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Project Update - Dec 2/2013 - Feedback


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#421 Odanan

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Posted 09 December 2013 - 02:16 PM

View PostEast Indy, on 02 December 2013 - 03:19 PM, said:

I must've missed earlier statements on your design philosophy for Clans. This is the best news I've heard in a long time — and I'm looking forward to gameplay that's different, and not just better.

I'm curious about how they will balance the Clan SSRM6, UAC20, no-minimal range LRMs, Clan XL Engines, Clan DHS and Clan Endo Steel.

Clan weapons are lighter, smaller, do more damage and have better range. You can't change the weight and critical size (or you will break canon builds) so they will reduce range, damage, rate of fire and increase heat.

Oh boy...

Edited by Odanan, 09 December 2013 - 02:20 PM.


#422 Odanan

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Posted 09 December 2013 - 02:29 PM

View PostOgunn, on 08 December 2013 - 10:09 AM, said:

FIrst of All Thanks for all the Hard Work.

I feel great trepidation when I read your post "It is at this time that we must stress once again that we will not be bringing Clan Tech into the game as it was originally written." I do not know the reasoning behind that decison but I got to think it will do more to hurt this game than help. That is why I put together some ideas I have on how you could introduce the Clans as written and still provide balanced game play.

Before the Clans are allowed to fight in the Inner Sphere. There should be a period of time where the Clans fight each other for resources. These resources could be weapons, mechs, dropships, jumpships etc (Trials of Possesion). Before each game opposing teams should have an opportunity to perform batchalls.Where each team bids what they feel is the minimal amount of forces needed for the match. Each successive bid lowers the amount of mechs and or weight needed. The lower the bid, the more resources the winning team will win.

Enough time should be given to build up the Clan player base before the actual invasion of inner sphere space.

Balancing can be achieved in actual game play. Not by Nerfing Clan tech.

The following suggestions are my ideas on how to keep game play balanced once the Clans are introduced.

1) Players that want to field Clan Mechs should be forced to drop on a team comprised of only Clan mechs.They should also be forced to pic a Clan Faction. No such thing as a lone wolf clanner

2) Innersphere teams should be given a 100+ Tonnage advantage over Clan Teams. For Example Clan Team is limited to 700Tons IS Team 840Tons

3) In addition to weight, Inner sphere teams should also have a number advantage. For example 1 Clan Star (5 mechs) vs 2 Innersphere lances (8 mechs). Or 2 Clan Stars (10 mechs) vs 3 Innersphere lances (12 mechs).

4) Clan Teams with a lower Drop Tonnage should be moved to the top of the matchmaking queue.Clans value efficency above all and abhor waste.

5) The Cost to purchase Clan tech and repair Clan tech should be extremely high 2 - 3 times the cost of IS tech

6) There should be Only 2 ways to acquire Clan tech. Buying the mech with MC. Or salvage that becomes available after a Victory over a Clan Team.

Clan tech salvage should be awarded only to the pilots that do most or all of the damage to a Clan mech. For those that engage a Clan mech and win in 1 on 1 combat they should be awarded a damaged chasis in their mech bay.

7) Clan Omnimechs should not have hard point restrictions. the only exception would be the legs.

Thanks

Agree with the fact Clans should not the nerfed.

Disagree with the fact IS players can buy Clan tech and the no-hardpoint restrictions for omnimechs.

#423 Mercer Skye

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Posted 09 December 2013 - 03:13 PM

Biggest misconception I see about Clan Tech is that all clan 'mechs can 'fit anything anywhere.' Which isn't the case. Coyote just created a pod system that allowed for quick changing loadouts in certain locations on some 'mechs. Jihad era or later, yeah, there might have been a couple of fully omni 'mech designs, but we're still just trying to get to the Invasion.

So yeah, no on a lack of hardpoint restrictions.

And given the current timeframes being given for getting ANYTHING out, I'd rather just see on par Clan tech instead of having to wait four years for someone to figure out how to engineer a Matchmaker that could sort out Clan vs IS 'mechs and you know it would have to autobid for the Clan side (Not all people who play clans are dbags, but you're not going to toss a pebble into a room without hitting one, not to mention that they tend to congeal into one giant super doucheball).

What I find amusing, is the likelihood that if this had been any other franchise, or a brand new IP, the game just wouldn't exist currently. They've rode an awfully long way on this being a 'Mechwarrior title.

