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This Ready Button Is Bad!


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Poll: This Ready Button Is Bad! (252 member(s) have cast votes)

What the readers think

  1. Agree. (150 votes [58.14%] - View)

    Percentage of vote: 58.14%

  2. Disagree. (108 votes [41.86%] - View)

    Percentage of vote: 41.86%

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#41 Madara Uchiha

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Posted 02 October 2013 - 11:55 AM

Just dont see the point in in, by pressing launch we are saying okay we good lets start...and if you have a premade group already dont you get put in the same squad regardless? and if you are pugging, who cares?? Its not like this is rainbow six or some **** where you can make last miniute changes to weapons or gear, so..just whats the point?

#42 Bucannen85

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Posted 02 October 2013 - 11:58 AM

View PostKibble, on 02 October 2013 - 11:33 AM, said:


PGI has stated they will be adding mech switching and such. Think of this as just the start of that. Baby steps at times.


Is that a nice way of saying it's beta. lol

Edited by Bucannen85, 02 October 2013 - 11:59 AM.


#43 Bucannen85

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Posted 02 October 2013 - 12:02 PM

View PostMadara Uchiha, on 02 October 2013 - 11:55 AM, said:

Just dont see the point in in, by pressing launch we are saying okay we good lets start...and if you have a premade group already dont you get put in the same squad regardless? and if you are pugging, who cares?? Its not like this is rainbow six or some **** where you can make last miniute changes to weapons or gear, so..just whats the point?

In a pug match it just gives you any extra min to ask plan? with out having to walk in to a wall or get *****.

#44 Macbrea

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Posted 02 October 2013 - 12:04 PM

PGI has already stated that the plan on letting us drop with 4 mechs and choose which one we will take into the match. This feature isn't into the game yet. At the moment, what it allows is someone to take command and rearrange the groups, during the initial setup. From a player point of view it also allows players to not hit ready until their are 12 players on your side or 60 seconds pass. Noone wants to fight 11 v 12. In theory, this lets people make some choices.

What you're seeing at the moment is the delay without all the rest of the features.

#45 Tannhauser Gate

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Posted 02 October 2013 - 12:09 PM

Beta still applies to this game in the aspect that PGI will always roll out new features in series. Each will be vetted on the PTS but, still not completely balanced, the players on the normal servers will still serve as beta testers for all the new layers until the end of end of development.. likely to be years from now.

#46 Bucannen85

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Posted 02 October 2013 - 12:27 PM

View PostLakeDaemon, on 02 October 2013 - 12:09 PM, said:

Beta still applies to this game in the aspect that PGI will always roll out new features in series. Each will be vetted on the PTS but, still not completely balanced, the players on the normal servers will still serve as beta testers for all the new layers until the end of end of development.. likely to be years from now.

I know I just couldn't help it. It remind me of ever time some one didn't like a new thing in the game people would say relax it's just bate they'll have it fixed by launch. Russ Bullock already said beta and launch where just names, developments never ending. I just would have liked U.I 2.0 to be at launch

Edited by Bucannen85, 02 October 2013 - 12:28 PM.


#47 Kjudoon

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Posted 02 October 2013 - 12:49 PM

The button is fine. It just needs to be FLASHING!!!! because I don't think most people realize it's there or don't get it or are just plain dickheads using it to get under the skin of the munchkins screaming 'blood for the blood gawd'. Which in that light, is a great idea.

Edited by Kjudoon, 02 October 2013 - 12:50 PM.


#48 Kamies

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Posted 02 October 2013 - 01:14 PM

We had just now 12-man training session and the new system is really, really helpful. At first in PUG-matches I hated it and thought the 60 second waiting time is too much when there is no commander 90% of the time and bad commander 9% of the time. In the 12 vs 12 side when I was the commander and trying to get the right guys to the right lances I was really grateful for the generous 60 seconds. It takes a while to move people around and oh no this guy has this mech and that new guy was supposed to be there and so on.

Though I propably will still hate this feature in the PUG-side of the game.

#49 Burke IV

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Posted 02 October 2013 - 01:38 PM

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#50 Kibble

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Posted 02 October 2013 - 01:42 PM

View PostBucannen85, on 02 October 2013 - 12:27 PM, said:

I know I just couldn't help it. It remind me of ever time some one didn't like a new thing in the game people would say relax it's just bate they'll have it fixed by launch. Russ Bullock already said beta and launch where just names, developments never ending. I just would have liked U.I 2.0 to be at launch


I'm not saying the "it's beta" line. I'm just a bit more patient and can deal with changes instead of going ape poop over the smallest of things such as this ready button. The changes are out of my control so why complain super hard about it?

#51 Mr Andersson

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Posted 02 October 2013 - 01:45 PM

Yea, it sucks.

I could see the point if lance organization would actually make a difference.

At least reduce the timer to 30 seconds, that's more than enough to organize lances.

