill, it is all about battlefield position. In my mind, this essentially breaks the game.

#317 Hot Wings

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Posted 07 July 2013 - 05:39 PM

Please reverse this, if I want to play a tank simm, I'll play a tank simm.

Someone in a position of power at your shop is trying to over complicate game mechanics and is too prideful to accept it when the community reacts overwhelmingly, as in the case of ECM. Please help this person understand before MWO is run compeletly into the ground.

Edited by Hot Wings, 07 July 2013 - 06:03 PM.


#318 Wintersdark

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Posted 07 July 2013 - 07:28 PM

View PostLackofCertainty, on 05 July 2013 - 04:21 PM, said:


Pretty much this. The maps need to be smoothed out a bit, but on maps with less garbage, I enjoy how the game plays now much more.

I really like how forest colony plays with the changes, specifically. It's already pretty smooth, and the places you aren't going to be able to climb (the ridges) are obvious to the player. It makes the big open areas a lot scarier to charge out into, but at the same time the inaccessible ridges funnels people into the open areas more. Kinda feels like a Trench warfare map now, with no man's land in the middle and the ridges for cover. :D

Forest Colony is great with this.

Alpine plays fine technically, but these changes have *grossly* unbalanced it in favour of the north-east spawn point.

Tourmaline is a travesty of spots you can get terribly stuck - the crystals are REALLY bad for it, particularly if you accidentally land in them when jumping. Speed drops to 0, further jumping just hops you straight up then back into exactly the same spot.

River City is... well, it's ok, but has a lot of bug fixing that needs to be done. Further, it too is pretty unbalanced: The dropship was always the stronger spawn-point because the upper players can see and fire at the lower players from the very start of the game, and will always know which way the lower spawn players are moving initially. The upper players, however can move either upper or lower city in secret, and if they choose to defend there are few workable points enemies can approach - and now the previously "safer" approaches (the sides) are far harder to scale due to the slopes, causing attackers to filter in one after another.

The Caldera is fine, improved if anything. There's a good reason to push into the Caldera and hold it, as it's much slower to climb now. Substantially more defensible.

Frozen city... ugh. I don't like it to begin with because of how most pug matches descend into being ridge fights at the dropship; and the movement changes make that slightly worse because scaling the ridge is slower (and thus more dangerous). Not a major deal though.

But seriously, Alpine in particular is totally broken with these movement changes.

View PostLastPaladin, on 07 July 2013 - 11:14 AM, said:


Snipers are happy on Tourmaline, IF they start on one side of the map. You can't get to the best sniping spots on the other side of the map anymore, because the slopes are all 45 degrees+, and too high even to scale with jumpjets. That's another example of how these maps were not designed with this mechanic in mind, leading to more game imbalances.


Exactly.

The mechanic is sound, really, but because the maps were not designed with it in mind, the end result is buggy and badly balanced maps.

#319 Shaddie

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Posted 07 July 2013 - 07:33 PM

Clearly there are two camps here -

1. Those that want it challenging and "sim-like" (of course it can't be a real sim because it is fantasy)... For some, the suspension of disbelief is what makes a game fun.

2. Those that want more of an arcade experience - where all you have to worry about is pointing your mech in a direction and pulling your triggers. Those who might like playing 3rd person style for example... or maybe a mech that drives itself! :D

Both camps are ok really - you can't reasonably argue that one opinion is 'better' than the other. BUT - to just make a blanket statement that this brand new feature (that is most likely going to see some tweaks), that some people actually like (i.e. camp #1) - will "drive the game into the ground".. its simply ignorant (sorry if that sounds mean, it is not meant to be).

If your love for this game is so fragile that you would want to quit because of a single feature - I'd question the decision to drop 80 bucks on it in the first place....

This feature has bee in place for how long now? Just like every other feature that is added, I'd say it reasonable to give it a chance, allow the designers and developers to evaluate *all* of the feedback - and make appropriate adjustments....

My opinion: Keep complicating the game - make it harder - make it rewarding to earn a kill. But that is just my opinion (shared by some and rejected by some I'm sure)

#320 Lord of All

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Posted 07 July 2013 - 07:34 PM

View PostWintersdark, on 07 July 2013 - 07:28 PM, said:

...The mechanic is sound, really, but because the maps were not designed with it in mind, the end result is buggy and badly balanced maps.

You mean the cart id before the horse? A little late for that don't you think?





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