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Straw Poll Part Ii: What Issues In The Game Bother Me The Most Right Now?


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Poll: Straw Poll Part II (255 member(s) have cast votes)

The issue I care the most about is...

  1. HSR/Hitreg issues. Still can't hit what I shoot consistently. (64 votes [25.10%])

    Percentage of vote: 25.10%

  2. ELO/Matchmaker/Weight Balancing: Teams are still uneven and not fun. (31 votes [12.16%])

    Percentage of vote: 12.16%

  3. Community Warfare: Where is it? (38 votes [14.90%])

    Percentage of vote: 14.90%

  4. Weapon/Mechanic balance: This is OP, the heat system is {Scrap}, I hate the new gauss firing, etc. (35 votes [13.73%])

    Percentage of vote: 13.73%

  5. Content: I am bored, and want more stuff to play with. (20 votes [7.84%])

    Percentage of vote: 7.84%

  6. Hardware/Performance issues: FPS, crashes, etc. (14 votes [5.49%])

    Percentage of vote: 5.49%

  7. Grind:Fun ratio: New Cbill earning system bothers me. (36 votes [14.12%])

    Percentage of vote: 14.12%

  8. Other: Specify below (17 votes [6.67%])

    Percentage of vote: 6.67%

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#21 NextGame

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Posted 02 October 2013 - 03:23 AM

couldn't decide between ghost heat and community warfare.

The former is an abomination, and the later should really have been fully implemented long before now given the funding this game has received from the community.

#22 Wolfways

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Posted 02 October 2013 - 05:32 AM

View PostPat Kell, on 02 October 2013 - 01:32 AM, said:

they received the same buff that all the other classes did...2x table top version...they only reason they seem to be OP is because you can't hit them. try aiming a bit and you will be surprised how quickly they die.

http://mwomercs.com/...from-tt-to-mwo/

#23 PEEFsmash

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Posted 02 October 2013 - 07:16 AM

View PostWolfways, on 02 October 2013 - 05:32 AM, said:



This game was not balanced in tabletop. Lights were not as good as assaults. Every mech in this game is SUPPOSED to be as important to securing win conditions as every other. That was not the case in tabletop. If you want to be the best because you are in the biggest mech and you want no disadvantages, go back to your board game.

#24 Wolfways

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Posted 02 October 2013 - 07:37 AM

View PostPEEFsmash, on 02 October 2013 - 07:16 AM, said:


This game was not balanced in tabletop. Lights were not as good as assaults. Every mech in this game is SUPPOSED to be as important to securing win conditions as every other. That was not the case in tabletop. If you want to be the best because you are in the biggest mech and you want no disadvantages, go back to your board game.

Either you didn't read it or you're just trolling.
I do think it's funny though that you jump to defend even the slightest thing you consider bad being said about lights and assume that whoever said it doesn't play lights and just wants their bigger mech to be the best. Keep up the good work :D

#25 PEEFsmash

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Posted 02 October 2013 - 07:45 AM

View PostWolfways, on 02 October 2013 - 07:37 AM, said:

Either you didn't read it or you're just trolling.
I do think it's funny though that you jump to defend even the slightest thing you consider bad being said about lights and assume that whoever said it doesn't play lights and just wants their bigger mech to be the best. Keep up the good work :D

No, I read it, and it was a genuinely terrible, theorycrafted (not fact-crafted) post.

You have completely and utterly failed to recognize the actual reason that Mediums are bad: Heavy mechs do it better. Heavies are about the same size as mediums, but carry more firepower, more armor, and can move just as fast. They outclass mediums in every way. The solution here is to make mediums a bit smaller and a bit faster, and make heavies and assaults a bit slower, especially regarding arm articulation speed and torso twist speed. Nerfing lights won't help mediums, and will just push heavy and assault mechs to further dominance (which you would know is the case if you actually played high-level competitive 12-mans where balance issues are at their most apparent.

#26 Billygoat

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Posted 02 October 2013 - 07:50 AM

Had to vote hitreg.

