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No Guts No Galaxy: Russ Bullock Interview


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#1 Peiper

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Posted 25 September 2013 - 06:13 AM

No Guts No Galaxy Russ Bullock Interview Parts I and II notes.

Link to podcast: http://www.nogutsnog...opic,999.0.html

Disclaimer and personal notes/observations: I paraphrased. Take nothing as a direct quote. I added timestamps at the beginning of each section of the interview. I also editorialized a little bit, and argued with Phil a little here. ;) Mostly the interview bored me, so you'll have to forgive my having a little fun in the notes. I made these notes by request of the community. There's not really any new information (at least as of the end of part 1) which is why I listened (and why the Eckman interview was more interesting to most of us). However, this interview does contain much of the train of thought/reason for how the heat scale was developed and all the problems in balancing out Mechwarrior into the game we have today vs. the imbalanced, alpha-heavy, assault heavy versions of mechwarrior games in the past. For newer forum users who haven't trolled the forums or been around through closed beta/early open beta, this is a good place to get an idea of the history behind the development that those who have been around so long had the privilege (and pain) of experiencing. With this so-called game launch, I'm sure we'll see many new faces! -Peiper

____________________________________________

Interview start time: 5:20

How did MWO come to being? Tells story.
Russ talks to Jordan Weisman, secures rights to create the game, then looks for publishers.

9:21 Reason Mechwarrior is a challenging game to create historically is: it wasn't a modern game design, left behind in time, it was a great game BUT... Publishers were concerned about: The were arms races to get the best assault and cream everything, and horror stories of the endless legging of mechs. 3/4 of the content invalidated by assault mechs.

11:00 Phil tries to tell us that previous MW games were direct translations from tabletop.

Russ: Pub. concerned also about boating, and so were MWO early beta testers.

13:30 Phil: Talked about some sort of leaked footage of MW concept stuff, and creaming on himself in excitement. Daeron gets religious.

15:00 Russ: trailers designed to drum up support from fans and publishers, and proved to the publishers that this game was going to be modern, little things in trailer showed how the game would be updated and not the same-ole MW game. Like the UAV drone, the Jenner showed role warfare as a scout?... Said there were issues, Daeron asks if there were 'console' issues. [I think he was wondering about the Microsoft/Playstation licensing conflict.-Peiper]

17:30 Russ talks about how publishers required that there was a good guarantee that a certain number of units would sell before they supported MWO, in a time {2000} when console games were the ONLY viable option [PC games are gaining ground again, but not so 5 years ago]. So, publishers wouldn't sponsor PGI's development of a console MW game because 1. they couldn't own the brand, and 2. Microsoft vs. Playstation conflict, so 3rd party publishers weren't interested.

18:30 Why free to play model? Publishers are the gatekeepers of titles, so free-to-play is the way to bypass publishers hangups. Unfortunately, this comes with the death of single player. Single player games cost LOTS of money, so only a very few huge titles get published and at a cost of $100,000,000 a pop. [Star Citizen has been crowdfunded up to around $20M, MWO got 4.5M, I think, from founders. -Peiper] So, Free-to-Play is our salvation. PC's are coming back because of FtP. Before many markets were closed to PC's because non-Western countries would just pirate the release software = much lost profits. Non-Western countries can't pirate FtP [evolving content prevents piracy. -Peiper]

22:00 If successful enough, there MAY be a stand alone/first person version of Mechwarrior/Russ would love to make it.

22:20 Phil points out the console games are behind in tech even before the platform is released. [Dx9, C++?? -Peiper]

23:30 timeline: Warhammer trailer 2009, spring 2010 PGI does some side jobs like Duke Nukem to keep the company busy, but it's not a steady gig. At this point, PGI has the MW brand but it takes awhile for Russ and friends to understand how free-to-play PC games were both successful and possibly AAA quality stuff. Bryan and Russ convinced themselves that MWO really could be free to play, and that it was the best idea ever! He gives thanks to the people he initially laughed at for the idea. [Similar to resistance by PGI vs. beta tester suggestions? Is this how PGI works? Laugh at our ideas until they finally convince themselves? -Peiper]

27:00 Phil asks: How did PGI have to change or adapt from the nostalgic paradigms of MW to what we have/are going to get with MWO?

