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Project Update - Dec 2/2013 - Feedback


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#141 Blurry

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Posted 03 December 2013 - 02:36 AM

Um what have you doing up till now?

I thought everything you said you were working on was getting ready to go. But now we find out you arent even close and very very far behind. Everything is at the starting stages almost like months ago.

So what have you been doing?

#142 Blurry

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Posted 03 December 2013 - 02:39 AM

View PostVoid Angel, on 02 December 2013 - 11:06 PM, said:

... PGI: "Hey, players, we've got some neat things on the horizon"

Most players: "Yay, that looks cool, but maybe we could use some clarification or change on [this subject?]"

The Professionally Dissatisfied: "WAAAAH, I hate you! I wanted something different! I wanted everything sooner! I hate your face! You should sell the rights to make this game to a REAL company! You're stupid, I hate your face! Insults! More Insults! INCOHERENT, WHINY RAAAAAAAAAGE!"

Question: Which one of these three parties is not a grown-up?

It wouldnt be the people that supported and paid for the game would it? Nope people have expectations.
You sir are a grifters dream - give money and never ask a question.

A fair question is what have they been doing - all this was promised to drop a long time ago and it is all just in early development. so what have they been doing.
But for you -who cares just keep giving them money and dont ask any question. If they give something in return rejoice and call the messiah!

#143 BluefireMW

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Posted 03 December 2013 - 02:42 AM

About the point Clan Tech.

If the Clantech is not better then the IS Tech, then what kind of Invasion will ever happen?
The Invasion is haltet long before Tukayyid, because of the Clans are not able to win anything.

The First attack on Wolves is stopped.

A 3050 Design mech is almost as good as a Clan Mech besides the Engine.
The difference is so small that one the day the Inner Sphere get the Light Gauss and all the nice Weaponry design to fight against Clans is not needed.

The only need is to balance the battle through numbers and alle is good.
10/12, or 5/8 or something like that... 10 against 16. aso.

To bring claner like other Inner Sphere Mechs is so much a bad idea.

Is there any need to produce, develop better weapons for the Inner Sphere, when clans are not supperior?
Not to forget that a way for the Inner Sphere was to build Omni Mechs on there own, to use Clan Omni Weapons as well.

Oh yes, i see. this won't be a game like BattleTech is. You told that so often, but what is your game if you don't have BattleTech anymore as conscience.

#144 Blurry

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Posted 03 December 2013 - 02:52 AM

View PostChemie, on 02 December 2013 - 02:50 PM, said:


Yah because spliting the queue is worth adding a "death match" which is the same as assault except no base cap (which was essentially eliminated with slower cap times except when a team was dumb enough to allow 4+ players on their base). What % of assault games ended with a cap? <10% i bet.

about 20% of my games end in cap and I want to bang.
I just want to bang bro.....cry just let me bang bro......sob

Best thing they have done - how many will be left playing assault is the question? get ready for a long long q and race for a cap! go!

#145 Tyrnea Smurf

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Posted 03 December 2013 - 02:57 AM

The big reasons that balancing clan matches by way of numbers as has been suggested wouldn't work nearly as well as the clan fan boys are clambering for is this:

1) The superiority of TT style clan tech will allow clan players to rack up damage and kills at a greater rate even if outnumbered. Under the current design of MWO rewards system, even if those clan players are getting beat consistently, they will still earn outsized rewards (and that's not even including the players who live and die by their K/D ratio epeen)

2) How do you know when you hit the sweet spot in terms of truly balanced matches? The clan fan boys would claim any matches lost/ bad performances/failure to produce the Stackpole standard of the invasion lore is all PGI's fault for building the Invasion/CW/game/Tech/Computers/Electricial Grids ect wrong and how they won't spend anymore money (while telling us they are spending the GDP of a small 3rd world nation on other games) till PGI fixes it so that their clan tech I Win button mechs work correctly.

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


#146 Thomas G Wolf

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Posted 03 December 2013 - 03:02 AM

Like LIKE LIKE alot! I am happy to wait and see what is happening and really like the sound of what you have planed, cannot wait for the warefare part BUT I am also prepared to wait for it so that when it comes out it will be a bit more mature, I for one know that this will take time and patience to balance out and work out the kinks that will without a shadow of a doubt be there, there is no way something as complex as this will work out from the start, but as long as you continue to give us the feedback as you are doing now I will wait and have my fun and continue to buy the odd MC :( . I prefer slow and steady to quick and dead.

#147 Viges

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Posted 03 December 2013 - 03:06 AM

News!!!

ClanTech can be balanced very easily - make them destructible. Thats it.

#148 ssm

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Posted 03 December 2013 - 03:10 AM

View PostWindsaw, on 03 December 2013 - 01:53 AM, said:

(...)
What is implied here essentially means two things:
- clan tech will be just a different kind of IS tech, just with a different kind of flavor. Bo-ring!
- PGI has finally given up any pretense that this is going to be a Battletech game. If the one essential revolution in the world of BT is essentially written away in all but name then there is hardly anything left.

Actually, I bet it'll be less boring than handing some people Win Button, essentialy making all current mech stables obsolete. Not to mention that even BT creators wish they could've written away Clan OPness.

Edited by ssm, 03 December 2013 - 03:10 AM.


#149 Windsaw

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Posted 03 December 2013 - 03:19 AM

View Postssm, on 03 December 2013 - 03:10 AM, said:

Actually, I bet it'll be less boring than handing some people Win Button, essentialy making all current mech stables obsolete. Not to mention that even BT creators wish they could've written away Clan OPness.