Issues still ongoing. Regression since initial implementation still present. Patch to patch improvements have been minimal and any good that one patch does tends to be undone come the following patch.

Absolutely nothing else matters to any great extent if shooting in your shooting game doesn't work.

#27 stinkypuppy

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Posted 02 October 2013 - 08:01 AM

i voted other because i cant select "all of the above" but its mostly hit reg and content that i need . i'm fine without CW for a few months because the old mechwarrior games online features never had them although i am still very exited for CW. until then i at least want some content. something like new modes (Solaris arena with weight class fights and any kind of mode that has re-spawns. also you can add as many mechs and maps as you want but its never going to improve my enjoyment of the game other than new mechs/locations to stomp around in but that gets old fast as shown by crimson strait) .

also hit registration should just be a standard in video games especially one that is 100% online. its like if i made a game about typing the words you hear but i messed up when paring the sound files so when it says "type the word, hypothesis" its playing the wrong sound and the word you are supposed to type is actually "leviathan".

#28 ArmageddonKnight

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Posted 02 October 2013 - 11:43 AM

While hit reg is deffinatly up their with issues i currently abhor.
I think the larger issue of overall mech and weapon balance is a far more important and a larger thing to fix. Though PGI's current bandaid apporach of going through each weapon type 1 by one in a reoccuring list nerfing/buffing as they go is just silly. The mechanics need changing/fixing first. I.e chassis hardpoitn limits, chassis bonuses, armor tweeks, THEN individual weapon balance.

#29 Geek Verve

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Posted 02 October 2013 - 12:05 PM

Voted other. IMO the chat system (and community-building system as a whole) needs a lot of work. It shouldn't be so difficult to connect with others you might wish to play with more often. Also, the in-game chat system only provides access to a few lines of text and completely disappears after a few seconds.

#30 culverin

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Posted 02 October 2013 - 12:08 PM

I really don't like ghost heat, but I will suck it down if I have to.

I don't like the jump jet mechanics.
They aren't realistic, and they aren't really skill based, or fun.

I'm pretty much sliding up a mountain slope right now and "dragging" my mechs toes all the way up the slope. Not having control of forward/reverse thrust also feels really crippling.



It would really make hopping up from the water in River City bearable.

#31 Zyllos

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Posted 02 October 2013 - 12:14 PM

Weapon Mechanics by far, for me personally.

So much focused damage that armor in other locations just doesn't matter. When you fire multiples of the same weapon, they just all convergence onto a single point.

Where is the MechWarrior in that?

#32 Corvus Antaka

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Posted 02 October 2013 - 12:51 PM

lances being re-organized but then commanders don't issue orders.

an extra 60 second wait every drop. Over 10,000 matches, 10,000 minutes, thats 166 hours of lost time for nothing.

Matchmaker and lack of tonnage limits.

#33 HUBA

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Posted 02 October 2013 - 01:16 PM

hm, I have a very little wish. please make a zoom out button or zoom in/out with the mouse wheel.
The hitreg is also a very important thing. I often lose a lag or arm without noticing the damage. Neither sound nor visually. Maybe hits to the internal structure could have more/better feedback.

View PostArmageddonKnight, on 02 October 2013 - 11:43 AM, said:

While hit reg is deffinatly up their with issues i currently abhor.
I think the larger issue of overall mech and weapon balance is a far more important and a larger thing to fix. Though PGI's current bandaid apporach of going through each weapon type 1 by one in a reoccuring list nerfing/buffing as they go is just silly. The mechanics need changing/fixing first. I.e chassis hardpoitn limits, chassis bonuses, armor tweeks, THEN individual weapon balance.


