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Project Update - Dec 2/2013 - Feedback


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#321 101011

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Posted 05 December 2013 - 12:52 AM

Turrets, new game modes, Solaris, Clan announcements soon...I'm loving this :D

#322 Hoaggie

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Posted 05 December 2013 - 01:02 AM

View PostVoid Angel, on 04 December 2013 - 11:52 PM, said:

Wait, wait. Jenner Football was fun?

Also, what ballistics are you talking about? There's already ballistic drop in the game... Just not sure what you mean.



I drove a Jenner during that period. It was amazing fun, driving a mech that was so fast and agile that it could knock down any other mech if you hit the jump jets just right. No light mech are just good because they are smaller targets, need to avoid damage now? Just burry your face in the legs of an assault mech. Problem solved.

Ballistics, as in the way hard ammunition damage is applied to the targets.

View PostThe Justicar, on 05 December 2013 - 12:13 AM, said:

So, let me get all of this straight.

You've been working all this time on UI2.0 and CW, but you're releasing UI 2.0 in a broken, buggy state and CW isn't even in alpha?

What the **** do you guys do all day at the office? Stop making mechs. Stop making maps. FINISH THE DAMNED GAME.

My patience and understanding has expired, as has my premium account. You're gonna have to earn them back.



If you havent noticed, they are hiring.
Posted Image

Hopefully they hire somebody that knows what they are doing. Lets take a look...

Posted Image

That really looks like they are gearing up to make more mechs and maps.



The minds behind the game are hard at work

Edited by Hoaggie, 05 December 2013 - 01:02 AM.


#323 Void Angel

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Posted 05 December 2013 - 01:18 AM

View PostPinkyAndTheBrain, on 05 December 2013 - 12:44 AM, said:

This update from Paul sounds like the stunt I used to do at work. Make a big show to my boss of attempting to do something while at the same time trying to get as little done as possible and waste as much of my employer's time as possible. At the end of the month I still collect my paycheck. So, I do whatever I can to avoid work. Paul sounds just like the old me. It takes a snake to recognize a snake.

Actually, dishonest people often accuse honest people of cheating and lies, because the dishonest person assumes everyone is like them.

#324 WidowMaker91

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Posted 05 December 2013 - 01:22 AM

View PostChemie, on 02 December 2013 - 02:42 PM, said:

so CW is not even started development....great,

UI2 will be implemented with a mechlab that is seriously flawed and has been pointed out by almost every player's feedback to date on the public tests

UI2 is "months away" despite being originally planned for spring...err launch....err....2013....definitely before Dec/13 but now Feb/March/14?

So I guess this is better than the past 3 months of silence but still a very bad answer to pressing needs.


i feel your pain dude... as a mechwarrior / battletech fan from the time my dad showed me mechwarrior 2: 31stcc with the voodoo graphics edition turned on when i was like 5 i am disappointed in the progress and regret on getting the founders package... honestly this is why i only use 1 mech, my founders catapult modified a bit. and sarahs jenner ( cmon, gonna support that kinda stuff xD ) the other 4 mechs are the remaining founders mechs and another cat u bought a while back with c bills.

i only really play after an update to try it out.. but idk playing feels like a lost cause atm.

#325 PinkyAndTheBrain

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Posted 05 December 2013 - 01:33 AM

View PostVoid Angel, on 05 December 2013 - 01:18 AM, said:

Actually, dishonest people often accuse honest people of cheating and lies, because the dishonest person assumes everyone is like them.

Whatever floats your boat.

#326 Hoaggie

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Posted 05 December 2013 - 01:37 AM

View PostPinkyAndTheBrain, on 05 December 2013 - 12:44 AM, said:

This update from Paul sounds like the stunt I used to do at work. Make a big show to my boss of attempting to do something while at the same time trying to get as little done as possible and waste as much of my employer's time as possible. At the end of the month I still collect my paycheck. So, I do whatever I can to avoid work. Paul sounds just like the old me. It takes a snake to recognize a snake.


Are you saying this is the face of a man that would allow such a thing in his company?
Posted Image

#327 Devorum

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Posted 05 December 2013 - 03:27 AM

Russ and Paul need to watch this and take it to heart. It's eerie how similar it sounds.

http://www.gdcvault....e-Wrong-Way-Age

View PostVoid Angel, on 05 December 2013 - 01:18 AM, said:

Actually, dishonest people often accuse honest people of cheating and lies, because the dishonest person assumes everyone is like them.


