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Explain Mwo's Biggest Gameplay Balance Issues In One Sentence


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#181 Archio

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Posted 15 September 2013 - 12:31 PM

View PostWarZ, on 14 September 2013 - 03:44 PM, said:

Too much excessive whining and over hyping non issues, in order to bring about mechanics they are more used to. They are accustomed to experiences that other games provide and want to see it done here, even though what they experienced already was total {Scrap} and they didnt realize it.

AKA:

Too many vocal players are hard up begging for a random hit cone mechanic. BUT...

Its a horrible and unintuitive system idea. There is nothing more aggravating than taking the time to line up an excellent shot to hit a specific component (OR EVEN JUST HITTING THE MECH ITSELF), and then watching your shot randomly fly off to the periphery, just because the game rolled a random miss, and therefore said... F***U ... nice try, it would have been a fantastic shot, but ooops sorry, we're not giving it to you. Suck on that.

One of the core elements that makes this game fun and unique is you get to shoot where you aim. I mean such a novel concept but such a nice one.

All the freaks who cry about "realism" and "real life mechanics" and every other excuse they can come up with to justify a random hit roll .... they all forget the basic concept that this is a GAME. IT IS NOT real life. It is NOT a pure sim. It is a GAME.

A game that needs to be fun and intuitive. Not one that needs to be frustrating and aggravating in order to expound a touch of "realism". Again game does not equal real. Game equals game.

I simply would walk away immediately if they even considered something like that.



This isnt Call of Duty, soo.. bye bye, dont let the door hit you..

#182 ExAstris

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Posted 15 September 2013 - 12:59 PM

The main factors that cause matches to be unfair from the get-go are not being addressed at all, namely, premades and ECM.



Both have been causing lopsided matches (and the latter causing additional balance issues for mechs, loadouts, and weapons) since their introduction, and PGI seems dead set against actually changing the things that would fix these problems (i.e. using Matchmaker to actually balance for the things that matter, (premade counts) or actually removing the stealth effect from ECM so that its cost/benefit ratio isn't an order of magnitude above all the other loadout options in the game).

#183 Drasari

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Posted 15 September 2013 - 01:22 PM

View PostArchio, on 15 September 2013 - 12:31 PM, said:



This isnt Call of Duty, soo.. bye bye, dont let the door hit you..


And this is not WoT or mech assault. Some of the changes are getting a bit to far from what Mechwarrior IS. The way gauss and PPC's work, DHS, the way clan mechs and weapons will work.

When they bring is clan tech they need to jump to 3057 to have the advanced IS tech in as well.

#184 Alkospike

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Posted 15 September 2013 - 08:09 PM

Issues? Here you go:

Matchmaker frequently dropping veterans with new players and regularily screwing the play with150+ ton missmatch.
Horrendous weapon balance overall and frequent swaying from one nerf/buff extreme to another.
Hit detection is still not there, especially with current state SRM's and some light mechs.
Simplified, dumb game modes, and only two of them.
Broken heatsink system. Currently, you go DHS period, no use for SHS at all.
Sloppy "ghost heat" solution to high alpha metagame, which is caused by mechlab being not well thought at all (AC20 in MACHINEGUN's slot, yay!), convergence thrown out the window and pinpoint accuracy for any number of weapons equipped.
Broken hitboxes on some mechs: Raven with its screwed up side torsos and huge legs, Jenner taking everything to CT, undead Spider, etc.
Wrong mech scaling. You can search comparsion screenshots yourself, its all fked up.
Zero attention to 12 high level/league play. No tournaments, no events, nothing.
Bad, really bad feedback and communication with playerbase.
Much needed features being constantly delayed. (CW in may and UI2.0 in july, anyone?)

Thats about it, i think.

#185 Alkospike

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Posted 15 September 2013 - 08:18 PM

View PostExAstris, on 15 September 2013 - 12:59 PM, said:

The main factors that cause matches to be unfair from the get-go are not being addressed at all, namely, premades and ECM.

Both have been causing lopsided matches (and the latter causing additional balance issues for mechs, loadouts, and weapons) since their introduction, and PGI seems dead set against actually changing the things that would fix these problems (i.e. using Matchmaker to actually balance for the things that matter, (premade counts) or actually removing the stealth effect from ECM so that its cost/benefit ratio isn't an order of magnitude above all the other loadout options in the game).


Its even more complicated than that.
Currently, matchmaker takes little to no regard for tonnage and number of 4man groups.
Another layer of fkery is unbalanced mechs\weapons. You can have 10 awesomes, and all of them will be stomped by stalker/highlander team loaded with current FOTM, even if tonnage matched perfectly. And then you have veteran players with voicecomm againts newbies trying to walk straight.

Edited by Alkospike, 15 September 2013 - 08:21 PM.


#186 MavRCK

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Posted 15 September 2013 - 08:21 PM

Weapons - damage per heat; mobility - random walls getting mechs stuck (invisible wall) - makes JJs overpowered.

Edited by MavRCK, 15 September 2013 - 08:22 PM.


#187 Inconspicuous

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Posted 15 September 2013 - 08:23 PM

Using FOTM imba to sell hero mechs with added un-intuitive game mechanics...

#188 AntiCitizenJuan

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Posted 15 September 2013 - 08:29 PM

People is assaults playing like pu55ys.

#189 hashinshin

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Posted 15 September 2013 - 08:52 PM

Too many mechs are starting to look extremely similar, need more weapons in this game.

