Jump to content

- - - - -

Project Update - Dec 2/2013 - Feedback


565 replies to this topic

#201 Strongpaw

    Member

  • PipPipPipPipPip
  • Fire
  • Fire
  • 100 posts
  • LocationSouth of Montreal

Posted 03 December 2013 - 08:29 AM

View PostFupDup, on 03 December 2013 - 05:21 AM, said:

I'm not so sure why so many people are clamoring for Clans to be done the TT way, seeing how their TT implementation was not only gamebreaking but also hypocritical of the Clans' honor system. Battletech writer Randall Bills explains it as follows:

Randall Bills said:
MWO: Is there any part of MechWarrior you’d love to just take straight out of canon?

RB: I’ve said many times over the years that if I’d been there the game mechanics of the Clan weaponry would be very different. It’s not just how powerful those weapons are, but that it seemed from the get go to violate the story aesthetics as presented.

Here were these great, in-your-face warriors and yet they had weapons that allowed a player, in game to simply walk backwards and fire at crazy distances to down your enemy. When we introduced the Clan Heavy Lasers years ago those were more along the lines of what I thought the Clans should’ve had all along…really dangerous and powerful weapons, but shortish range, where the Clanner would be in his element, able to take down 3 and 4 enemy BattleMechs in a whirling dervish of expert maneuvering and markmanship.

Here the Clanners were supposed to be "honorable" warriors who were supposed to get up in your grill and duel you, but the TT game mechanics allowed them to impersonally poke you to death from extreme range. It was completely stupid, and a huge proportion of people who want the Clans to be like that again are probably the bandwagon jumpers who go from meta to meta, and want Clan tech only for the purpose of its superiority.


Now, I'm not saying that PGI will handle this the "right way," because it's definitely possible/probable that something will go awry. I'm just saying that the original implementation was terrible and should be avoided.


So here we have it a CLAN BALANCING! Since Clans are Honorable and Close Range ONLY! You must cease work on MechWarrior Online. From the clans arrival and beyond it shal be renamed!

KNIFEWARRIOR ONLINE

BECAUSE Smalls lasers shoot WAYTOOFAR TM so all Clan Fights can only use Knives! Clanners only use 6 inches or less!

#202 Werewolf486 ScorpS

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,271 posts
  • LocationSinsinnati Ohio

Posted 03 December 2013 - 08:30 AM

View PostBanditman, on 03 December 2013 - 08:11 AM, said:

So, let me understand this new "Communications" methodology you are moving to.


1. You are no longer interested in trying to answer questions from your community.
2. You are no longer interested in regular communication.


Gosh, that sounds great! Why couldn't we have had this earlier!?!

Oh wait . . .


ROFL!!! How true, Founder Overlord.

#203 WarHippy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,836 posts

Posted 03 December 2013 - 08:33 AM

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

[color=#959595]You can see the latest Command Chair post from the Dev Team here: [/color]http://mwomercs.com/...date-dec-22013/

Clans:
Design has started to focus on Clan Tech. 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. Game balance is going to take precedence over any values/behaviors found previously in other MechWarrior/BattleTech titles. Yes, there will be growing pains but we will make sure that Clan Tech does have a unique flavor when compared to InnerSphere Tech but not to the extent of everything just being over powered out of the gate.

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™!

This scares me quite a bit. You really need to make sure you tell us exactly what changes you are making before you try to sell some sort of Clan Founders pack. I can't stress this enough, if you sell the pack without giving us full details and they end up as Clan mechs in name only or with some sort of ridiculous mechanic like the gauss rifle you are going to have a riot on your hands. Please, PLEASE be careful with how you do this.