No, he is right. I used to do something similar, thought not to rip anyone off or shirk work. I had a ridiculously micromanaging boss, and to keep him off my back I would bombard him with information and smokescreens to make it look like I was doing way more than I was, and he would get overwhelmed and leave me alone to do my work.

All of this seems like a smokescreen, to overwhelm/mollify the playerbase and keep them from rioting for just a bit longer.

W'ell see how things go in 2034 when CW finally releases.

Edited by Devorum, 05 December 2013 - 03:45 AM.


#328 Chemie

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Posted 05 December 2013 - 04:40 AM

good video....PGI is doing all the things suggested NOT to do
*High initial price points (mechs, hero mechs)
*Don't launch franchise title with limited content (limited game modes)
*Don;t launch with key features missing (CW)
With above, new players come in and are not retained or monetized....

#329 Lonestar1771

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Posted 05 December 2013 - 06:25 AM

View PostHoaggie, on 05 December 2013 - 01:02 AM, said:



I drove a Jenner during that period. It was amazing fun, driving a mech that was so fast and agile that it could knock down any other mech if you hit the jump jets just right. No light mech are just good because they are smaller targets, need to avoid damage now? Just burry your face in the legs of an assault mech. Problem solved.

Ballistics, as in the way hard ammunition damage is applied to the targets.




If you havent noticed, they are hiring.
Posted Image

Hopefully they hire somebody that knows what they are doing. Lets take a look...

Posted Image

That really looks like they are gearing up to make more mechs and maps.



The minds behind the game are hard at work


Sounds like they have been focused on a getting another game ready. Console port possibly? I mean we are dealing with console game developers here.

#330 Kotzi

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Posted 05 December 2013 - 06:53 AM

So what about UI2 vital everything else needs to wait? Doesnt that mean that they have focused their capacities towards UI2? If such a "small" task takes more than a year, what would be the estimation for a mammoth project like CW?

#331 Strongpaw

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Posted 05 December 2013 - 07:01 AM

'''''* Currently on the hot-seat is a discussion as to how Clan BattleMechs will be customized. We will update everyone once the final call has been made and who knows, maybe one of the planned BattleMechs will be announced soon™!

EASY! You instituted the system of Hard Points when you built the game. Roll with it using the Lore of the clan Mechs. Short example Seperating the mechs by module sections Arm A, Arm B, Arm C. Center torso A Center Torso B ect. Now the implementation;

Lets take the Dire Wolf (Daishi) as out guinea pig

Right Arm Alpha would have 4 Energy and 1 Balistic slots ( RA-A ) 4 ER larges 1 Ultra ac5
Right Arm Beta would have 2 Balistic and 1 Energy ( RA-B ) 2 Ultra ac 2's, 1 ER PPC

SO instead of a mech you buy an Omni Chassis -Dire Wolf A : which comes with Right and Left arm A, Right and left torso A Center torso a, Head A, Right and Left Leg A

If you want Right Arm B on it you buy it and equip it like a module that changes the hard points.

If you want to change an engine then you have to buy a new Center Torso module with it and the new Hard Points in it if any.

An on and so forth."""

After a long discussion with my friend Silver he suggested a brilliant idea to balance clan hard points.

Example 50T Clan Omnimech Nova;

Standard fit 12 ER Medium Lasers!
So 6 Energy Hard points Right Torso, 6 Energy points Left Torso!

(Just this fact you can imagine every MWO designer convulsing in fear on the ground about Game Balance!)

Here is his brilliant suggestion to the problem!

Keep the Lore intact Yes! 6 Energy Hard points per Torso!

But Keep The Lore Intact!!! 6 Energy Hard points in a torso taking up 6 Critical spaces MAX!

So 6 ER Medium laser
or 3 Clan ER Large lasers
or 3 Clan ER PPC's (2crits spaces each if I remember correctly)

For a total of 6 Crit spaces taken up by weapons as per lore.

Ghost heat would take care of the rest.

Just a suggestion :D

Strongpaw

Edited by Strongpaw, 05 December 2013 - 07:04 AM.


#332 Hoaggie

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Posted 05 December 2013 - 07:07 AM

View PostLonestar1771, on 05 December 2013 - 06:25 AM, said:


Sounds like they have been focused on a getting another game ready. Console port possibly? I mean we are dealing with console game developers here.