#190 Mycrus

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Posted 15 September 2013 - 10:14 PM

"tryhards are everwhere"

#191 Merc Montego

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Posted 15 September 2013 - 10:52 PM

Matchmaking is broken. Period. I may get one match in 24 hours where its even close. The rest of the time we obliterate them or they obliterate us in a whopping 6 minute match. I'll start spending money on MC whenever that's fixed. Until then, why waste the cash?

#192 xMEPHISTOx

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Posted 15 September 2013 - 11:06 PM

View PostExAstris, on 15 September 2013 - 12:59 PM, said:

The main factors that cause matches to be unfair from the get-go are not being addressed at all, namely, premades and ECM.



Both have been causing lopsided matches (and the latter causing additional balance issues for mechs, loadouts, and weapons) since their introduction, and PGI seems dead set against actually changing the things that would fix these problems (i.e. using Matchmaker to actually balance for the things that matter, (premade counts) or actually removing the stealth effect from ECM so that its cost/benefit ratio isn't an order of magnitude above all the other loadout options in the game).


Premades ruining it for you eh... ::sigh:: quit being so bad, how bout that. The lack of progression is lumping all the good and bad togother and ELO is for shiyt/pewp so simply get better. I tire of all the excuses for others being incapable of playing proficiently. When is it your fault...? Ever?

View PostAntiCitizenJuan, on 15 September 2013 - 08:29 PM, said:

People is assaults playing like pu55ys.


What are saying exactly...dare I ask, im afraid the answer may be as bad as the comment.

#193 DaZur

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Posted 16 September 2013 - 04:50 AM

An I.P. that comes complete with a insatiable / unappeasable player-base and a inexperienced developer that is trying too hard to be everything to everyone and in the process failing miserably.

I used to think flightsim slide-rule toting rivet-counters were harsh and unyielding...

They got nothing on the BT / MW crowd. ;)

Edited by DaZur, 16 September 2013 - 04:53 AM.


#194 Kattspya

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Posted 16 September 2013 - 07:01 AM

A fundamental mismatch between burst damage and damage over time.

Increasing dissipation and lowering added capacity of heatsinks is one possible solution. What irks me is PGI has all the data and can see exactly how much more effective damage a projectile does compared to a laser. Then they can increase DPs of DoT weapons by that amount.

Of course it s not really that easy and will need tweaking and iteration but it is a start. It is a lot better then urinating around with added heat here, increased damage there and the ********* ghost heat system

#195 Lupus Aurelius

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Posted 16 September 2013 - 07:05 AM

I think alot of people don't get the concept of "...in one sentence"

I'll go one better ... in 3 words:

Bollocks Inureye balancing

Edited by Lupus Aurelius, 16 September 2013 - 07:24 AM.


#196 Funkadelic Mayhem

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Posted 16 September 2013 - 08:41 AM

Solo players and premades dropping in the same queue.

#197 Kattspya

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Posted 16 September 2013 - 08:50 AM

View PostDeathlike, on 13 September 2013 - 10:26 AM, said:



It's a little more than just that.

For instance, the recent Streak buff coincided with the release of the Catapult-A1 Champion.

The current UAC5 buff coincides with the Ilya+Firebrand sale.

Wasn't the JJ "shake removal" coinciding with debut of the Victor?

You know... when you follow the trail of crumbs...

Now we know it's not only the art department that's competent over at PGI. The fleecing department also seem to be doing its job.

Great conspiracy theory would read again. A+++++

#198 Almond Brown

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Posted 16 September 2013 - 08:53 AM

These Forums. Should have been closed months ago.

To many Armchair Developers, 99.9% of who couldn't find a clue, let alone actually have one.

The need for so many to never be satisfied (see armchair Dev syndrome above), because the basement will always be a "dark" place.

#199 Lupus Aurelius

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Posted 16 September 2013 - 09:03 AM

View PostKattspya, on 16 September 2013 - 08:50 AM, said:

Now we know it's not only the art department that's competent over at PGI. The fleecing department also seem to be doing its job.

Great conspiracy theory would read again. A+++++


Actually, just because it is a conspiracy theory, does not mean it is wrong, there is some reason behind it.

PPC and Gauss king during release of Stalker and Highlander, nerfed when Blackjack and Victor came out, and again, now nerfed to oblivion when Orion released. There is a pattern, and may indicate such.

Purposely buffing something, then releasing mechs that can fully utilize them for MC, then nerfing those items and buffing others, then releasing mechs again for RL money or MC that can fully utilize them. It would explain alot of the so called "balancing".

Also, it would indicate a lack of concern for maintaining long time players. From a business model perspective, if you can get people to spend money heavily in the first few months, you no longer have to worry about keeping them happy, if they fade out, newer players coming in end up providing more income as they try to "catch-up" to their perception of where older players are at. By the time they become disillusioned, a new group is already picking up the spending slack.

Really, based on what we know of PGI at this time, can anyone really discount this possibility?

Edited by Lupus Aurelius, 16 September 2013 - 09:04 AM.


#200 krolmir

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Posted 16 September 2013 - 09:15 AM

The other day, I dropped onto a match with a friend who's learning how to play the game; there was 9 Davion guys on the other team, at the end it was clear 2 groups of 4. That's 8 out of 12 highly organized players, really shouldn't have to explain any further....It's called pug stomping for a reason......

Edited by krolmir, 16 September 2013 - 09:17 AM.






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