October Creative Director Update
#321
Posted 09 October 2013 - 01:55 PM
#322
Posted 09 October 2013 - 02:02 PM
Voidsinger, on 08 October 2013 - 02:24 PM, said:
No, a stakeholder is someone whose future decisions will be affected by the choices that are made. We have a stake in that, since our future investment in the game is determined by the path PGI takes. Obviously surveying everybody isn't going to make sense. Hence, internal stakeholders are going to be the Development Teams, creative people, IGP, owners. External stakeholders are people outside the process, the fans. They would be represented, since return on investment is going to be a function of how well those fans you deride accept features. Fans are consumers yes, and companies ignore consumer backlash at a peril to their future profits.
This game failing or succeeding does not affect any sort of profit margin on your end.
Get off your high horse.
Edited by TOGSolid, 09 October 2013 - 02:03 PM.
#323
Posted 09 October 2013 - 03:02 PM
#324
Posted 09 October 2013 - 03:06 PM
I am so glad I've given you my financial support and stuck with you through the past few months when so many were doubting and even hating. You may be a bit behind schedule, but I'd rather have it done right than have it meet a deadline.
I love this game. In fact, I literally haven't played any other games in months. From the looks of it, I may never play another game at all! Keep up the great work. I can't wait to see how the game continues to develop.
Skirmish mode and DX11 coming soon!?!?!? Absolutely thrilled. Thanks for bringing my dreams to life.
Cheers,
Xito
#326
Posted 09 October 2013 - 03:26 PM
As for the Flame pattern being advertised as exclusive. If it was posted that way and now everyone can get it that is just plain old false advertising. Those of you that say it is stupid have no idea why people buy exclusive items. They buy them because they are collectors or you want something that others won't have unless they buy the same thing. It may mean nothing to you but it does to them.
#327
Posted 09 October 2013 - 03:43 PM
ShadowMaw, on 09 October 2013 - 03:26 PM, said:
As for the Flame pattern being advertised as exclusive. If it was posted that way and now everyone can get it that is just plain old false advertising. Those of you that say it is stupid have no idea why people buy exclusive items. They buy them because they are collectors or you want something that others won't have unless they buy the same thing. It may mean nothing to you but it does to them.
Im glad Im not your kid. I would have shot myself by now.
#329
Posted 09 October 2013 - 03:55 PM
#330
Posted 09 October 2013 - 04:02 PM
As for a way to represent this other than in text, it'd be nice to have some sort of bar graph per development phase, where each item being worked on in parallel is showed on a separate bar, but the ones being worked in sequence are next to each other. The length of each bar represents the size of the block (in terms of work). Hovering each bar would show a tooltip describing the feature being worked on in more details if available.
For example (supposing that's how it would be organised based on task assignments):
Ready For Internal Test
[Skirmish Mode....................]
In Development
[UI 2.0 MechLab...............][UI 2.0 Pilot Lab.....][UI 2.0 Misc........]
[Attack/Defend Mode....................]
[Loyalist Points.......][Achievements......................]
[Mercenary Unit Life..................................................]
#331
Posted 09 October 2013 - 04:30 PM
I would also add in some like: Player A In a HBK-4G killed players C, G, and F, and those players were piloting X mechs.
And then a line telling you which weapons you took damage from and from whch players.
VERY curious to see if I am more effective towards certain types of mechs, and which ones I have trouble with.
To the General Stats screen, I would love to see stats added for ASSISTS! I don't care too much about making kills as long as I get 4 or more assists in a game. With this type of game (zero respawn) out and out kills really aren't as important overall. Most of those kills are made with help from others.
#332
Posted 09 October 2013 - 04:51 PM
Lookit me, all positive-like.
#333
Posted 09 October 2013 - 05:37 PM
In case it didn't come up elsewhere the Crimson Strait map was phenomenal - tactically very diverse and one I look forward to playing in every time. There's approaches for brawlers and plenty of open space for snipers. The buildings/vehicles and the like help reinforce the feeling of being in a mech vs just being people-sized. Due props.
#334
Posted 09 October 2013 - 05:47 PM
Rofl, on 09 October 2013 - 09:27 AM, said:
I disagree. There is a saved-by-the-bell mechanic in every gametype. If deathmatch doesn't have a timer, then I will retract my statements. However, if it does, then there does exist the possibility of saving yourself from a death on your stats by waiting out the clock in unfavorable conditions.
Perhaps if the devs announced or incorperated some other means of saving your stats without restricting your enjoyment of the game in all game modes (for instance, ejection, and perhaps it had it's own stat tracked separately. I have no suggestions for how to limit abuse on this), then I could agree to that as well.
Me personally, I don't care about my KD. It's not that great. I am interested in real answers to problems that will arise. So far as I am aware in my personal going about, I have never been reported for waiting it out in Assault or Conquest, limited though those times may be. I have also never reported someone for doing so, because what are you really reporting? Thanks for making it easier to cap the base(s)? Deathmatch, with it's presumable no 2nd objective, alters that equation drastically. I think many statwarriors WILL look to the clock to save them.
they could just make the K/D for death match, it would mean more in that game mode then the others.
#336
Posted 09 October 2013 - 05:50 PM
Matta, on 09 October 2013 - 10:44 AM, said:
This post sums it up well.
- If it's truly a deathmatch - then timer should go.
- If there is timer - then every mean of stalling the fight for the purpose of survival (for whatever reason) is LEGITIMATE.
Simple.
yeah I would imagine the map(s) would be far smaller then anything we have seen so far so it wouldn't be hard to find your opponent and kill them so a timer would be unnecessary I think.
#337
Posted 09 October 2013 - 05:59 PM
Macbrea, on 09 October 2013 - 11:50 AM, said:
un less the opponent is smart enough to back into a corner so he only has a 90 degree firing field. then the spider wont last long at all. plus seismic censer or tag would stop that, tho I don't think ECM will be as handy as it is in other game modes since I would think the maps would be smaller so you don't spend to much time running around looking for one mech - 1 lance so LRMs would probably be less effective, and moving between cover would be the lights best tactic.
Edited by Frost Lord, 09 October 2013 - 06:25 PM.
#338
Posted 09 October 2013 - 06:09 PM
White Bear 84, on 09 October 2013 - 05:48 PM, said:
I think the forumites are running out of things to complain about...
It must be difficult for them. Things are starting to come together so all of their predictions of doom and gloom are falling short. They can't just admit they were wrong, and that PGI might actually pull it all off.
#339
Posted 09 October 2013 - 06:16 PM
Orteus, on 09 October 2013 - 03:26 AM, said:
They found the cause for ballistic hit detection, shouldn't be too far away from fixing it for missile too.
http://mwomercs.com/...66#entry2812866
#340
Posted 09 October 2013 - 06:34 PM
White Bear 84, on 09 October 2013 - 05:48 PM, said:
I think the forumites are running out of things to complain about...
Fat chance of that, but rather complaining has become such a second nature for many of MWO's 'vocal minority' that it will take time for them to break the habit.
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