27:30 Russ: The conflict of chasing perfection vs. realities. 1. A great success is that players bring a Jenner (by choice) into a match and expect to make some kills/dominate a match. Unlike previous titles which were assault heavy. 1.5. Challenge of matchmaker in the past and going forward is setting up matches where all tonnages are represented. 2. Legging: big difference, knocking a leg off doesn't kill/knock down a mech. 3. Visual ID necessary for targeting vs. the past where it was not necessary to see a target to smash it like the past MW titles. [not sure what he means - perhaps lock ons, limited target sharing, ecm, film grain, information warfare, no free camera/rear view/hat-POV switch - Peiper] 4. Alpha Striking: Alpha Striking should be a major tradeoff/desperate move, not every shot. Talks about his CBT experience, only using stock mechs, and all the heat problems. He never frankenmeched/created his own heat neutral mechs. [Russ never piloted a stock Awesome 8Q, I guess... -Peiper] Russ acknowledges that the community has made several suggestions on how to work with heat/heat scales.

34:50 Russ explains why they chose the current heat model over other ideas. 1. The mandate from closed beta players had a lot of fun playing trying all the different weapon types/loadouts, including little differences like streak SRM 2 vs. SRM2 vs. SRM2 w/artemis. The players wanted to ensure that battlemechs had not only a wide variety of viable weapon loadouts and builds but ALSO to have the immersive battlemech experience where mechs would take a good pounding before they went down. So, how do you 1. have a mechlab that allows for frankenmeching and boating/finding ways to deal massive pinpoint damage and 2. prevent the experience of coming over the hill and getting a single alphastrike/death? Well, the current MWO balance says you can have boats, but similar to EVE where stacking modules has diminishing returns, there is a consequence in MWO for doing so. MWO is designed to encourage people to take balanced builds with some variety of HOW you make those builds, but with constraints to prevent you from making TOO good a build. [Observation: Russ played stock mechs in CBT, but prefers frankenmeching in MWO. Perhaps if he'd played frankenmechs in CBT he'd prefer stock mechs in MWO? -Peiper]

Russ is trying to build the heat scale around a 30 point pinpoint damage scale, with ghost heat penalties for more. This translates to more fun for all.

40:10 Phil explains alpha striking in CBT vs. MWO. In CBT, he can build a mech to consistently fire all his weapons without heating up (heat neutral), or he can pack more weapons/less heat sinks and either alternate firing weapon groups or overheating. Then he talks about how in MWO you can pinpoint damage and that's not so in CBT. He then asks if it's reasonable for tossing parts of CBT mechanics in order to make MWO more enjoyable/balanced out, and states that everyone across the board agrees it's necessary. There are many ideas of HOW this should be done, but all agree that MWO and CBT are two different games. [I disagree, Phil. -Peiper] New stuff like UAV's are cool and help modernize/bring Battletech up to date. [Part of the charm of Battletech is similar to the idea of steampunk. Even in the 80's, much of a battlemech's systems were outdated. Our military hardware already had much more sophisticated hardware/targeting computers/IFF indicators etc . than battlemechs which successor states could hardly keep functioning, let alone make NEW battlemechs. It was a dark age of human development and technology. So, I actually don't agree at all with you, Phil, and I guess I don't like it when you say we all agree across the board about something when we don't. ;) There are VTOL's in CBT. The UAV could have been a VTOL or Aerospace flyby instead. I'm not against progress, but I am against things that go against canon/lore. -Peiper]

44:30 Russ explains why so many weapons are pinpoint accurate vs. randomness/the CBT 'roll the dice to see where you're hit.' Because people like to aim/hit/perfect their skills in the game and know that they're doing something. At the same time, people don't want to die in one shot. The balance they've worked toward and achieved is that typically, no single shot will core out a mech, and a player can roll/spin/twist their mech to present fresh armor and stay in the fight longer, despite his opponent being able to hit exactly where he aims. So, the battle of attrition PLUS skilled play is a good thing versus the 'ha ha, I got you, fool!' of getting headshot from 1k away. He thinks the vast majority of the player base agrees.

Phil points out that 8 mechs on a team firing on a called target will still destroy them quickly, and Russ responds by saying that the best players in the game, the ones that were dominating with the 2PPC/Gauss combos - maybe some hid behind the notion of gameplay and they were good at that and nothing else - but most of them are damned good players, and they'll be damn good players this way too (the current version of the game). [I don't know what he means by 'hide behind the notion of gameplay.' -Peiper]

End of Part I

NGNG Russ Bullock Interview Part II notes.

