

Gamefront Mwo Review
Started by Threat Doc, Sep 30 2013 04:24 PM
8 replies to this topic
#1
Posted 30 September 2013 - 04:24 PM
Gamefront Review of MWO…
http://www.gamefront...-online-review/
“None of the melee or precision-piloting skill rules from the tabletop incarnations have been carried over, so this is purely a game of maneuver and gunnery, and a gorgeous one at that.”
This review began very positively, but ended on a pretty sour note. 60/100 score.
Rough.
http://www.gamefront...-online-review/
“None of the melee or precision-piloting skill rules from the tabletop incarnations have been carried over, so this is purely a game of maneuver and gunnery, and a gorgeous one at that.”
This review began very positively, but ended on a pretty sour note. 60/100 score.
Rough.
#2
Posted 30 September 2013 - 04:54 PM
i'm at the acceptance phase
#3
Posted 30 September 2013 - 05:10 PM
Quote
Just a cursory glance at the official forums (and even recent stories Game Front) reveals that the player base is less than happy. Meanwhile, questionable business decisions continue to pile up. Even the controversy over purchasable weapon-cooling consumables refuses to die down; a single blast of coolant costs almost half a match’s worth of winnings, and there are some harsh allegations from the more competitive players that Piranha are ignoring complaints about high-level balance. At the moment, it’s still quick and easy to find a match, but if things don’t change soon, the well might start drying up.
Quote
Cons
- Vertical learning curve, with almost no tutorial content in-game
- Only two playmodes, both of which often devolve into deathmatches
- Nowhere near enough maps to support repeated 12v12 matches
- No framework to tie gameplay together, outside of tiny XP perks
- A huge grind required to get off the ground and into your own mech
- Hero mechs and consumables are vastly overpriced for what they offer
Dead on. I'm liking this review. Kind of generous to give it 60 though.
Edited by Acid Phase, 30 September 2013 - 05:11 PM.
#4
Posted 30 September 2013 - 05:31 PM
...A reviewer gave this game a 60/100...they must have not played any of the previous games..or the online planetary leagues which did for free what PGI is offering to do eventually if you keep dumping money in the content they are willing to work on...new mechs for more money...
#5
Posted 30 September 2013 - 05:50 PM
I don't think pgi realized just how important having more than a combat engine was going to be honestly. As soon as they had the game engine somewhat stable this should have been at least a high priority
#6
Posted 30 September 2013 - 07:08 PM
Acid Phase, on 30 September 2013 - 05:10 PM, said:
Cons
- Vertical learning curve, with almost no tutorial content in-game
- Only two playmodes, both of which often devolve into deathmatches
- Nowhere near enough maps to support repeated 12v12 matches
- No framework to tie gameplay together, outside of tiny XP perks
- A huge grind required to get off the ground and into your own mech
- Hero mechs and consumables are vastly overpriced for what they offer
most deadon review ever
#7
Posted 30 September 2013 - 08:45 PM
ArchAngelWC, on 30 September 2013 - 05:31 PM, said:
...A reviewer gave this game a 60/100...they must have not played any of the previous games..or the online planetary leagues which did for free what PGI is offering to do eventually if you keep dumping money in the content they are willing to work on...new mechs for more money...
Plus they hold the content with an iron fist. Allowing fan based content would have provided a lot of depth to the game we now lack. Fan created maps, for example, might have allowed PGI to focus resources elsewhere. Not to mention, if they had just created a lobby up front so that 3rd party leagues could have generated interest in MWO and provided some type of a game purpose, they might have a larger player base than they have now.
#8
Posted 30 September 2013 - 08:58 PM
AC, on 30 September 2013 - 08:45 PM, said:
Plus they hold the content with an iron fist. Allowing fan based content would have provided a lot of depth to the game we now lack. Fan created maps, for example, might have allowed PGI to focus resources elsewhere. Not to mention, if they had just created a lobby up front so that 3rd party leagues could have generated interest in MWO and provided some type of a game purpose, they might have a larger player base than they have now.
Fan created maps would be a nightmare to vet though. And you'd have jackasses creating spots with hidden advantages (like that one hidden area in that one Duke Nukem 3d map)

#9
Posted 01 October 2013 - 12:35 AM
AC, on 30 September 2013 - 08:45 PM, said:
Plus they hold the content with an iron fist. Allowing fan based content would have provided a lot of depth to the game we now lack. Fan created maps, for example, might have allowed PGI to focus resources elsewhere. Not to mention, if they had just created a lobby up front so that 3rd party leagues could have generated interest in MWO and provided some type of a game purpose, they might have a larger player base than they have now.
Well, creating a system for fan-made content is its own challenge.
That said, maps are not the only form of fan-made content.
A lobby system that also allows to string together a tournament is much simpler (not trivial, but simpler), and would also allow a form of content creation. It is something that would keep players busy, that's for sure.
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