You consider a single clan mech that is surrounded by three to four IS mechs an automatic win?
I wouldn't.

#150 Blurry

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Posted 03 December 2013 - 03:22 AM

View PostDestined, on 02 December 2013 - 05:22 PM, said:


Clever girl

why pawn it off as something it isnt? doesnt this build mistrust and add to the communication tension this game already has?
why not simply state the truth - no not an archaic old tv show (although good) but really a gum box.

Isnt this the antithesis of the whole damn show here present something it isnt and expect adulation and $$ in return for something it isnt even close to being promised what it is?

Please take some time and digest what I have written and take it to heart and make corrections. It will do wonders for all of US.

#151 Captain Davis McCall

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Posted 03 December 2013 - 03:25 AM

View PostCyclonerM, on 02 December 2013 - 02:59 PM, said:

Nice updates :)

Have you thought of Dropships in Attack/defense mode instead of bases protected by turrets? I mean, those ERPPCs, LRM launchers and autocannons on that Union may be cooler than a little supply base with a few machine gun turrets, quiaff ? :(

Posted Image


Yeah, that's what we need!! Would look very cool and give some new game experience(like your team has to focus the turrets together...)

#152 ssm

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Posted 03 December 2013 - 03:29 AM

View PostWindsaw, on 03 December 2013 - 03:19 AM, said:

You consider a single clan mech that is surrounded by three to four IS mechs an automatic win?
I wouldn't.

You may be right, but you don't consider how Clan tech (unbalanced by design) will work in multiplayer FPS enviroment. People'll jump on gear that makes them OP individually just to smile at their k/d ratio skyrocketing. Look at how skewy teamwork is in PUGs currently - you just can't use it to balance something like clan tech.

It's just make-believe ("People will use teamwork to defeat Clans, just like in Stackpole novels!") against pure math of FASAs poorly (they actually admitted this) balanced Clan OPness.

Edited by ssm, 03 December 2013 - 03:35 AM.


#153 Levon K

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Posted 03 December 2013 - 03:42 AM

Thanks for the info. Keep on truckin' PGI, let's get this game to the next level!

#154 Damian Frost

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Posted 03 December 2013 - 04:04 AM

Great info thanks for the update Paul and Niko

#155 Lupin

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Posted 03 December 2013 - 04:07 AM

Lots of words, but little low on facts.

Not sure if this need to get on with new game features which need UI 2.0 is the reason for act of desperation to release UI 2.0 in it's current state.
But I wish them luck.

Edited by Lupin, 03 December 2013 - 04:09 AM.


#156 GODzillaGSPB

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Posted 03 December 2013 - 04:11 AM

A few...months...for UI 2.0? LOL I mean I get that PGI can't work faster, the team is too small. With the (probably a million or more) dollars earned with the Phoenix-Pack the publisher could invest into a bigger team, but even the last one should know by now that they wont. They simply wont. I guess MWO makes enough money with the minimal effort the small team is able to pull off. Low spendings, good earnings, it must be a win for Infinite Gaming I guess. A loss for us, but a win for them. ^^

Anyway, yes: Thanks for the update via command post. I now know that I will prolong my absence from the game. I'm still working out the kinks and bugs but have the roadmap of that pause-plan ready and over the next couple months I will collect feedback from myself considering my return. Maybe.

#157 MWHawke

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Posted 03 December 2013 - 04:19 AM

If you could just create a freaking value system, you wouldn't have to focus on nerfing Clan Tech. Stop focusing on rubbish and get your head screwed on right.

#158 Tombstoner

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Posted 03 December 2013 - 04:32 AM

View PostWindsaw, on 03 December 2013 - 01:53 AM, said:

You know what I expected of Clan tech?

The clans are supposed to be the pinnacle of war, both technologically and when it comes to skill of the warriors.
I expected only the best players will have access to this technology.
I expeced whoever got the skill and motivation to use clan tech would be severely handicapped in numbers. In BT, only the clans who bartered for the lowest numbers of their forces got the right to enter battle. I expeced something like this here, which would mean they would be outnumbered 2:1 or 3:1. IMO an excellent way of balancing.

What is implied here essentially means two things:
- clan tech will be just a different kind of IS tech, just with a different kind of flavor. Bo-ring!
- PGI has finally given up any pretense that this is going to be a Battletech game. If the one essential revolution in the world of BT is essentially written away in all but name then there is hardly anything left.



Over all PGI has now stated the game as designed cant handle TT clan tech.

We( closed beta testers who post frequently) came to that conclusion 2 years ago.....

#159 Windsaw

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Posted 03 December 2013 - 04:44 AM

View PostTombstoner, on 03 December 2013 - 04:32 AM, said:

Over all PGI has now stated the game as designed cant handle TT clan tech.

We( closed beta testers who post frequently) came to that conclusion 2 years ago.....

They had over a year to redesign the balancing. Back in closed beta I saw no reason why it can't be done and I still don't see why it can't be done.
The lobby could have been the central point of this balance redesign, but from what I read into todays post is that they never even tried or intended to.

#160 Windsaw

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Posted 03 December 2013 - 04:48 AM

View Postssm, on 03 December 2013 - 03:29 AM, said:

People'll jump on gear that makes them OP individually just to smile at their k/d ratio skyrocketing.
Having two k/d ratios, one for clan and one for IS, would fix this altogether.
Or remove it altogether. It is an awful metric anyway. The only metric that would be slightly meaningful right now (the ELO) is hidden. Great...





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