I'll hold out hope though, as I'm a huge BT fan.

Can't every battle be a Tukkayid.

#424 DasProjektil

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Posted 09 December 2013 - 03:15 PM

I may be a little simple-minded and easy to satisfy, but honestly: I would already be happy if there were Mechs that looked like Clan-Mechs but just have the same tech as everything else.

#425 Devil Fox

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Posted 09 December 2013 - 03:15 PM

I'm amazed... an important command chair post, and it's been a WEEK before anyone at IGP or PGI decide to link it on the front page... seriously an example of their improved communication alright...

#426 uebersoldat

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Posted 09 December 2013 - 04:17 PM

Coming back from a long break gives fresh perspective.

Take as long as you guys want/need. Please keep going though. Good things come to those who wait and as a fan I can wait I've waited this long!

To the community - we need this game dudes and gals. Don't let it die. I'm going to buy some MC come payday. It's not much but this is the best 'mech game I've ever played, MW2 nostalgia aside.

#427 Knight_Invictus

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Posted 09 December 2013 - 04:35 PM

Completely agree with Ubersoldat!! Game is already good. It will just keep getting better.

Those who don't like the game should just play another game they do like.

Thanks again Devs!

#428 Commissar Aku

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Posted 09 December 2013 - 05:02 PM

Are you guys blind, this is as far as the game is going to get. New maps yes, new mechs, yes but there isn't really a working UI2.0 and there will never be a CW. I think PGI should stop wasting its time promising and working on things that will never be and fix the game as it is.

#429 Bloodcat

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Posted 09 December 2013 - 05:45 PM

Please call Skirmish something more like Assault and Conquest. Why not Annihilation? Skirmish just sounds weak next to the other names.

#430 Tekadept

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Posted 09 December 2013 - 05:46 PM

View PostBloodcat, on 09 December 2013 - 05:45 PM, said:

Please call Skirmish something more like Assault and Conquest. Why not Annihilation? Skirmish just sounds weak next to the other names.

Weak game mode, weak name ;)

Edited by Tekadept, 09 December 2013 - 05:46 PM.


#431 Lord de Seis

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Posted 09 December 2013 - 06:30 PM

I think I will log in...... In 6 months to see if you have delivered the other 2/3rd's of this game that was promised to be delivered over a year ago now.

U.I. 2.0 in a few months?!?!?! Are you kidding me?

I don't normally post like this but I have been extremely patient with this game's development but I think I have had enough.

#432 Viges

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Posted 09 December 2013 - 06:41 PM

Posted Image

#433 SilverMalachite

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Posted 09 December 2013 - 10:38 PM

For whom this may concern
It looks very promising, I feel you are doing well... Keep it up!!!

(Correct me if I'm wrong)


My feed back is in regards to clan customization:
  • Clan tech involved pods spaces E.g: either 2 large lasers Or 6 medium lasers Or 5 Streak SRM2, on a medium sized Omni hardpoint. Keep it as such. With different sized Omni hardpoints.
  • I suggest setting a standard to split the customization of Inner-sphere & Clan apart, So you know & feel, The difference of working on Clan & Inner-sphere Battlemechs alike.
  • Well what makes clan tech, "Clan tech"? Focus on that, Simplify it & make it work...
  • Off the top of my head... Not having all Clan Battlemechs hardpoints Omni.
  • So the character of the Clan Battletech Arsenal is unique down the Class of Battlemech + Its load-out + Weapons grouping + Functionality + Pilot skill!!!
  • The question is the allowance of slot space of the cavity within the Clan Battlemech?
Thank you for your time

#434 SilverMalachite

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Posted 09 December 2013 - 10:42 PM

View PostXPH Aku, on 09 December 2013 - 05:02 PM, said:

Are you guys blind, this is as far as the game is going to get. New maps yes, new mechs, yes but there isn't really a working UI2.0 and there will never be a CW. I think PGI should stop wasting its time promising and working on things that will never be and fix the game as it is.


Wait a go nancy!!!
Dam man!
How do you get out of bed?

So how much are you getting paid to Grief & troll on forums?

Your life must be so hard you know with all that time you have to s%^t on other people doing something with there life!!!

Edited by Jadedhawke, 09 December 2013 - 10:43 PM.