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

BattleMechs:
All BattleMechs are going through micro-tuning in terms of their hit boxes, quirks and abilities. We have just completed the first draft of upcoming new modules and pilot talents that will allow us to further refine the roles that the various BattleMechs partake in. We are also looking at chassis/role specific module slots being added to BattleMechs so that they do not occupy general module slots which can be considered as generic modules. As an example, players who equip a specialized Scouting module may receive higher XP/CB gains when performing scouting actions and players who equip a specialized Brawler module may receive higher XP/CB gains when performing support actions etc. Our plan is to start ramping up generation of these new modules and talents as soon as possible.
This looks interesting I look forward to more information on this.

#204 Clownwarlord

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,410 posts
  • LocationBusy stealing clan mechs.

Posted 03 December 2013 - 08:35 AM

I don't know if I should be angry or just same as usual. Nothing ground breaking in this Project Update Report, heck if I was a stock holder I would be disappointed in the lack of work progression as well as presentation. Sadly though I am just a customer, and at that an irritated customer.

I coul at this current time copy about 5 or 6 other posts stating push backs of key parts of this game's progression but as I have already read many have stated those already. So for once I will try and be positive about the one nice thing (depending on what they actually do), and that being the video update:

Quote

[color=#959595]Current plans are to shift the regular forum updates to a video format which will hopefully be a little less time consuming as the current method of communication. Our first video is targeted for mid-December if everything works out as planned. Stay tuned for updates around that time.[/color]


As for this if done correctly will be a better benefit then just words of empty promises because it would show true achievements in the progression visually (if you can do it visually then you show you at least have a 2D or 3D model in place ... which at current all we have which I will state again is ... empty promises and push back statements).

So hopefully they do this correctly, maybe they should look at WOT update videos ... and their update briefings to go with them (they at least show progression during their updates).

#205 Macbrea

    Member

  • PipPipPipPipPipPip
  • The Hunter
  • The Hunter
  • 270 posts

Posted 03 December 2013 - 08:36 AM

On Clan balancing. Here is a suggestion:

1) Clan drops should be 10 clan vs 12 Inner sphere or 10 clan vs 10 clan.
2) Clan should follow the path on the map were they are expected to invade from.
3) Clan Equipment should be superior as per the battletech lore. (IE 7 space FF, Endo, Case in each component, slightly better weapons, 2 space double heatsinks and 2 slot xl engines)
4) Clan Mechs should have very limited engine choices.
5) Balancing: Pair Clan pilots as if they have 100 higher rating in the Elo rating. Basically, give Inner sphere a 100 handicap.

So, you get better equipment but face harder to kill pilots at a disadvantage. This would be what the Lore represents.

#206 3rdworld

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,562 posts

Posted 03 December 2013 - 08:37 AM

Happy for the update.

Not happy you tell us UI2.0 is going to be buggy. Not only is it poop, it won't be a fully functional poop. Great.

Also ironic you call it a "launch" module....As if it is something that should have been in at launch, but that is just crazy talk.

Edited by 3rdworld, 03 December 2013 - 08:38 AM.


#207 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 03 December 2013 - 08:44 AM

View Post3rdworld, on 03 December 2013 - 08:37 AM, said:

Happy for the update.

Not happy you tell us UI2.0 is going to be buggy. Not only is it poop, it won't be a fully functional poop. Great.

Also ironic you call it a "launch" module....As if it is something that should have been in at launch, but that is just crazy talk.


It's one of those things that should have been addressed during this thing called "beta".

Zero discussion is occurring with the implementation of CW though.

#208 Drunk Canuck

    Member

  • PipPipPipPipPipPipPip
  • Rage
  • 572 posts
  • LocationCanada, eh?

Posted 03 December 2013 - 08:48 AM

View PostArmageddonKnight, on 03 December 2013 - 06:36 AM, said:

Question.
The new map. Its on a moon, the moon has no atmosphere as evident from the screenshots and the gameplay that has been shown. Its also ..a moon..
So.
Low gravity, no air.

Will this affect mech movement?

Are jumpjets disabled ? (due to how they work)

Is sound affected ? (everything should sound very muffled/distant due to sound only being able to travel through the ground and mechs themselves, not the air (becouse there is none).