I'm not a fan of the overdone balancing. Light mechs seem to be as strong as heavy. Also have an AC2 not to be as strong as an AC20. Stretch the weapons DPS range would also make the heavy mechs stronger. The last step would be an other drop configuration 1-2 assault, 2-3 light, 3-4 heavy and 4-6 medium. But this is only my wishful thinking :ph34r: I know not every one want to play in a normal mech ;)

#34 AC

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Posted 02 October 2013 - 04:57 PM

My other is mech scale. I think some of the main issues with mechs right now are the scales of them. medium mechs the size of assaults don't live very long, where as spiders the size of a centurions leg can live forever. (part due to size, part to broken hit boxes)

#35 Valore

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Posted 02 October 2013 - 09:56 PM

Well, HSR/Hitreg is still holding firm as the top issue. Sad that enough people are stil being affected by it.

Unsurprisingly second is balance issues.

Third IS mildly surprising, so, are these people entitled whiners who are being cheap, or is there really a problem with MWO's money grind? Why has this topped your concerns list? Let's hear it!

#36 ShinVector

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Posted 02 October 2013 - 10:33 PM

My issue is with FPS as, that irritates me the most at the moment.
Running an older cpu with a fast gpu. Hoping for DX11 to fix the bad fps drop issue.

Hit reg is up there but I am so, used to it since I play at 250ms. I don't care as much as it has always been bad and worst during Closed Beta.

#37 AimRobot

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Posted 02 October 2013 - 11:31 PM

When i find a game i let you know how it is.

#38 Ramla

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Posted 03 October 2013 - 08:53 AM

  • Metagame is lacking
At the moment, when you fit your mech with weapons you must take into consideration that it must work reasonably in every map. I love brawling, but I can't bother fitting pure brawlers since the map lottery will give me five Alpines in a row. Same goes for LRM, you wouldn't want to take your boat build into just every map but even for pugs they can still be effective on some maps.


Now I know map voting is on the way, but it won't solve all of this problem, it will just make you optimise your build for the community favourites. What I would like to see is that you could save builds for your mechs in mechlab, and while you would first choose the mech you queue with, you could choose from your builds when you know where you'll be dropping.

edit: business protip for PGI: you could sell additional build slots for some emcees
  • Teamplay features are lacking
I tried to take command of my drop a couple times. The idea of the command interface is kind of good, but for a fast paced game like this it's way too bulky. It'd need a thirteenth player without a mech to operate properly. It's easier to write your commands to chat and a higher chance that people will co-operate.


While chat works, why can't we have a quickmenu for some common communications since there is no VOIP?

Also, people could act according to their role a whole lot easier if targeted & recognized mechs would show up with a weight class icon on the minimap.
  • Assault game mode needs some tweaking
With the newly introduced larger maps it's frustrating that three lights can often just decide to capwin the game while other players are looking to have a nice fight. I would suggest scaling cap speed by round time left or mechs remaining. A king of the hill style game mode would also possibly work much better for a TDM mode with the obligatory alternate win condition if the last of the enemy just want to hide and stall the game.
  • Hitbox issues, esp. spider
  • Lack of euro servers
Pretty please. Mechs might as well have no collision detection since transatlantic latency makes mechs warp through my atlas in a narrow alley anyway. It's also frustrating to find that the running mech you just fired your laser at warped 50 meters back. I know it's the same for most everyone I play against in my time zone but come on, this is the 21st century and the game is officially launched.
  • Newly introduced ready button
  • All systems YES JERK THAT JOYSTICK BABY
At least make the mech startup procedure play in the background while waiting for players to ready up after they've readied up once before, or allow use of map & command interface maybe?

Edited by Ramla, 03 October 2013 - 08:57 AM.


#39 FlipOver

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Posted 03 October 2013 - 08:59 AM

Voted: "Other"
Specification: "All of the above"

Shame "All of the above" option is missing...

#40 Kataiser

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Posted 03 October 2013 - 09:59 AM

Literally the only issue that I have right now is the C-Bill earning nerf. HSR has played nice for me for a while now, CW is coming, so Ima sit on the good core gameplay and have fun with that, and I circumvent the ELO screwiness by dropping with friends now. Really, the only killer is that I went from ~250K CB per game down to about 110K CB. That's been the only thing keeping me from playing more.





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