Podcast: http://www.nogutsnog...pic,1021.0.html

Where MWO is now and where it is headed. (This interview was made post Sept 3rd patch, but before the so-called launch of the game.)

2:00 How is the Sept 3rd patch being received? Russ says the best in maybe 6 months. People responded very positively to the balancing changes. The Gauss was changed, advanced zoom fixed, and PPC heat adjustment (+1) [Says the PPCs are at CBT values now, but it’s obvious the heat numbers don’t ACTUALLY relate to canon levels and/or in relation to heat sink values. -Peiper] He describes how PPC’s were originally in MWO, and also in previous MW games. He says that now more weapons are becoming viable in the wake of the sniper weapon nerfs/tweaks.

Daeron agrees with all of the above. LBX10’s are neato. Movement tutorial added.

Russ says: New user retention is up consistently, and going higher rapidly. Says new players have a very hard time learning the game. But it’s only been a week, so not sure how the movement tutorial is effecting player retention/new player experience. Future tutorials planned are movement, heat management, weapon groups.
Phil talks about a new player experience, and how the tutorial helped, and pointed out that so many of us vets take it for granted that this game is many-layered and complicated and don’t think twice about it. Blah, blah, blah… steep learning curve. Some people spend HOURS in the mechlab. [Really, but they say so, so it must be. Maybe people are confusing idle time with mechbuilding…-Peiper]

Phil did make a good point that bares repeating: when people ask questions about the game, take them seriously, and respectfully answer their questions. We were all new once, and we don’t have a manual and tutorials to reference yet. [Even players that have mastered mechs sometimes don’t even realize that hitting R to target lock mechs helps OTHER people too! -Peiper]

12:50 Russ is excited about going to San Francisco (launch event). So, why launch without UI2.0, CW, Dx11, etc? Because of business reasons, you know, the unfun side. Business, blah, blah, blah. To quote a PAX speaker from SOE (planetside) “There is no finished product.” and Russ kind-of agrees with that. PGI doesn’t think that they’re going to get a whole bunch of new players at launch, and know there’s no big-bang happening with launch. It’s just a benchmark, and an indication that it’s okay to review the game. The game runs/works now, however, there is no end in sight for the development of the game with all the new stuff we all wanted. [No end in sight? He he… -Peiper]

Phil interprets it as: there is a window of opportunity that must be taken with all the competition out there, business, blah, blah, blah….

15:50 Russ agrees. 25 press will be at the launch event. He’s counting on that to make a favorable impression more directly (opposed to reading the promises vs. the foamers on the MWO forums/reddit vs. dropping cold as a new player/reviewer). [He’s gonna wow them with CW descriptions and UI2.0 powerpoints like they did the fans a year ago! -Peiper]

17:30 Phil’s fiancé is happy and excited that he gets to meet Daeron and PGI people in San Francisco. He asks if, because Randall Bills (Catalyst) will be there, if there will be an Classic Battletech (Tabletop) being played?

18:40 Russ believes there will be a table set up, plus some sort of 3D printer thing going on. [Perhaps making patterns available to 3d printer owners to make their own TT battlemechs? -Peiper]

19:00 Russ goes back to press spin at the launch event. Some players are afraid the game has launched too soon because they want the game to be as successful as possible/perfect for the reviewers. A. Sit back and remember we’ve been playing for a year, and we’ve forgotten what fun it is to just play the game. Some asked how much PGI paid PC gamer to drool over MWO, but that’s an insult to the journalists. They had no idea that the article was coming out (that put MWO in the top 25 shooters of all time, and they’re STILL in open BETA!) He says UI2.0 and CW are what the core community wants, but in perspective, the reviewers won’t delve into that side of MWO. They’ll hop into the game, try out some mechs, blow stuff up, mess around in the mechlab, and review it from that perspective. They won’t put the time/effort necessary into the game to really know/understand CW and UI2.0 (stuff like leagues/lobbies/private matches) anyway. [First he says, don’t disparage the journalists, then says they won’t do a deep look into the game when reviewing it… lol -Peiper]

21:00 Daeron describes a new player experience that backs up what Russ says. New players look at the game and see the WOW factor of dropping into a battle and being immersed in such a novel game. [Novel to non-MW vets, that is. And, when I first dropped into closed Beta on frozen city and saw all my teammates lined up on a the ridge, shooting like it’s the civil war down into the valley - yes, this was before the dropship was there and it was just a snowy ridge - it was an amazing, exciting image worthy of a fully animated game-trailer for MW4, but SO MUCH CRISPER and detailed. Russ does have a point, that new players/reviewers will consistently be blown away by this game. -Peiper]

Like Russ says: we are TOO CLOSE to the game to see it. (Us guys who read Battletech novels while waiting for a patch to launch, and read SARNA while we wait for our bros to ready up for a drop.)

