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#7141 990Dreams

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Posted 28 December 2013 - 05:27 PM

View PostAim64C, on 28 December 2013 - 04:58 PM, said:


Like I said - when I was a child, I thought as a child. Adults lived in a complex world that was beyond my understanding.

As I got older, I realized that I understood, quite well, all along. Getting older was just a process of gaining information, confidence, and an integral identity.

Now, I realize that there are two groups of people. Those who blunder through life, and those who seek to understand and master it. The former far outnumber the latter - so, chances are, I will do better at anything than most people, simply by virtue of my existence.

The only thing I wouldn't be so great at is handling a community. I can be a bit hot under the collar and combative when it comes to a difference of opinion. Which is why I would hire people who are more tactful at public appearance than I am. Though, sometimes, people do appreciate brutal honesty. We live in such an air-brushed fantasy land of political correctness that someone who actually speaks straight and honest with others is received as a welcome breath of fresh air.

Though telling customers they are stupid (whether they are or aren't) is a bad idea.

But, yes, manage a team of developers to build a game - can-do. Better than PGI? I would have to actively try to avoid building a game to do the same or worse than PGI.

For starters - I wouldn't have "multiple games" being built if it is causing one of my games to repeatedly miss deadlines. If the game cannot be focused on and cannot be built in a reasonable amount of time - then it does not belong in active development.

Second - I would not be asking the community: "What do you think about our idea of implementing clans?" after the game has launched. That would have been something asked and tested in closed beta. The final phases of the closed beta would have been to work out Community Warfare - then the Founders would be testing out the Clans in closed testing servers prior to its on-schedule launch into the open beta.

If I had not even started on developing community warfare - I would not have launched the closed-beta Founder's program.

I can run down through the line of where PGI has shown management incompetence and short-sighted marketing tactics that are abrasive to a community (not to mention abusive). In fact - I already have: http://mwomercs.com/...ine-experience/

Then we can look at PGI's overall model for MWO - which belongs on Xbox Online for $9.99 and mech packages of $4.99. The game, itself, is designed to be low-committal. It takes longer to boot up the computer and log into MWO to start a game than it does to complete most matches in MWO (even if you stick around to watch your team win/lose without you).

History shows that type of game is not well received among computer gaming audiences. Why? Because gaming computers, by their very nature, are high-committal. Using a desktop computer (what most people are using to play games with these graphic demands) for any task typically comes in allocated blocks of time. You sit down on the computer planning to spend at least an hour doing something.

Many of us young adults (and the more mature adults) grew up with computers as simulator platforms. Flight simulators were games to us (while most of the console generation gamers would not even get two pages into the manual) - before the damned things even came with a tutorial (you had training missions where the enemies didn't kill you - you just killed yourself flying into mountains or trying to land at mach 2).

It's a difference in mentality that echoes through computer gaming to this day. Turn based strategies, real time strategies, and popular MMOs all tend to require the player commit a minimum of an hour to the game. C&C 4 decided to try and 'revolutionize' RTS gameplay by catering to the "10 minute crowd." It was another game you -wanted- to be worth telling your friends about... but the only thing I cared about was the campaign - and they really kind of flopped on the ending, there. Even if they wanted to do the whole "Kane is a Scrin" thing... they could have really done a better job of it.

But, I digress.

I, indeed, could make a much better game.

Why don't I do it?

Well - as you can see - it is kind of on the list of things to do. We'll see where that goes - but one of the key requirements for me to be able to do anything is to actually build a 'company' (even if it is just a mod team). A plan for people to contribute money and a plan for how to return that money in the even the project falls through needs to exist. If it's one thing I'm most nervous about - it's taking money.


You, at least, seem to be willing to try. But there are a lot of people who whine about PGI and talk about how much they/this game sucks but they stick around.

Edited by DavidHurricane, 28 December 2013 - 05:29 PM.


#7142 Aim64C

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Posted 28 December 2013 - 09:55 PM

View PostDavidHurricane, on 28 December 2013 - 05:27 PM, said:


You, at least, seem to be willing to try. But there are a lot of people who whine about PGI and talk about how much they/this game sucks but they stick around.


To be fair - PGI shut down almost all of the other MechWarrior affiliated projects out there. There's not a whole lot of other places to go.

I suppose we could go over to MechCommander: Omnitech. That guy needs some support.

In fact... I should probably get with him and start seeing about getting him some reinforcements.

#7143 Victor Morson

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Posted 28 December 2013 - 10:19 PM

View PostImperius, on 28 December 2013 - 02:57 PM, said:

As for you Victor you seem to now have a personal vendetta against me or something because I still show my support despite their (PGI's) shortcomings. You know of all people from the begging that I played Mechassault 1&2 even said it would be a plus seeing the direction of the game. That was back in closed beta. If you're going to continue to assault me on the forums you might as well remove me from your friend list and Team Speak too if you haven't already.