I would not be surprised, it certainly is console quality.

Normally when a free to play game goes to console I get all excited, because that means it will get better because they will get more funding and be able to put it back into the game. But you know what… I just went to the wiki page to try and look up some information to quote and look smart, and I just realized what they are basing their development decisions off of. ******* Wikipedia.


wikipedia.org/wiki/MechWarrior_Online said:

GameTrailers awarded a score of 6.0 out of 10 praising the ability for players to customize their BattleMechs, but criticizing the cumbersome user interface and that the game did a poor job at explaining its systems. GameTrailers also stated that though gameplay was generally enjoyable, it quickly became repetitive because only two game modes (Assault and Conquest) were available at the time of the review and that the game lacked a larger framework linking battles together.
GameSpot gave MechWarrior Online a score of 60 out of 100. GamepSpot praised MechWarrrior Online's graphics, gameplay, and customization, but criticized it for its high learning curve, lack of game modes, and lack of maps that supported 12v12 gameplay.


#333 dal10

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Posted 05 December 2013 - 07:28 AM

too much work for pgi must be....















































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#334 Blurry

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Posted 05 December 2013 - 08:02 AM

it is a hairy situation lol.

They are either completely incompetant (paralysis)and cant do much or they have devoted most of the assets on a project they havent disclosed.
Judging by how long they have worked on UI 2.0 and its current state I am very curious to know which it is?
Can they be that bad that- that is what has been produced and they will go forward with admittingly bug ridden interface for what amounts to a year of time?

Besides why develop and spend time on something when people will continue to shell out money for mechs every week? There hasnt been any shortage of hero mech ect so money is there. Why dev stuff when people happily hand over $$ for nothing in return?

Edited by Blurry, 05 December 2013 - 08:03 AM.


#335 stjobe

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Posted 05 December 2013 - 08:02 AM

Just a quick note to mention that my previous estimate of 60,000 hours since closed beta start was a bit off; taking hours worked per year for Canada into account (I also forgot to give them weekends off...), the number of hours worked for 15 developers in 18 months is roughly 40,000.

#336 Silent

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Posted 05 December 2013 - 08:12 AM

I know UI 2.0 is the thing everyone is laser focusing on, but don't let this slip by:

Quote

The first set of features for Community Warfare have been broken down and reviewed by engineering. The systems engineers have a roadmap and schedule in which they will start addressing the needs of all new systems required by Community Warfare and are working on the core layout for faction/unit gameplay. What this sums up is… engineering has done all project management breakdowns and specs for the upcoming feature


So the first iterations of Community Warfare haven't even started development yet. Everything is just now being prepped for Community Warfare.

#337 Filter41

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Posted 05 December 2013 - 08:33 AM

View PostNiko Snow, on 02 December 2013 - 02:25 PM, said:


The Attack/Defend Mode is in progress and we have some functioning turrets that will be fortifying Forward Operating Bases in the mode and the game mode is being investigated for any retrofit issues with the older maps. This game mode in particular will have to take into consideration special rules or functionality for Community Warfare and how defensive positions operate and are possibly upgraded. This will be the first game mode to see a potential “respawn” system.

Please let us know what you think!


whiskey tango foxtrott!?

#338 Damocles69

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Posted 05 December 2013 - 08:46 AM

PGI, you guys need to moter. Some aspect of community warfare HAS to be released before the Star Citizen playable alpha hits or your game will fold. Then you will get to watch as Chris Roberts counts even more money that could have been yours

Edited by Damocles69, 05 December 2013 - 08:47 AM.


#339 Hoaggie

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Posted 05 December 2013 - 09:20 AM

View PostDamocles69, on 05 December 2013 - 08:46 AM, said:

PGI, you guys need to moter. Some aspect of community warfare HAS to be released before the Star Citizen playable alpha hits or your game will fold. Then you will get to watch as Chris Roberts counts even more money that could have been yours



This could not be more correct.

Look what another FTP game studio has done in about the same timespan, Digital Extremes took warframe from announcement to being preloaded on every PS4.

Meanwhile, over at PGI, we get to play guess the finger... go on, guess.
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#340 Damocles69

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Posted 05 December 2013 - 09:27 AM

Hollander





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