23:00 Phil gushes over Russ’s visit to the pod cast, and the potential of having a cocktail with the smoking hot PGI nerds in San Francisco. [my words -Peiper]

24:00 Russ says he’s seen some of the fan-made (3d printouts) of MWO battlemechs. He likes them a lot. Here’s what he’s talking about:


http://mwomercs.com/...commando-model/

http://mwomercs.com/...in-raven-model/

Phil talks about the future, and mentions the clans will not be OP. They will be different from what we know historically as the OP clans vs. the inferior IS mechs.

27:00 Russ thinks double (1.4) heat sinks are still too powerful even as they are now, because for only a few c-bills, you can change the way the entire mech functions. But if you went further and made them into true double heat sinks, you’d have to go into Battle Value (BV)* to do serious matchmaking. He gives the example of how that might be abused by a high elo player dropping into a new, unmodified stock mech and owning all the newbs (because ELO is rated by player per mech, and a very experienced player could really take advantage with such a disparity in technologies/loadouts). The goal is to balance the content so such measures don’t have to be put into place. He mentions sharding** the community to allow for some different things to happen like an all clan-tech binary vs. an all inner sphere company.

*Battle Value is a tabletop term where mechs were given a value number based upon the tonnage, type and amount of equipment they had. For example, a stock clan Mad Cat would be maybe double the battle value of a stock inner sphere Orion of the same tonnage because of the disparity of the gear. When setting up a CBT game, you might have to take 8 Orions to match 4 Mad Cats for a fair game. Imagine the problems this would cause in setting up matches! [Many CBT players would argue this is EXACTLY what MWO needs: to use battle value instead of elo scores and just tonnage to determine what are even match-ups.]

** Splitting the player base into groups based on particular interests or canon time periods, or perhaps by whether players play stock only mechs instead of allowing for changes in the mechlab, or having a shard just for new players so no veterans can even go in and pugstomp them. For more, see the NGNG Bryan Eckman interviews.
30:00 Russ and Phil go on about the difference between lore, CBT and MW iterations of Clan vs. Inner Sphere tech/pilots/story. In novels, it’s easily explained with the clan pilots being more skilled, the mechs vastly superior, and the inner sphere relying on gorilla tactics, swarming, using vehicles to harass and infantry to ambush clan mechs, etc… In tabletop, there’s battle value, charts, and dice modifiers. In MW, there’s no way to account for skill, because all players could attain a similar skill level, and if some players have super-mechs and others don’t, it just doesn’t make for a fun, fair game.

Phil goes on and on…

32:00 Russ explains that by default of everyone using them, the game has been balanced around double (1.4) heat sinks, so when using those, the game feels good that way. It sucks to have single heat sinks.
[In setting up my ill-fated stock league, I actually modified (with smurfy links) nearly every stock mech with upgrades of double heat sinks and a little more ammo, usually by using weight saved through endo-steel. I kept the stock weapon load out, armor, and engines. But really, what mech is viable using single heat sinks? -Peiper]
Repair and rearm, player-run economies are debated a bit. Example of how to make something like DHSinks costing more.

Will repair and rearm be brought back for CW, supply lines, Clan and IS economy, black market? Russ: Thinks about his experience with WoTanks and how tech was ‘gated’* and he wonders if MWO should have incorporated that more. For example, should upgrades like double heat sinks, endo steel, artemis been something that had to be unlocked through something other than just C-Bills [like pilot tree/module unlocks, or player/score benchmarks], but then matchmaker would have to be adjusted to take into account upgraded mechs [which would divide the players between haves and have-nots.] Let’s put it this way: MechWarrior has always been and may always be the most complicated PC game to balance, due to tabletop vs. lore vs. 1st person shooter/electronic gaming.

*Gated: content/tech/upgrades unlocked through play, story, experience, real money, and/or bought with in game loot.

Phil agrees and points out that even weapons are mounted in different places, and mechs are different shapes, and the player chooses and changes it all up and so on, and when you get all that sorted out Daeron points out ‘then you add the clans!’

Thank yous. Russ speculates that there may be a future in MWO as a completive game, because the game is so much fun to spectate.