If not, why ? Immersion ?


If it's low gravity, poptarting cheese players will soon understand why the quad ER LL Stalker is good at shredding them up, because the low gravity would mean that jump jets would leave you suspended in the air longer at your peak altitude, giving players ample opportunity to do severe damage. Also, LRM's are going to be lol on this map I can tell already.

#209 Clownwarlord

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,410 posts
  • LocationBusy stealing clan mechs.

Posted 03 December 2013 - 08:50 AM

I do have another cheery thing ...netflix brought back Farscape :(

#210 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 03 December 2013 - 08:52 AM

View PostTyr Gunn, on 02 December 2013 - 03:02 PM, said:

Not to be insensitive, but how do you consume other forms of media? Probably closed captions, right? If they fail to provide (CC), you'll have to wait until someone transcribes the video. Considering this communities busy body population, that'll probably mean a delay of only a few hours.


If they could provide closed captioning, wouldn't they be able to keep doing command chair posts? I dunno, maybe I am misunderstanding why they use videos. Maybe they actually find it easier to show artwork and previews better that way. I don't find it very difficult to write stuff in a forum, but making a good video (with closed captioning) requires a lot of setup.

#211 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 03 December 2013 - 08:53 AM

View PostDrunk Canuck, on 03 December 2013 - 08:48 AM, said:


If it's low gravity, poptarting cheese players will soon understand why the quad ER LL Stalker is good at shredding them up, because the low gravity would mean that jump jets would leave you suspended in the air longer at your peak altitude, giving players ample opportunity to do severe damage. Also, LRM's are going to be lol on this map I can tell already.


IIRC, gravity is not a component to be altered yet, since it requires the server to handle the code just as well. Using also the same effects that MW2 had with low grav settings (like increased top speed) aren't doable yet either due to the speed cap/engine upgrade that has yet to actually be added in yet.

So, that's currently wishful thinking. Sorry.

#212 SmithMPBT

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 793 posts

Posted 03 December 2013 - 08:58 AM

View PostCaptain Davis McCall, on 03 December 2013 - 03:25 AM, said:


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...)

PGI has taken over a year to program a small laser turret at cap. A giant dropship with multiple weapon pods intelligently firing ain't gonna happen. :(

#213 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 03 December 2013 - 08:59 AM

View PostSmithMPBT, on 03 December 2013 - 08:58 AM, said:

PGI has taken over a year to program a small laser turret at cap. A giant dropship with multiple weapon pods intelligently firing ain't gonna happen. :(


Yes, small lasers... most feared weapon of the Inner Sphere!!!

#214 Werewolf486 ScorpS

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,271 posts
  • LocationSinsinnati Ohio

Posted 03 December 2013 - 09:11 AM

Do Canadians only work one day a week?

#215 Pwnocchio

    Member

  • PipPipPipPipPip
  • 187 posts

Posted 03 December 2013 - 09:14 AM

Thoughts on the update:

1. I wish a hard release target had been stated for UI2.0

2. I'm sad it sounds like CW v1.0 is still far away. Also, it would have been nice to have an estimate for release. From the update I can't tell if they are thinking 6 months or 2 years. They have a timeline. Just tell us when that timeline says 'CW v1.0 Launch' and update us monthly if that slides due to delays. If it's more than 3 months then I really hope the intervening content is dynamic enough to keep me around. I probably won't be playing the current meta after December when premium runs out.

3. Skirmish doesn't sound like a new flavor. It just sounds like Assault with less effective light mechs who can no longer cap-harass. I'm hoping there is more to this mode than just deleting the cap-win element from Assault. Attack/Defend sounds promising, however, and I look forward to that... whenever that may be. Upgrading planetary/base defenses for CW sounds fantastic.