#435 Commissar Aku

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Posted 09 December 2013 - 11:46 PM

View PostJadedhawke, on 09 December 2013 - 10:42 PM, said:


Wait a go nancy!!!
Dam man!
How do you get out of bed?

So how much are you getting paid to Grief & troll on forums?

Your life must be so hard you know with all that time you have to s%^t on other people doing something with there life!!!

If it was going to come out it would have on one of many of its previous release dates. I mean UI2.0 was supposed to be released in April then moved back to August and it is now December they have come out with like 20 new mechs and 5 maps but not UI2.0? If it was going to happen it would have, they should focus on making this version better adding new maps and mechs and stop wasting time on CW and UI2.0 because they are clearly not coming out.

#436 Outlaw

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Posted 10 December 2013 - 12:04 AM

Still think trying to push out Community Warfare with the game in its current state is a bad idea, I would much rather see private lobby support dropped in and let the community focus on giving the players a good area for easily accessible leagues while the devs bide their time to get things ready for the actual release of Community Warfare.

If you want to maintain a player base and ensure a consistent cash flow, Private Lobbies with no C-Bill or XP gain is the way to go. This will keep players around who have reached the point where they have already done all the grinding they need to do, and really want a game play experience that is actually focused towards a goal while keeping the community at bay from hounding the dev's about pushing CW out the door as quickly as possible and risking further damage to the already dwindling community.

#437 Xathanael

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Posted 10 December 2013 - 12:50 AM

Is anybody still playing this game?

#438 Commissar Aku

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Posted 10 December 2013 - 01:03 AM

View PostOutlaw, on 10 December 2013 - 12:04 AM, said:

Still think trying to push out Community Warfare with the game in its current state is a bad idea, I would much rather see private lobby support dropped in and let the community focus on giving the players a good area for easily accessible leagues while the devs bide their time to get things ready for the actual release of Community Warfare.

If you want to maintain a player base and ensure a consistent cash flow, Private Lobbies with no C-Bill or XP gain is the way to go. This will keep players around who have reached the point where they have already done all the grinding they need to do, and really want a game play experience that is actually focused towards a goal while keeping the community at bay from hounding the dev's about pushing CW out the door as quickly as possible and risking further damage to the already dwindling community.

This is more of what i want, fix the game how it is and then if you get things working right then maybe try and get CW out there, but as it stands what is the point of CW if light posts will stop 100ton mechs in their tracks.

#439 Laniarty

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Posted 10 December 2013 - 01:58 AM

I can't believe the major draw for this game.. THE MAJOR ELEMENT THAT MADE PEOPLE BACK THIS GAME... community warfare... is only in the first stages of engineering.

Absolutely flabbergasted.

Stop making new mechs, we've got enough of the damn things now. The core game is good, requiring balance tweaks but otherwise in a good place. The one thing that would make this game special is community warfare, and that is barely out of the design stage?

I can't articulate how disappointed I am right now. It's going to be 2 years until community warfare is ready.and released to a point where it might mean games matter beyond grinding c-bills. I've sunk a lot of money into this game on the belief that community warfare was the aim, I had no idea that "soonTM" meant multiple years. It's vaporware, and I would hazard a guess that it will go down in the history of games with the likes of Duke Nukem Forever.

By the time it's up and running another game will have gone through design, pre-production, production, alpha, beta release... you'll have lost the market advantage. Use it, or lose it and let someone else with a bigger production team have a go.

Edited by Laniarty, 10 December 2013 - 02:03 AM.


#440 Hackett

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Posted 10 December 2013 - 03:10 AM

Agreed with others here. Completely surprised at the state of CW. I've been playing off and on since beta. Gameplay is a bit too repetitive for me, so I never play more than a few weeks at a time, then I go away for 2 - 3 months and come back to see if we're getting closer to CW.

CW was part of the founders pitch. CW is what hooked me, and it is the biggest reason why I still play, not for this multiplayer game as it currently exists. And for it to be December 2013 and be nowhere close. That's disappointing for me.

I'll keep coming back every few months to buy some MC and play around, but it seems like, given the delays on other features, CW will be out in the summer or fall. Maybe. Maybe later.

I don't pretend to know anything about making games. But hell, I'd be willing to participate in crowd-funding a dedicated CW team to get it out of the creative nether and into reality...

Edited by Hackett, 10 December 2013 - 03:13 AM.






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