The end.

Edited by Peiper, 25 September 2013 - 08:55 AM.


#2 Gizmoh

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Posted 25 September 2013 - 06:57 AM

This is very interesting, thanks.

#3 Zyllos

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Posted 25 September 2013 - 07:57 AM

Quote

44:30 Russ explains why so many weapons are pinpoint accurate vs. randomness/the CBT 'roll the dice to see where you're hit.' Because people like to aim/hit/perfect their skills in the game and know that they're doing something. At the same time, people don't want to die in one shot. The balance they've worked toward and achieved is that typically, no single shot will core out a mech, and a player can roll/spin/twist their mech to present fresh armor and stay in the fight longer, despite his opponent being able to hit exactly where he aims. So, the battle of attrition PLUS skilled play is a good thing versus the 'ha ha, I got you, fool!' of getting headshot from 1k away. He thinks the vast majority of the player base agrees.


And this is why Russ and PGI will never understand and MWO will never be balanced. Having pin point accuracy with an Armor System that assumes damage was randomized in some way breaks the system.

If you took his example that players can "twist/spin/roll" to protect an armor section, that is basically saying if your opponent fires their weapons and knocks a hole in your armor, you basically can no longer fire weapons because you have to twist/spin/roll away, no longer looking at your target to fire. At this point, your basically a damage sponge unless you can get out of the line of fire.

This breeds ideas in the community that you MUST alpha strike to allow for twisting/spinning/rolling away or players will just aim at where ever the vulnerable location is on your mech. This also reduces the time of survivability of all mechs in the game because the Armor System assumes you will hit many other locations before actually completely destroying a single section.

It also enforces the idea that mixing weaponry is bad because it is much harder to direct your damage onto a single location. If one location on the mech is considered the weakest, hitting another location is wasted time/ammo/heat.

I do agree that the player base thinks that it is better to have a battle of attrition. The CBT was 100% a battle of attrition due to having to hit mechs so many times. But the current aiming system with the Armor System is completely against the idea of attrition only for the sake to allowing players to aim.

There are MANY ways to allow players to aim their weapons but still enforcing attrition by limiting the amount of weapons to be fired 100% accurately. Honestly, your Ghost Heat system, which is to help keep players from doing too much damage onto a single location, doesn't fix the overall problem.

Ghost Heat still allows players to 100% aim their weapons at a single location, at all times. Ghost Heat only keeps players from firing too many times in a small window of time, which is what the Heat System is suppose to do (and doesn't do it well because the heat scale is MUCH too high but that is for another discussion) but does nothing on limiting how much damage players do against a target. Especially when the meta just shifted over to ballistic builds that still allow for a high pin point damage.

What the system should be doing is allowing players to fire extremely slow, over time, if they want to do pin point damage. But, the player has the option to fire much more rapidly but at the cost of not having 100% control of where weapons fire will land (but they still have majority control because they can hedge where the shots will most likely land, which still requires a lot of skill, especially when in the middle of a fight).

This enforces the idea that mixed weaponry is actually useful if you want to have pin point aiming because even if you have multiples of the same type of weaponry, you can only fire for a little bit and you lose the accuracy. Or, the player can choose to ignore pin point accuracy to put out a lot of firepower against a target in a short amount of time.

It also places more emphasis on the idea that alpha strikes are last resorts, widly firing all your weapons to an attempt to destroy the target by sheer firepower instead of focused, aimed, shots over time.

This also alleviates the Heat System from doing double duty of not only controlling overall DPS of a mech setup but also keeping players from doing too much pin point damage, which it should never be doing in the first place with the Ghost Heat system.

I just hope the community sees where the other side is coming from, understand that the flaws and imbalances of MWO is because it's following past mistakes of previous MW titles, get unified about it and make PGI understand that this game will always be flawed as long as we continue to have full accuracy at all times with an Armor System that needs randomization when taking damage.

#4 Heffay

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Posted 25 September 2013 - 08:43 AM

View PostZyllos, on 25 September 2013 - 07:57 AM, said:


And this is why Russ and PGI will never understand and MWO will never be balanced. Having pin point accuracy with an Armor System that assumes damage was randomized in some way breaks the system.

If you took his example that players can "twist/spin/roll" to protect an armor section, that is basically saying if your opponent fires their weapons and knocks a hole in your armor, you basically can no longer fire weapons because you have to twist/spin/roll away, no longer looking at your target to fire. At this point, your basically a damage sponge unless you can get out of the line of fire.


