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The Feel Of The Battlemech


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#1 SilverMalachite

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Posted 01 December 2013 - 08:12 PM

For the DEVs

I think you are aware of this but!

The size of the environment kinda emechulates (emasculates hehe) the fellow mechpilot...
So:
  • Improving the awareness/feel of being in a 3-8 story tall robot, will improve things greatly.
  • This game is meant to be & is a simulator, So looking into the science of how these Battlemechs could/would move & the effects or affects on their surroundings is a great start.
  • It just feels like it's missing something.
  • When I run around in a Battlemech, I feels like I am a human in a suite not a pilot in a 3-8 story tall Battlemech sitting in a cockpit...
  • So finer detail on the worlds/maps, In comparison to scale of everything, Will hit the nail on the head!
  • & give myself plus everyone that Mechwarrior feel, Not having to use your imagination to enhance your game play.
  • Bringing back collision damage (as hardcore mode Or what ever way possible) Is a must!!!
  • It is more the smaller things that count & the bigger things that matter.



I understand you have a lot on your table, & always will.
After all you are making Mechwarrior history here buddy...
So do it right!

(Please provide a link if this is already being discussed)



Thank you for your time



P.s(If you don't like what I'm saying go play COD)

#2 Durant Carlyle

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Posted 01 December 2013 - 10:24 PM

Just so you know, there are no eight-story 'Mechs -- the tallest are about 5.5 stories (17 meters or 55'9") tall.

Collisions/knockdowns/DFA were in the game but buggy. They will eventually be fixed and put back in.

#3 SilverMalachite

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Posted 02 December 2013 - 02:37 AM

Well...
Thank you for correcting myself, Sir

#4 fandre

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Posted 02 December 2013 - 03:00 AM

I agree wiht you. For me the game feels like man with costume walking in a toyland. There is totally no immersion or feeling of the "should be" feeling of a large mech. It is even worse, when you look at 3rd person view.

#5 Ziogualty

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Posted 02 December 2013 - 03:20 AM

View PostJadedhawke, on 01 December 2013 - 08:12 PM, said:

For the DEVs

I think you are aware of this but!


They are aware of this.
We are aware of this.

Only thing you can do is to hold tight to words like:
"it's planned"
"it's coming"
"in the near future"
"eventually"
"under constrtuction"
"we are working on it"

I just keep asking myself how difficult could be to reduce the massive size of plants, trees and bushes to give a better "Mech" feeling.
But i use to answer myself: "how difficult is to make a tree falls on the ground when hit by something?"
;)

#6 SilverMalachite

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Posted 02 December 2013 - 04:58 AM

View PostAttank, on 02 December 2013 - 03:20 AM, said:


They are aware of this.
We are aware of this.

Only thing you can do is to hold tight to words like:
"it's planned"
"it's coming"
"in the near future"
"eventually"
"under constrtuction"
"we are working on it"

I just keep asking myself how difficult could be to reduce the massive size of plants, trees and bushes to give a better "Mech" feeling.
But i use to answer myself: "how difficult is to make a tree falls on the ground when hit by something?"
:P


Yeah...
You have some very good points.

All I got to say is they had to start somewhere & here we are present day.
It can only get better.

#7 Lightfoot

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Posted 02 December 2013 - 04:59 AM

The Perspective is the key. And it's not bad in MWO, but it needs a bit of a push.

If you were doing forced perspective in a 2-D sense, and the monitor is a 2-D image of a 3-D game, you would call what you want Curvilinear perspective ,Wikipedia has a good description. Mechs need the Curvilinear distortion that makes things enlarge more as they approach the viewpoint center and less as they recede to the edges and away. So things in the distance would have no Curvilinear distortion, but as they draw close, the Curvilinear distortion would begin to impact the object, say the head of an Atlas, which would grow large enough to fill the view out of your mech. Drawback is this could be a little confounding to the pilot, but things could have their true perspective based on a human's visual parallax.



.

Edited by Lightfoot, 02 December 2013 - 05:06 AM.


#8 Durant Carlyle

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Posted 02 December 2013 - 10:05 AM

As far as the "falling trees" thing goes...

Everything that happens in the game is server-authoritative. The reason why trees don't get knocked down is that trees are local to your machine only. In effect, the server doesn't know the trees are there. Can you imagine how much more network traffic there would be if each client had to check with the server which trees had been knocked down and which were still standing?

#9 fandre

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Posted 02 December 2013 - 11:20 AM

View PostDurant Carlyle, on 02 December 2013 - 10:05 AM, said:

Can you imagine how much more network traffic there would be if each client had to check with the server which trees had been knocked down and which were still standing?


Not much. If a tree is knocked down the server has to communicate only the change. That is far less communication than shooting etc. I'm not talking about interactive tree parts after tree is knocked down.

