No Guts No Galaxy: Bryan Ekman Interview Trilogy Part 1 Notes
#61
Posted 06 September 2013 - 06:40 AM
#62
Posted 06 September 2013 - 09:31 AM
Its time to admit it that even MW:LL got SHS and DHS right and MW3/4 did not have problems with heatsinks even with real "2x DHS heat disappation rates." And no Mech game ever had hadsinks that raised thresholds - that invention needs to go.
#63
Posted 06 September 2013 - 01:20 PM
#64
Posted 06 September 2013 - 01:33 PM
Also you'll norlte that some people think people die too fast "dhs are a problem because they let people firre too many weapns too fas". Others think heat sinks should be more efficient (there should be heat efficient builds).
There's no real agreement on what the problem is.
Also, as they have repeatedly explained, heat sinks raising the threshhold is EXACTLY how batletech worked.
If I had 10 shs and produced 40 heat in a turn, I shut down.
If I had 20 shs and produced 45 heat in a turn, I did not shut down.
See the similarity?
Also, the numbers don't matter in a vacuum. It's all context.
If weapons did 1/3 the heat of tt, and 1/3 the damage, but fired 3 times as often, that's no different from weapons keeping tt heat and damage, firing 3 times as often, and giving mechs x3 armor and internals. Gra
But both are going to be different from just firing 3x as fast with tt armor.
And aiming screws the whole pooch, so you can't solve good gameplay with simple tt comparisons.
I do like the solution of making all internal heat sinks, up to 10 double. And then allowing you to Add either shs or dhs on top of that. For most mechs with 13 to 15 dhs, 5 tons for 7 dissipation for 6-15 crits is a real tradeoff against 7 tons, 7 crits.
Although I run a 300 engine on almost all my mechs. So dhs would probably often still win.
But I note this is radically different from tt where dhs were always better except for a few edge cases, usually slow lights.
But anyways, of all the concerns in this game, fixing shs is not a priority.
And any real interesting fix that affects gameplay (rather than just mech build optimization math) will be a radical departure from the rules. Like shs improve heat capacity more and dhs dissipate heat faster.
An intriguing system, yes, but worth messing with right now?
#65
Posted 06 September 2013 - 01:55 PM
In fact, I think PGI's cash flow is going to collapse before year end:
- they already took in advance their October/November payments, through the Phoenix packages
- even committed supporters are getting burnt out playing the same limited matches on the same maps over and over, without any genuine metagame
- while they'll get a bump of new players around the launch, most will not keep playing because there's just not enough substance and longevity to the game in its present state
#66
Posted 06 September 2013 - 05:07 PM
Any new players from launch will be as impressed as the closed beta crowd was but more so. Alot of balancing and stuff has been done not the least of which was the movment changes on hills/grades for instance. There are more maps and more mechs now and the game play has been tested like mad. Beta has been a success really.
Really alot of the structure like faction warfare and ranks and ui and tons of other stuff can now be added on a solid foundation.
They are practiced at adding mechs, maps and providing a stable gaming platform. I expect that things will be added fairly quick and with regularity after launch.
btw anyone who has every produced something (and by produced i mean actually making something) or built something knows that it can be an excercise in patience and that the customer/boss can be difficult to work with especially if they are inexperienced or a vegetable. Also the guys building this are probly impatient as well and want to get this thing up. lol been in their shoes way to often and I could go on a rant here but i wont
Edited by Johnny Z, 06 September 2013 - 05:25 PM.
#67
Posted 06 September 2013 - 05:32 PM
Johnny Z, on 06 September 2013 - 05:07 PM, said:
Any new players from launch will be as impressed as the closed beta crowd was but more so. Alot of balancing and stuff has been done not the least of which was the movment changes on hills/grades for instance. There are more maps and more mechs now and the game play has been tested like mad. Beta has been a success really.
Really alot of the structure like faction warfare and ranks and ui and tons of other stuff can now be added on a solid foundation.
They are practiced at adding mechs, maps and providing a stable gaming platform. I expect that things will be added fairly quick and with regularity after launch.
btw anyone who has every produced something (and by produced i mean actually making something) or built something knows that it can be an excercise in patience and that the customer is difficult to work with. Also the guys building this are probly impatient as well and want to get this thing up. lol been in their shoes way to often and I could go on a rant here but i wont
Johnny Z, on 06 September 2013 - 05:07 PM, said:
Any new players from launch will be as impressed as the closed beta crowd was but more so. Alot of balancing and stuff has been done not the least of which was the movment changes on hills/grades for instance. There are more maps and more mechs now and the game play has been tested like mad. Beta has been a success really.
Really alot of the structure like faction warfare and ranks and ui and tons of other stuff can now be added on a solid foundation.
They are practiced at adding mechs, maps and providing a stable gaming platform. I expect that things will be added fairly quick and with regularity after launch.
btw anyone who has every produced something (and by produced i mean actually making something) or built something knows that it can be an excercise in patience and that the customer is difficult to work with. Also the guys building this are probly impatient as well and want to get this thing up. lol been in their shoes way to often and I could go on a rant here but i wont
Rose colored glasses my friend rose colored glasses.