What are your teammates doing while you are torso twisting to minimize damage?

How did he managed to damage you without you doing equal damage to him?

Edited by Heffay, 25 September 2013 - 08:44 AM.


#5 Zyllos

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Posted 25 September 2013 - 09:44 AM

View PostHeffay, on 25 September 2013 - 08:43 AM, said:

What are your teammates doing while you are torso twisting to minimize damage?


To answer the first question, I would sure hope they are firing on the target hitting me but that isn't guaranteed because there is always another target. This gets to the idea that teamwork is the overall factor in the game and this is true. But this is true regardless of how the game is balanced because everyone has the same chance of running the same builds as another person. So it has little overall bearing on balance between systems.

View PostHeffay, on 25 September 2013 - 08:43 AM, said:

How did he managed to damage you without you doing equal damage to him?


There is easy answer to this one, they saw me before I saw them. And this is in part due to how the current meta is, fire as many similar weapons as feasibily possible onto a single hit location then hide. On Assault vs Assault, this isn't quite as bad due to Ghost Heat effecting everyone equally and Assaults having a large pool of health on any given location. But on anything smaller than that, it starts to break down quickly. It only takes an a couple of AC/10 shots on a single location to open up a section, which then only take half again the same amount of firepower to destroy the section.

What this does is enforce the idea that Russ specifically wants removed from the game. Sure, your not dying in one hit, but your getting crippled in two hits. MWO should be able sustained fire over time while controlling return fire, not about who gets off the first shot. It should be about standing and delivering effective fire when under fire, not about who torso twists away from aimed shots the best.

Edited by Zyllos, 25 September 2013 - 09:45 AM.


#6 Heffay

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Posted 25 September 2013 - 09:53 AM

View PostZyllos, on 25 September 2013 - 09:44 AM, said:

There is easy answer to this one, they saw me before I saw them.


So, outplayed? Got it.

#7 Aeolus Drift

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Posted 25 September 2013 - 10:28 AM

View PostHeffay, on 25 September 2013 - 09:53 AM, said:


So, outplayed? Got it.

That, or outgunned, outmaneuvered, or outranged. You know because those are things too.

Also I don't see how that is a response to any of his actual arguments. The point he was making was that pinpoint accuracy has encouraged this high damage alpha meta, because it essentially means your 30 damage group shot hits the exact same place on the target. which in table top didn't happen. the armor system worked in tt because that 30 damage alpha would get scattered across the mech in all but the most fluke of circumstances. but thats not the case here. Sure torso twisting can help you survive some, but its kind of a moot point when it only takes 3 or so such alpha strikes to blow through a torso section. At best you are providing the opportunity at that point to score some extra cbills off your mech by blowing off half your weapons, but if your in mech with a large CT for example, your not just screwing yourself, your putting your team at a disadvantage in terms of firepower.

Now would you care to explain your side of the argument? Because it certainly seems like you have a different take on the matter and I would love to hear it.

#8 Heffay

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Posted 25 September 2013 - 10:36 AM

View PostInterceptor12, on 25 September 2013 - 10:28 AM, said:

Now would you care to explain your side of the argument? Because it certainly seems like you have a different take on the matter and I would love to hear it.


He starts off in a contrived situation with a predetermined ending, and is using that to explain how the game is flawed. However, he neglects a ton of other factors that completely change the calculus. The problem isn't that his armor is gone. The problem is that he is taking damage more rapidly than the other person, and won't fall back to let someone else up front to absorb damage.

If you're a brawler and move up to the front across open ground, you deserve to lose your armor. If you're a sniper who hangs out right up by the Atlases, you deserve to lose your armor. He got outscouted, outshot, outgunned, and as a general explanation for all those things: outplayed.

He states that it only takes a couple of AC10 rounds to open up a section. I say he needs to put armor on his mech then.

This is a team game. And it's balanced around teamwork.

Edited by Heffay, 25 September 2013 - 10:46 AM.


#9 ryoma

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Posted 25 September 2013 - 10:47 AM

View PostPeiper, on 25 September 2013 - 06:13 AM, said:

New user retention is up consistently, and going higher rapidly. Says new players have a very hard time learning the game. But it’s only been a week, so not sure how the movement tutorial is effecting player retention/new player experience. Future tutorials planned are movement, heat management, weapon groups.