But IMHO, a total static map (without a perspecitve to change) makes this game even worse, than it is now.

Edited by fandre, 02 December 2013 - 11:23 AM.


#10 SilverMalachite

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Posted 02 December 2013 - 07:36 PM

View PostLightfoot, on 02 December 2013 - 04:59 AM, said:

The Perspective is the key. And it's not bad in MWO, but it needs a bit of a push.

If you were doing forced perspective in a 2-D sense, and the monitor is a 2-D image of a 3-D game, you would call what you want Curvilinear perspective ,Wikipedia has a good description. Mechs need the Curvilinear distortion that makes things enlarge more as they approach the viewpoint center and less as they recede to the edges and away. So things in the distance would have no Curvilinear distortion, but as they draw close, the Curvilinear distortion would begin to impact the object, say the head of an Atlas, which would grow large enough to fill the view out of your mech. Drawback is this could be a little confounding to the pilot, but things could have their true perspective based on a human's visual parallax.



.


I think the detail on the flora & cities need to be fine tuned, So I feel like i am walking through a forest or walking through an urban jungle. Its the small things that count...
Them trees will stay that size no matter where i am on the map, What will alter the size is how far away i am.

Your talking from my understanding, How the human eye receives & judges depth perception.

View PostDurant Carlyle, on 02 December 2013 - 10:05 AM, said:

As far as the "falling trees" thing goes...

Everything that happens in the game is server-authoritative. The reason why trees don't get knocked down is that trees are local to your machine only. In effect, the server doesn't know the trees are there. Can you imagine how much more network traffic there would be if each client had to check with the server which trees had been knocked down and which were still standing?



Fare point... But!

Everyone else is doing it so why not MechwarriorOnline?
It just sounds like a cop out more then ever, Like you don't want to earn your bread & butter mate...

#11 Durant Carlyle

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Posted 02 December 2013 - 11:02 PM

View PostJadedhawke, on 02 December 2013 - 07:36 PM, said:

Everyone else is doing it so why not MechwarriorOnline?
It just sounds like a cop out more then ever, Like you don't want to earn your bread & butter mate...

Everyone else isn't server-authoritative.

As far as immersion goes, this game feels just as MechWarrior-y as previous MechWarrior computer games. More so, in fact.

Which would help the game out more -- U.I. 2.0 and CW, or having destructible trees? Hmmm ... tough one. Let's let them put the unimportant stuff on the back burner so they can get the good stuff out to us quicker.

#12 Ziogualty

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Posted 03 December 2013 - 01:49 AM

View PostDurant Carlyle, on 02 December 2013 - 11:02 PM, said:

Everyone else isn't server-authoritative.

As far as immersion goes, this game feels just as MechWarrior-y as previous MechWarrior computer games. More so, in fact.

Which would help the game out more -- U.I. 2.0 and CW, or having destructible trees? Hmmm ... tough one. Let's let them put the unimportant stuff on the back burner so they can get the good stuff out to us quicker.


1) Everyone else isn't server-authoritative: we all know why now...
2) When you feel the need to be sarcastic, pls use the "quote" option. NOONE here says it's more important a falling tree than a decent UI or some basic features like CW that lacks since closed beta.

But i can assure you a Dev team can work at the same time on both a decent UI, some basic features every other MMO has (like lobbies, CW) and a damn tree falling on the ground in the era of Next-Gen with Cryengine 3.
Just for you to know: Making an interactive environment is not just a cosmectic, useless, addon. In every game (like MWO) that try to be sim-like interactive environment will affect the game.

More, you should try Bad Company 2 (a 2010 game) to see how destructible environment,while is beatiful to see, heavily affects the gameplay.

A mech should decelerate in water, going a bit slower when wakling on a forest, and falling trees could help enemies detect your position, just to say a few, basic features.

Here:


Do you ever notice that in the Mechwarrior 5 trailer the Warhammer shoot at the building to make the Jenner fall?
That the garage the Marauder uses as cover from the Atlas take damage exposing the Warhammer?

The same devs we are talking to did the trailer with Unreal engine ingame footage 5 YEARS AGO to show you some other ways how destructible environment could affect gameplay.


I don't think you understand, but i hope that other people reading can understand why a lot of MWO players care about this stuff.

Edited by Attank, 03 December 2013 - 02:58 AM.


#13 fandre

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Posted 03 December 2013 - 05:16 AM

As far as I can remember, Mechwarrior 3 was the most immersive game of all Mechwarrior games for me. This feeling was based on a lot of different aspects of the game.

#14 Durant Carlyle

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Posted 03 December 2013 - 01:35 PM

We all know that the trailer isn't the game.

The MW5 Reboot trailer isn't the game.