It should be fairly obvious to anyone without them.
No Community Warfare - resources used in port to consoles.
No Lobbies - resources used in port to consoles.
No UI2.0 - resources used in port to consoles.
3PV - preparation for port to consoles.
Don't get it twisted I know PGI is in this for the money any business would be.
No problem there.
The problem in my eyes is con game played on not only me but a lot of other people.
Yes particularly the founders so I am I pissed off?
You betcha.
I put money into this game because I wanted a real communal mechwarrior experience.
Not Mech Mash 5.
If I had known it would turn into this sham I would still put money into it.
But not nearly as much.
#68
Posted 06 September 2013 - 07:35 PM
We were supposed to get dropship mode as a gamemode 5 months ago and we were supposed to have community warfare back then too. We were supposed to have directX11 a year ago. Community Warfare was the last feature carrot they dangled out there to get people to buy things like founders packages and we don't have it. Now it's UI 2.0 and we wont have it until some undetermined point after the preorders end.
#69
Posted 07 September 2013 - 06:23 AM
#70
Posted 09 September 2013 - 05:53 AM
I did catch a bit of the first episode and something scared me... the thought of only being able to take one specific chassis / variants / tonnage into ' drop ship mode '.
Do you have any idea how much my most favored 'mechs cost PGI? After the upgrades... the modules... I mean... I simply can't imagine grinding out 2 - 3 AWS-9Ms for example and enjoy doing it at the same time.
I really hope that there aren't too many super restrictions when CW goes live, for example... you being a member of X house can only use X mechs or weaponry.
#71
Posted 09 September 2013 - 06:56 AM
Edited by M4NTiC0R3X, 09 September 2013 - 06:56 AM.
#72
Posted 09 September 2013 - 11:34 AM
'mech movement is not based on weight class, at all. It's based on a "size" stat. However, they have adjusted it greatly, with Centurions now Medium and not Large, but there are remaining quirks. A Catapult is Heavy a Jaggermech is Medium; a Victor is Huge, a Stalker is Large.
This makes a huge difference for terrain handling.
While I am glad to see improvements to it, I do wish he had "confirmed" the correct answer in the interview.
#73
Posted 09 September 2013 - 03:14 PM
Victor Morson, on 09 September 2013 - 11:34 AM, said:
This makes a huge difference for terrain handling.
While I am glad to see improvements to it, I do wish he had "confirmed" the correct answer in the interview.
They've thrown out the lore when it is inconvenient for them, so why not throw out the lore when it comes to mech sizes? An argument could be made that a centurion has a denser VOLUME than a trebuchet, but that doesn't make logical sense. You'd think mechs would be designed on the idea of a small profile with a big punch, same as real armor is.
An even better argument over what can climb hills or not would be first to see what the mech's center of gravity is, followed by whether they have hand actuators which can be used to climb. Even if they do not animate the hand actuators in climbing, it could allow for traversing steeper slopes. The center-of-gravity argument could be used to 'logically' argue over who knocks who down in the case of collisions, though in TT, it was always a tonnage/distance run that determined damage and fall.
Victor, I'd be surprised if we saw any logical changes in what can and can't traverse a slope any time soon. They'll fiddle with it and maybe try to explain how they're fiddling with it in a command chair post, but I doubt there will be any logic behind it other than 'size' factor or 'weight' factor.
#74
Posted 10 September 2013 - 07:05 AM
That in no way minimizes the huge effort you put in here. Bravo!
Edited by Jakob Knight, 10 September 2013 - 07:06 AM.
#75
Posted 11 September 2013 - 09:43 AM
Johnny Z, on 06 September 2013 - 05:07 PM, said:
Any new players from launch will be as impressed as the closed beta crowd was but more so. Alot of balancing and stuff has been done not the least of which was the movment changes on hills/grades for instance. There are more maps and more mechs now and the game play has been tested like mad. Beta has been a success really.
Really alot of the structure like faction warfare and ranks and ui and tons of other stuff can now be added on a solid foundation.
They are practiced at adding mechs, maps and providing a stable gaming platform. I expect that things will be added fairly quick and with regularity after launch.
btw anyone who has every produced something (and by produced i mean actually making something) or built something knows that it can be an excercise in patience and that the customer/boss can be difficult to work with especially if they are inexperienced or a vegetable. Also the guys building this are probly impatient as well and want to get this thing up. lol been in their shoes way to often and I could go on a rant here but i wont
"They are practiced at adding mechs, maps and providing a stable gaming platform. I expect that things will be added fairly quick and with regularity after launch."-******** on the stable gaming platform part. I continually hear about the mouse bug, the multiple crashes caused by excessive MG fire/AMS Fire/general crashes in general. I understand the coding and engineering for this game, and any other for that matter, can be difficult and time consuming, 2 yrs old and we still have alot of the same issues from bugs/crashes....really?
#76
Posted 20 September 2013 - 06:35 PM
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