So.... that one announcement calling 3PV view a great success was an outright lie? Because that announcement was less than a week following 3PV.

#10 Riptor

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Posted 25 September 2013 - 10:54 AM

Oh look its Heffay the paladin again. Stalwart defender of "PGI cant do wrong"

Quote

[color=#959595]19:00 Russ goes back to press spin at the launch event. Some players are afraid the game has launched too soon because they want the game to be as successful as possible/perfect for the reviewers. A. Sit back and remember we’ve been playing for a year, and we’ve forgotten what fun it is to just play the game. Some asked how much PGI paid PC gamer to drool over MWO, but that’s an insult to the journalists. They had no idea that the article was coming out (that put MWO in the top 25 shooters of all time, and they’re STILL in open BETA!) He says UI2.0 and CW are what the core community wants, but in perspective, the reviewers won’t delve into that side of MWO. They’ll hop into the game, try out some mechs, blow stuff up, mess around in the mechlab, and review it from that perspective. They won’t put the time/effort necessary into the game to really know/understand CW and UI2.0 (stuff like leagues/lobbies/private matches) anyway. [First he says, don’t disparage the journalists, then says they won’t do a deep look into the game when reviewing it… lol -Peiper] [/color]


We have played for a year... but have forgotten how fun it is to simply play the game...

Let that sink in for a moment...

Done?

What..... the.... hell?

That doesnt even make sense! If someone keeps playing your glorified arena shooter for an entire year then he surely doesnt do it because he hates the game.

People dont hate what little game we have currently, they hate the bullcrap surrounding said game and lack of progress. They "hate" PGI but they dont hate the game itself.

And how can he actually believe that the current crappy UI that doesnt tell you jack shack about game mechanics like ghost heat, gauss charge time or hell even about how to turn of 3rd person view to NOT affect the reviews? How naive is he to assume that the gaming websites are stupid enough to go "hurr durr.. stompy robots are awesome!"

They might do that for a new halo or GTA but sure as hell not for a little dev studio that DOESNT have the money to pay them for high scores.

#11 DragonsFire

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Posted 25 September 2013 - 11:02 AM

View PostRiptor, on 25 September 2013 - 10:54 AM, said:

<snip>


I would counter that with some of the rhetoric and malice that some folks on the forums and in other places have talked about one could very easily draw the conclusion that those particular posters do indeed hate the game as well as PGI, yet they continue to play.

That's not to say that everyone who has criticisms of PGI or the gameplay in general hates it or anything of that nature, just that there is some serious vitriol happening at times and that can be easily and understandably misread. It doesn't help that said posters do nothing to remain objective unfortunately and thus further that perception.

Edited by DragonsFire, 25 September 2013 - 11:04 AM.


#12 Zyllos

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Posted 25 September 2013 - 11:03 AM

View PostHeffay, on 25 September 2013 - 10:36 AM, said:


He starts off in a contrived situation with a predetermined ending, and is using that to explain how the game is flawed. However, he neglects a ton of other factors that completely change the calculus. The problem isn't that his armor is gone. The problem is that he is taking damage more rapidly than the other person, and won't fall back to let someone else up front to absorb damage.

If you're a brawler and move up to the front across open ground, you deserve to lose your armor. If you're a sniper who hangs out right up by the Atlases, you deserve to lose your armor. He got outscouted, outshot, outgunned, and as a general explanation for all those things: outplayed.

He states that it only takes a couple of AC10 rounds to open up a section. I say he needs to put armor on his mech then.

This is a team game. And it's balanced around teamwork.


I do agree with your assessment that teamwork is the better part of who is going to win, but taken on an individual basis, the game is flawed. Even in a team, the individual matters in the overall.

And the problem is that we are using an aiming system in a random distrubtion assumed armor system.

I understand that many think that aiming should be the only thing that matters but in doing this, it destroys the essence of what MechWarrior is suppose to be, a fight between two giant mechs that are gods of the battlefield.

#13 Heffay

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Posted 25 September 2013 - 11:14 AM

View PostZyllos, on 25 September 2013 - 11:03 AM, said:

And the problem is that we are using an aiming system in a random distrubtion assumed armor system.

I understand that many think that aiming should be the only thing that matters but in doing this, it destroys the essence of what MechWarrior is suppose to be, a fight between two giant mechs that are gods of the battlefield.


How is being able to aim destroying the essence of two giant mechs battling on the battlefield?