The trailer showing the Atlas being ejected from a dropship isn't the game.

I do understand that a pretty-looking and immersive game is a good thing. But the features we're talking about aren't key to retaining players or gaining new ones. Core features like an improved UI, fully-functioning CW, and the Clans are. At this point in the game's development, everything else should be on the back burner.

#15 Ziogualty

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Posted 04 December 2013 - 02:58 AM

View PostDurant Carlyle, on 03 December 2013 - 01:35 PM, said:

We all know that the trailer isn't the game.

The MW5 Reboot trailer isn't the game.




As stated in the traielr itself it shows INGAME FOOTAGE.
Ingame footage.
It's not a teaser.
It's not CGI.
It's not anything else.
.
It's ingame footage.
Look at the bottom right.
It lasts for all the trailer.

Edited by Attank, 04 December 2013 - 03:51 AM.


#16 SilverMalachite

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Posted 04 December 2013 - 09:34 AM

View PostDurant Carlyle, on 02 December 2013 - 11:02 PM, said:

Everyone else isn't server-authoritative.

As far as immersion goes, this game feels just as MechWarrior-y as previous MechWarrior computer games. More so, in fact.

Which would help the game out more -- U.I. 2.0 and CW, or having destructible trees? Hmmm ... tough one. Let's let them put the unimportant stuff on the back burner so they can get the good stuff out to us quicker.


Attank


You said it all... Hands down to you.

#17 SilverMalachite

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Posted 04 December 2013 - 09:39 AM

View PostDurant Carlyle, on 03 December 2013 - 01:35 PM, said:

We all know that the trailer isn't the game.

The MW5 Reboot trailer isn't the game.

The trailer showing the Atlas being ejected from a dropship isn't the game.

I do understand that a pretty-looking and immersive game is a good thing. But the features we're talking about aren't key to retaining players or gaining new ones. Core features like an improved UI, fully-functioning CW, and the Clans are. At this point in the game's development, everything else should be on the back burner.



This game is & always was meant to be a simulation of being a MechWarrior. They need clan Battlemechs for CW so expect Community Warfare in 2015 after the introduction of the clan arsenal & clan weapons.

With all the fancy graphics, Previous Mechwarriors have more soul.

Edited by Jadedhawke, 04 December 2013 - 09:39 AM.


#18 SilverMalachite

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Posted 04 December 2013 - 09:44 AM

View PostDurant Carlyle, on 03 December 2013 - 01:35 PM, said:

We all know that the trailer isn't the game.

The MW5 Reboot trailer isn't the game.

The trailer showing the Atlas being ejected from a dropship isn't the game.

I do understand that a pretty-looking and immersive game is a good thing. But the features we're talking about aren't key to retaining players or gaining new ones. Core features like an improved UI, fully-functioning CW, and the Clans are. At this point in the game's development, everything else should be on the back burner.


The trailer aye... But the same Developers?

So what happened to that dream that is depicted in that trailer above?

It is a must!
Just like collision damage.
  • I remember all in good time, I cherish to thought!
Go play hawken aye if you want a COD mates with Mechwarrior, Which gives birth to Hawken!

Edited by Jadedhawke, 04 December 2013 - 09:44 AM.


#19 Whatzituyah

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Posted 04 December 2013 - 10:42 AM

View PostAttank, on 03 December 2013 - 01:49 AM, said:


1) Everyone else isn't server-authoritative: we all know why now...
2) When you feel the need to be sarcastic, pls use the "quote" option. NOONE here says it's more important a falling tree than a decent UI or some basic features like CW that lacks since closed beta.

But i can assure you a Dev team can work at the same time on both a decent UI, some basic features every other MMO has (like lobbies, CW) and a damn tree falling on the ground in the era of Next-Gen with Cryengine 3.
Just for you to know: Making an interactive environment is not just a cosmectic, useless, addon. In every game (like MWO) that try to be sim-like interactive environment will affect the game.

More, you should try Bad Company 2 (a 2010 game) to see how destructible environment,while is beatiful to see, heavily affects the gameplay.

A mech should decelerate in water, going a bit slower when wakling on a forest, and falling trees could help enemies detect your position, just to say a few, basic features.

Here:


Do you ever notice that in the Mechwarrior 5 trailer the Warhammer shoot at the building to make the Jenner fall?
That the garage the Marauder....


Where is the Marauder in that trailer?

#20 Ziogualty

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Posted 04 December 2013 - 12:31 PM

View PostWhatzituyah, on 04 December 2013 - 10:42 AM, said:


Where is the Marauder in that trailer?


:D
My mistake...
Mean Warhammer.
I was coming from the "Marauder contest" 3d and i swapped names (some amazing design there!).
:wub:

Edited by Attank, 04 December 2013 - 12:32 PM.






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