The #1 core problem is that PGI tried to make a battletech game, instead of making a good game. I encourage PGI to consider a massive dedesign. Part of this is to remove or heavily modify (including away from True-To-Btech (TTB) mechancis) all items in the game that do not conform to making a well constructed game. This includes:
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Heat sinks: From a game design point of view, the current method is bad, as its better to use DHS 99.9999% of the time.
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Weapon tonnages: This goes along with TTB stock configs, as removing TTB stock configs opens up the ability to change weapon tonnages for better balancing.
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Matchmaking system: Let's give up on 'role based warfare' or the idea that its not an arms race. The only way it isn't an arms race, is if special abilities and vulnerabilities exist for each mech, as in, being similar to a game like team Fortress 2, where say an assault has access to weapons that a light doesn't, and vice versa. However, that is not a good idea for this game. Thus, adjust the game to incentive a wide range of classes. I posted on this before that it can be done by using class-based drop queues.
This wouldn't be a big deal if we had private matchmaking, but even then, it would be nice if 'game types' took care of this as a problem. Make private matchmaking a priority, enabling people to play this game the way they want to play it, with custom rules (such as match timers, maps, settings [e.g. fog, time of day]).
-Pilot skills/Modules: Some modules are fine. But I think if we are going to have unlocks, that it would be far more interesting if they were specific to the mech or chassi, and perhaps fit their role.
-Variants: Add the ability to save variants. Completely redesign the mechbay. Have it so that you unlock weapons/engines for each chassi, or weight class, not that you have to buy each weapon separately (basically have to do something of the sorts to have saved variants). There current system is clunky, designed to be a cbill sync, and is not gamer friendly.
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General patch/development complaints:
PGI has claimed that one reason that changes come slow is due tot he need for internal testing. However, it is clear to players that the internal testing fails to identify 1) bugs caused by adopting new mechanisms, and 2) extreme changes to the balance).
PGI should more rapidly patch these games and adjust balance. A patch every few days to tinker with balance is acceptable in beta. Every two weeks is way too long. And not changing a broken mechanic for 2 months is unacceptable to many paying customers. If a balance tweak turns out to not work, PGI should be prepared to turn it back fairly quick. This being said, players want depth of gameplay, not necessarily balance. Depth will come with improved matchmaking and the introduction of private matchmaking.
PGI can use the test servers to assist with this as well, but that means opening them up more often.
Edited by TheMagician, 22 July 2013 - 10:55 AM.