I find it awesome that there is an actual release about to happen, but I am also terrified that little things such as getting shot in the back by a laser, or a ballistic still will blow out your front torso, or front side torso. As we get to see when damage is inflicted, and we clearly see it ONLY damage the front, how is this possible, and how is it possible that we are going to release when that still exists?


Game Release
Started by Necroconvict, Aug 25 2013 10:35 AM
5 replies to this topic
#1
Posted 25 August 2013 - 10:35 AM
#2
Posted 25 August 2013 - 10:49 AM
Even release games have issues, and a combat game like this will always have balance issues (as does every MOBA),
I worry more than the balance is going in the wrong direction, and important features won't be finished till AFTER release (UI2.0, some kind of tutorial).
I worry more than the balance is going in the wrong direction, and important features won't be finished till AFTER release (UI2.0, some kind of tutorial).
#3
Posted 25 August 2013 - 02:27 PM
The hit detection error has been around forever, i know it's infuriating.
#4
Posted 25 August 2013 - 05:22 PM
Not worried so much about the game as I am about all the negative press it may receive very soon in September. I want it to succeed. Even if this particular game chooses a different path than I might like, I want the IP to continue to generate interest so that future games are possible.
#5
Posted 26 August 2013 - 12:15 PM
Looking forward to it here. Been a bit of a wait.
#6
Posted 26 August 2013 - 12:26 PM
The problem with things like that are far less concerning than other issues.
You see, PGI and perhaps more so IGP think that simulation games can't exist on the market in a F2P format or be profitable, which isn't true. Rise of Flight is a WW1 game that is a pure simulation game, and one of the best WW1 Flight Simulators to date. It has done very well ever since it went to F2P. The millions of bucks PGI/IGP received for their initial kickstarter proved that people would pay for a more simulation based Mech Warrior game or just Mech Warrior in general.
The format of the game however is increasingly adopting aspects of other 'arcade' F2P games, increasingly adding complexities to balance that excerbate issues by seemingly 're-inventing' the wheel in Mech Warrior, instead of adopting what did and did not work in past Mech games.
You see, PGI and perhaps more so IGP think that simulation games can't exist on the market in a F2P format or be profitable, which isn't true. Rise of Flight is a WW1 game that is a pure simulation game, and one of the best WW1 Flight Simulators to date. It has done very well ever since it went to F2P. The millions of bucks PGI/IGP received for their initial kickstarter proved that people would pay for a more simulation based Mech Warrior game or just Mech Warrior in general.
The format of the game however is increasingly adopting aspects of other 'arcade' F2P games, increasingly adding complexities to balance that excerbate issues by seemingly 're-inventing' the wheel in Mech Warrior, instead of adopting what did and did not work in past Mech games.
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