#52 Tannhauser Gate

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Posted 02 October 2013 - 01:46 PM

View PostBucannen85, on 02 October 2013 - 12:27 PM, said:

I know I just couldn't help it. It remind me of ever time some one didn't like a new thing in the game people would say relax it's just bate they'll have it fixed by launch. Russ Bullock already said beta and launch where just names, developments never ending. I just would have liked U.I 2.0 to be at launch


Yep I agree. I would have preferred UI2.0 and couple of layers of CW for launch but it is what it is. I think having to rewrite a big chunk of CryEngine's code put them almost 6 months behind. Russ said that business reasons were why they launched when they did and not delay the launch date. The goal was to launch with a minimal viable product and they met that goal. Im sure eveyrone at PGI as well as the players would have liked to have had IU2.0. Imo, its still a great game and haters need to get a grip. Some of those people are way off base with their expectations. PGI though shares some of the blame by actively selling a product that, at open beta, wasnt "minimally viable" then followed up with 3PV PR snafu. Most of the money PGI has earned has been FAN investment and support from people who want to see MWO be the great immersive BT game we all want. Its not going as fast as many people want. Anyway, a year from now, MWO will be redeemed and alot of cool features will make all the hate threads old news.

#53 Bartholomew bartholomew

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Posted 02 October 2013 - 01:57 PM

It needs some tweaking and polish. I consider it the first bit of lobbies and CW everybody is screaming for and now whining over because they just shoved something out the door to say "look we are doing something about it"

Proabably what need to be done instead of timer playing and junk. Is just to let the company commander be able to ready up the whole unit. That fixes trolls and most other complaints right there.

#54 Advil

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Posted 02 October 2013 - 02:06 PM

I voted to agree that it's bad in the current form.

Solution: It should ONLY be there during 12v12 matches. Not PUG games.

Solution#2: Shorten the timer on PUG games, then it won't matter.

Whichever is easier for PGI to code and implement.

#55 Dantiger

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Posted 02 October 2013 - 02:11 PM

I like the ready button, it it need some work. I mean, its a pain in the *** when someone don't press ready and you need to wait 60 sec to start. just make like when 8~10 player are ready the counter jumps to 5 sec

#56 Funkadelic Mayhem

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Posted 02 October 2013 - 02:28 PM

I voted for the "I dont care" option.

#57 MECHB0T

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Posted 02 October 2013 - 02:29 PM

I don't think i've played a game yet where anyone has used the time to rearrange lances. I think it does have a place but the mechanics need to be different. Maybe reduce the timer to 20 seconds unless someone takes company command to change lance loadouts. If they do then the timer is extended to give another 40 seconds (60 seconds total) or the company commander hits ready.

#58 kuangmk11

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Posted 02 October 2013 - 03:49 PM

This is how I would change it. Hopefully most of this is already in the pipe
Posted Image

Keep the ready button as is. Start the counter at 60. Let people take command and arrange
things. Let the commanders "launch" to start the match regardless of whether or not all players have clicked in.

We need to know our spawn point before we can talk about a plan. We also need the grid and control points visible on the map.

The chat box is too small and everybody just spams "ready up". The chat box should be as big as the chat box + game mode box is now possibly with global separated out.
Scroll bars in chat would be nice.

Pre-Mades should be highlighted so they don’t get split up.

#59 Bucannen85

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Posted 02 October 2013 - 05:04 PM

View PostKibble, on 02 October 2013 - 01:42 PM, said:


I'm not saying the "it's beta" line. I'm just a bit more patient and can deal with changes instead of going ape poop over the smallest of things such as this ready button. The changes are out of my control so why complain super hard about it?

I agree with you, I wanted to rage about the new ready button do to frustration. But I took a step back, readed some of the replies and got a better understanding.

As for your first post. I readed it and didn't think you meant your post as "it's beta" line.Sorry I didn't mean to offend you, like I said I couldn't help my self but to make the joke.

View PostLakeDaemon, on 02 October 2013 - 01:46 PM, said:


Yep I agree. I would have preferred UI2.0 and couple of layers of CW for launch but it is what it is. I think having to rewrite a big chunk of CryEngine's code put them almost 6 months behind. Russ said that business reasons were why they launched when they did and not delay the launch date. The goal was to launch with a minimal viable product and they met that goal. Im sure eveyrone at PGI as well as the players would have liked to have had IU2.0. Imo, its still a great game and haters need to get a grip. Some of those people are way off base with their expectations. PGI though shares some of the blame by actively selling a product that, at open beta, wasnt "minimally viable" then followed up with 3PV PR snafu. Most of the money PGI has earned has been FAN investment and support from people who want to see MWO be the great immersive BT game we all want. Its not going as fast as many people want. Anyway, a year from now, MWO will be redeemed and alot of cool features will make all the hate threads old news.

I agree with you, It's a great game I am not going to stop playing.
Thank for the reply

#60 Bucannen85

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Posted 02 October 2013 - 05:26 PM

View PostAdvil, on 02 October 2013 - 02:06 PM, said:

I voted to agree that it's bad in the current form.

Solution: It should ONLY be there during 12v12 matches. Not PUG games.

Solution#2: Shorten the timer on PUG games, then it won't matter.

Whichever is easier for PGI to code and implement.

I disagree it has a place in a PUG match, the same as a 12v12. The time seems short when your using it and slow when your not. I think once people get more used to it the forms well die back down.

They do need to fix the button color and location though. I like what Kuangmk11 did with the look of it, but I didn't even notice it the first time I dropped until I sat there for maybe 20sec, then started to look a round.Kuangmk11 Dosn't want to take credit for the mechwarrior 4 button. Sorry but thanks for thinking of it.

Edited by Bucannen85, 03 October 2013 - 09:24 AM.






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