I don't have a vendetta against you, man! But those $500 gold 'mechs are seriously like slapping a huge kick me sign straight to your 'mech.

The reason people are so annoyed with them is it's basically encouraging bad behavior. Trying to get PGI to change is about kicking them hard in the wallet and every gold 'mech sold tells them "Yes, this is what we want, more of this direction."

So yeah, it's part of the showing support thing. They need to see a total cold shoulder, a lack of support, so that they get it finally. Maybe, just maybe, if sales hurt badly enough they might finally say "Maybe the 90% of forum users that think we have bad ideas are right. Maybe we should actually listen."

I'm sure some people at PGI already think this way. I'm not sure if they are scared to tell Paul/Russ their systems are bunk, or what, but there's quite a few rational voices I've heard from at the studio that I think could fix many of our problems quite quickly.

I frankly think the Clans arrival will kill the game as they plan to do it. The tech will be better even with their proposed nerfs and ultimately will encourage everyone to replace every 'mech they have and move into an all-clan game.

Anyway, again, I don't have anything against you at all, but Gold 'mechs are mostly viewed as a symbol of everything wrong with the way PGI is going about things right now, and thus the hate for them.

EDIT: Again the most frustrating thing is there still is a really good game here, and one that's a lot of fun to play, but it feels as if they actively try to crush everything that makes it good, and I want them to stop and start giving the things that would enhance, not hurt, it.

Edited by Victor Morson, 28 December 2013 - 10:25 PM.


#7144 Shadowsword8

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Posted 28 December 2013 - 10:53 PM

View PostImperius, on 28 December 2013 - 02:57 PM, said:

Honestly as soon as we are rid of those people then the game will start to get better.


Team killing was never more than an anecdotal, negligible nuisance. But what about you and players like you, who unconditionally throw loads of money at PGI?

Here's how it work in real life: if you have an average employee, and he get paid the same wether he work at 60% of his capactiy or 90%, he will work at 60%. If you have an investor, whose product he invested in bring in the same money wether he just milk it or throw an additionnal 1M a it, he will just milk it.

If the game hasn't changed much since it's closed beta, it is in part because whales like you are rewarding lazy behaviour from PGI without demanding results.


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This whole game is practically waiting for clan mechs. Till those are in the game and balanced you wont really see much content added. If this game was made in a studio and was going to be released as a $60 game clans would have had to be in it before it could be finished and released.


Are you, actually, claiming that not having clan mechs in-game somehow is an obstacle to CW, real different game modes and so on? Really?

That's a pretty impressive number of mental loops you're willing to jump through in order to justify your support for PGI.

#7145 Devari

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Posted 28 December 2013 - 11:01 PM

It really amazes me how many people are defending PGI and are taking these criticisms of the state of the game personally. It's like they have a co-dependent relationship with PGI, where PGI posts some concept art to exploit their toy robot obsession and they turn around and give PGI $500, and they don't even think that they might have been used or exploited in the process. They seem to be afraid to look at the game critically because that might threaten their supply of digital toy robots.

I might be a huge battletech fan, but I do not enjoy being lied to, misled or otherwise taken advantage of as a consumer. And I certainly don't enjoy seeing my favorite mech setting being driven in to the ground through greed, ineptitude or even simple mediocrity. Anyone who puts their obsession above the QUALITY of the product that is being produced actually ends up doing themselves a massive disservice. Because at that point the ONLY people who will have any interest in the game are people who are already obsessed fans - it simply won't be good enough to draw new players on its own merits, or even to keep the existing fanbase happy.

The problem at this point is that the most lucrative remaining source of money for PGI are the obsessed fans who will pay ANYTHING to keep feeding their need for toy robots. They will keep enough money flowing to PGI without them doing any real work and they will lose ANY opportunity to produce a viable product that can stand on its own merits. At a MINIMUM this means a viable, non-monetized community warfare model. Not in a year, but in 4-6 months before too many remaining players leave the game. This also means PGI will need to make it viable for F2P players. Which means not trying to charge for reorganizing a drop, or expecting people to pay 18 million CB each to start a merc company, etc. They need to make CW something that draws F2P players into the game and keeps them there, rather than trying to exploit them.

Unfortunately, we will not get this. And the reason is the small number of obsessed fans who are paying $500 for concept art. THAT is why people want to shoot gold mechs. Because you are enabling PGI to continue exploiting you and missing the ONLY chance to force PGI to turn things around and actually make the game they need to make (and have already been paid for several times over). Like I said, it is basically a co-dependent relationship where you are allowing yourself to be exploited, and doing yourselves and the entire mechwarrior fanbase a massive disservice. Giving PGI more money at this point will NOT make the game better. All it will do is ensure the demise of what could have been a great game.

Edited by Devari, 28 December 2013 - 11:06 PM.