4. New modules and pilot skills to differentiate mech roles sounds great on the surface, but it also kinda sounded like they were only going to serve as incentive to do 'role type actions' rather than to actually help players be more successful in those role type actions. If the modules are just XP/CBill buffs, then they are pretty *meh*

5. Clan Mechs are fine. It sounds like they don't want them to become a 'Why would I ever play those scrub inner sphere mechs again' deal, which is good. I just hope the game content grows a lot before we get Clan Mechs. More Mechs are nice, but More Mechs isn't the bottle neck to making this game content great.

6. Looking forward to the new map.

#216 Nimura Nekogami

    Member

  • PipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 96 posts
  • Facebook: Link
  • LocationErfurt

Posted 03 December 2013 - 09:16 AM

This is hard to swalow. :P

Nothing is nearly finished? Nothing?
What? What are the problems? Is it the Cry Engine? :(

I cant believe you kept silence over the state of MWO for so long to say that you guys didnt get anything to "work as intended".
To be honest.....in case of the CW i didnt expected that you started, but that UI 2.0 will be probably released with bugs is kinda hard. You spend a lot of resources on this new UI.
(i would give a s*** about it if you would done more than one map since your "launch")

This is realy disappionting. I dont know how i should encourage people to try and play MWO. Im playing the same thing since late closed BETA. :(

Well.....at least you are trying. :)

#217 Pwnocchio

    Member

  • PipPipPipPipPip
  • 187 posts

Posted 03 December 2013 - 09:16 AM

View PostWerewolf486, on 03 December 2013 - 09:11 AM, said:

Do Canadians only work one day a week?


I think about how fast Wargamming gets patches, updates, etc... out for World of Tanks... but then I realize they have 2,000+ employees. :/

PGI does need to get content out faster so they can grow their customer base (much) faster than it shrinks, but I also think they only have like 70 employees or so.

#218 Werewolf486 ScorpS

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,271 posts
  • LocationSinsinnati Ohio

Posted 03 December 2013 - 09:26 AM

View PostPwnocchio, on 03 December 2013 - 09:16 AM, said:


I think about how fast Wargamming gets patches, updates, etc... out for World of Tanks... but then I realize they have 2,000+ employees. :/

PGI does need to get content out faster so they can grow their customer base (much) faster than it shrinks, but I also think they only have like 70 employees or so.


Who'd want to work there with this debacle? I'd be sending my resume to CIG first and go to welfare before PGI.

#219 Windies

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 1,477 posts
  • LocationFL

Posted 03 December 2013 - 09:27 AM

View PostSteele Rein, on 03 December 2013 - 08:28 AM, said:


So why exactly were Phoenix mechs being promoted as having bonus Faction Loyalty points?



In all honesty? So they could sell them and also keep the CW hype alive. They probably full well knew when they even started creating the mechs that they weren't going to have CW done. I honestly think that CW is something that is beyond the scope that they can accomplish and there's really no point in doing a half assed CW because only the insanely loyal PGI defenders would ever really accept that. So it's easier to just keep the hype going and ride it till it dissipates.

Once people eventually stop caring or stop playing at which point since this is a F2P game, they just try to get more people by introducing some new concept or idea, ala 3rd person. That's the nature of F2P games, they're like a virus that eats at your wallet until your wallet dies and then they transition to a new host errrr wallet.

#220 Dawnstealer

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 3,734 posts
  • LocationBlack Earth

Posted 03 December 2013 - 09:32 AM

Any thought of opening up mapping tools to the community? Granted, the vast bulk will be [insert whatever censored word you want here], but there will be some gems. Would be a good way to get the community engaged, add content, and free up resources within your group.

Same could be done with mechs. With a finite number of mechs, there are a fair number of people playing this game are also amateur (or professional) 3D artists ourselves. Again, much of it would be unusable drek, but you WOULD get some good stuff in there (and probably a new Urbanmech model each hour).

Resourcing this to the cloud might save you some time to focus on the things you really want to. Just a thought.





15 user(s) are reading this topic

0 members, 15 guests, 0 anonymous users