#14 Sandpit

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Posted 25 September 2013 - 11:16 AM

View PostHeffay, on 25 September 2013 - 10:36 AM, said:


He starts off in a contrived situation with a predetermined ending, and is using that to explain how the game is flawed. However, he neglects a ton of other factors that completely change the calculus. The problem isn't that his armor is gone. The problem is that he is taking damage more rapidly than the other person, and won't fall back to let someone else up front to absorb damage.

If you're a brawler and move up to the front across open ground, you deserve to lose your armor. If you're a sniper who hangs out right up by the Atlases, you deserve to lose your armor. He got outscouted, outshot, outgunned, and as a general explanation for all those things: outplayed.

He states that it only takes a couple of AC10 rounds to open up a section. I say he needs to put armor on his mech then.

This is a team game. And it's balanced around teamwork.

I disagree with Heffay, a lot actually, but I agree on this one. Teamwork, teamwork, teamwork, oh and communication.

#15 Further

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Posted 25 September 2013 - 11:29 AM

View PostSandpit, on 25 September 2013 - 11:16 AM, said:

I disagree with Heffay, a lot actually, but I agree on this one. Teamwork, teamwork, teamwork, oh and communication.


I just play dubstep really loud and ignore the people I call my "Team" on teampeak, they have terrible battlefield awareness. Im only on teamspeak to let them know how good I am.

If anything this game is about NOT working with your team, because statistically speaking they are probably doing the wrong thing and being with them will end your life sooner.

#16 Aeolus Drift

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Posted 25 September 2013 - 11:30 AM

View PostHeffay, on 25 September 2013 - 11:14 AM, said:


How is being able to aim destroying the essence of two giant mechs battling on the battlefield?


Its not the ability to aim per say, rather its the ability to aim all of your weapons at the exact same millimeter of spacing,And be assured that all of your weapons will hit exactly where you aim them that is a bit of an issue. As has been said before, the armor system was designed to handle the scattered array of weapon fire unleashed by a battlemech, Battlemech's while accurate to a point, where not elite sniping platforms. However if all of a mechs weaon fire can be dumped into the same three inches of space in a mech's armor, it kind of devalues the whole segmented armor scheme. and the goal ultimately becomes what weapon combination can deal the most damage to a single section with the least amount of effort or penalties. The situation he uses

#17 Heffay

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Posted 25 September 2013 - 11:34 AM

View PostInterceptor12, on 25 September 2013 - 11:30 AM, said:


Its not the ability to aim per say, rather its the ability to aim all of your weapons at the exact same millimeter of spacing,And be assured that all of your weapons will hit exactly where you aim them that is a bit of an issue.


That's still not a problem. Are you standing still? If you're moving, due to convergence 2 shots fired at the exact same time won't hit the same spot, if you're moving towards or away from the target. If you're moving side to side, they can't get the convergence on your range, because the range reticle has to be off the target so you can lead properly.

The greatest thing in the game is a Spider who stopped moving.

#18 Riptor

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Posted 25 September 2013 - 11:55 AM

View PostHeffay, on 25 September 2013 - 11:34 AM, said:


stuff



What convergence? The only targets you need to "lead" are light mechs... everything above a light mech does not need any leading. Convergence is a non issue especialy since its instant.

The only mechs you cant reliably pin point hit are light mechs because their hitboxes are so small that a single AC 10 round covers all three torso sections if not perfectly aimed.

Anything not going 140 kph can be reliably hit with ease. The only mechs benefitting from speed are those that scratch the speed limit. Everything else is so slow and bulky that you must be pants on head ******** to not hit it where you want.

Edited by Riptor, 25 September 2013 - 11:57 AM.


#19 Heffay

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Posted 25 September 2013 - 12:05 PM

View PostRiptor, on 25 September 2013 - 11:55 AM, said:

What convergence? The only targets you need to "lead" are light mechs...


Hehe.... yeah, right. You sound like someone who isn't aiming for a particular torso at 250 meters. Keep plugging away at that left arm! You'll brute force your way through it eventually!

#20 Corvus Antaka

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Posted 25 September 2013 - 03:13 PM

Good post. Thank you.

Sounds about right to me on the pinpoint damage. player torso twists compensate for aim, and create a similar setup to dice rolls but left in the players hands. at the same time, pilots are rewarded for aiming skill, which FPS players want/need.

Funny comment on the "laughing at us" well, thats the nature of the world - like ghandi said, "first they laugh at you, then they fight you, then you win."





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