Gulinborsti, on 16 July 2013 - 01:58 AM, said:
Well, I read the threads you mentioned.
I only agree in one point: It usually takes very long for PGI to fix things that are obviously broken or unbalanced.
But every feature they implemented turned out to be well planned ahead and finally - after a lot of strange tweaking in every possible direction - turn out to be working fine. It worked for ECM,
Wait... what?
ECM is still a broken system. Largely because it's overpowered, for one. Also because the concept of information warfare is so horribly, mindlessly one-sided.
http://mwomercs.com/...__fromsearch__1
There's little to no focus in the game's mechanics on gaining and denying information. ECM largely means virtual invulnerability to LRMs or a Klingon cloak for scouts.
BAP has, essentially, no function in the scouting role.
Other factors, such as concealment (Which -should- prevent a number of passive contacts we currently get) don't work. A mech hiding in a grove of trees doesn't get a penalty to attempts to detect it unless BAP is up and running.
It's a half-baked system.
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it will work for the movement changes
Another half-baked idea, to be blunt. Speed should scale to the slope exponentially with anything below an 8-10% reduction in speed being ignored as able to be compensated by the drive components.
Right now you just slam to a stop with virtually no warning. It just pushes people even further into the heavy and assault meta where you stand around and don't do anything.
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and I think that their plans to remove certain boating issues with the improved heat mechhanics might turn out to be good decision.
It is no different than the others. Half baked.
I've taken up a different side project that will be to, essentially, make a gameplay and technology demonstrator for a more modern translation of battletech to a real-time simulator-esque environment.
I'll be focusing on the capabilities of OpenCL and massively parallel architectures (especially for AI and collision detection), as well as more advanced approaches to kinematics.
I'll also see if I can work in a bitcoin-like algorithm that resolves from the conclusion of each multiplayer game, which would allow for a completely decentralized and robust tracking of player statistics through leagues (to include RPG-like skill-tree carry-overs).
MWO was a nice idea. The project, however, has been so horribly derailed from its original goals and has been implemented in so many wonky ways that it's just not going to amount to anything other than a cult game.
Quite a few of us, for a while, now, have been playing and supporting MWO for what it could be rather than what it is.
That changes once the game 'launches.'
The reality is that I highly doubt the game will be at all in a state that will draw in new players. It will be "call of duty robots" with all kinds of weird nuances that no one cares to stick around for. Currently - it's a horribly stripped-down MAG.
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It is not us to decide how things will work in MWO, however, it is our responsibility as beta players to provide constructive feedback on every step PGI makes once it's introduced.
*shrug*
Sure - it's PGI's game. They can make it operate however they want to.
It's our responsibility to provide constructive feedback, period.
The problem is that PGI has gone ahead and done things that quite a few of us have said would be bad ideas. Then they turn out to be bad ideas.
This heat-scaling one is a perfect example. It was not an uncommon suggestion on the forums, but it was always struck down by the player base because it was one of the most senseless and arbitrary of all the proposals for addressing the issue of weapons loadouts that instantly vaporize mechs (or portions of them).
This is going to turn into the case of EA making SimCity an always online game (because Diablo III didn't teach them). The community said: "Bad idea. Horrible idea. Don't do it. It won't work."
What did EA do? Made it an always-online game.
What happened? Over half the people who purchased the game couldn't log in to play it and the issue has still not been completely resolved.
Numerous ideas were given for bringing ECM back under control - from introducing a more complex IW component that made things like Narc, BAP, and the Command Console somewhat useful; to changes to the function of ECM so that it wasn't "rally-round-the-Atlas."
And BAP is only kinda-sorta-not-really useful as a result of the direction PGI decided to go.
How they haven't fixed splash or other issues in this time frame is beyond me. They're working slower than a group of volunteers on a mod project.
Or if they are working faster - it's on everything but the gameplay... which should have been pretty well hammered out by the time it came to implementing CW into the beta to patch up before officially launching.
At this rate, I'm honestly expecting PGI to miss their launch date, or to launch with an embarrassment to MechWarrior. I'd prefer they set back another year to straighten things out than to reduce any hope of a MW title appearing within the next decade to zero.