#7146 Imperius

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Posted 28 December 2013 - 11:41 PM

Your views and my views will never align. You can boycott all you want. Honestly I think they will be fine regardless. On top of that Community Warfare was just going to be a loyalty grind and picking factions or merc units. The Community "You" said that wasn't enough and they had to add all the additional stuff you requested which added a lot on their plate.

http://mwomercs.com/...mmunity-warfare
http://mwomercs.com/...munity-warfare/

They had various set back that they did fix.
Building Net Code from the ground up since CryEngine 3 was built for P2P and not Server hosted.
HSR had to be added an tweaked.
My game doesn't FPS bug out haven't had yellow screens or crashing in a long time.
Matchmaking was added.
...and plenty more stuff I could dig up.

Are these excuses? No!
Am a defending them? A little yes. Why? Because this community seems to forget the difference between what was in closed beta vs what we have now.

Biggest problem right now UI 2.0 it's the framework for Community Warfare and what's to come. basically the biggest step to getting this game rolling again with content.

#7147 F lan Ker

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Posted 29 December 2013 - 02:18 AM

S!

Just how will PGI make a feasible and persistent CW with their limited crew(as told by themselves), if a real moneymaker like WarGaming can not do it with all their resources at hand? I think you put a bit too much faith in what PGI is really capable of except monetizing the {Scrap} out of BT IP.

My bet on CW is that it will just be another grind for C-bills with a twist that MC for sure helps you(add linkage to Buy your MC now!)..And the game mode itself? Same poop with a bit different flavor and same maps. Seen it already since CB. IF it took them over a year to make Scirmish mode happen how will they make a really immersive CW? Place your bets gentlemen.

#7148 Victor Morson

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Posted 29 December 2013 - 02:38 AM

View PostDavidHurricane, on 28 December 2013 - 02:14 PM, said:

What I can't stand though, is people who act like this game has no good aspects and still insist that they can fix it and act like they can make a game, manage a company (who has other games to make), and put up with a community better than PGI can (you know who you are).


There are a number of people here who could in fact do all of that.

Again, there are several people in this thread - perhaps more - that actually do have the skill set to jump in and repair this game if the current leads could get their hands pried off of it.

Also PGI does not have "other games to make." If they are making other games with a crew this small, well, expect another riot.

PS: Get me in a room alone for 15 minutes with the master XML file and I will accomplish more in that time than PGI has all year.

Edited by Victor Morson, 29 December 2013 - 02:39 AM.


#7149 Degalus

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Posted 29 December 2013 - 02:42 AM

View PostVictor Morson, on 29 December 2013 - 02:38 AM, said:


There are a number of people here who could in fact do all of that.

Again, there are several people in this thread - perhaps more - that actually do have the skill set to jump in and repair this game if the current leads could get their hands pried off of it.

Also PGI does not have "other games to make." If they are making other games with a crew this small, well, expect another riot.

PS: Get me in a room alone for 15 minutes with the master XML file and I will accomplish more in that time than PGI has all year.


Then just do it!

http://piranhagames.com/#CAREERS

#7150 Victor Morson

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Posted 29 December 2013 - 02:47 AM

View PostImperius, on 28 December 2013 - 11:41 PM, said:

Biggest problem right now UI 2.0 it's the framework for Community Warfare and what's to come. basically the biggest step to getting this game rolling again with content.


In part some frustration comes from the fact that MW:O's end game content are leagues, and units that participate in them.

Yet after all this time, we still don't even have lobbies. A lot of us would stop complaining if lobbies were functional so we could go off and run our own leagues instead of PGI's content smoothly.


As it stands, to get a good league sync requires drop after misdrop, in a maddening experience that can take 4-5 hours to complete a simple series of 5 drops. We've put up with it so long it's easy to almost get used to it, but it's really unacceptable.

Combined with things like the way they are putting the Clans in (including cries of MORE heat scaling, despite everyone's hate for it)...

... really all I want is for them to start actually listening to the community and stop being arrogant to an extreme, in both community interaction (platitudes, the claiming of great success for failed projects, apologies that are really underhanded "Shut up and like it" messages) and in thinking that unpopular ideas should be forced, and stay, no matter what - even in the face of total annihilation of the player base.

In short it's kind of infuriating that they won't even acknowledge things like Ghost Heat did absolutely nothing, or that 3PV was a waste of time better spent elsewhere. They won't admit a mistake, and instead, keep pushing that mistake long after it was recognized as such. It's why I think they should get a cold reaction.

I don't want MW:O to fail. I don't even want to hold a grudge against PGI. I just want them to go "Look, some of our ideas were bad, and we're listening. We're taking those out, and we're focusing our upcoming attention on the features you guys REALLY want" and not "Everything we have done has been great, so we're going to give you more of that, we have done no wrong."

View PostDegalus, on 29 December 2013 - 02:42 AM, said:



Applying for Paul's position I'm sure would go over swimmingly. *

The fact is there are several very smart people they have on the dev team over at PGI, and I honestly get the impression they are afraid to really tell their boss(es) that their ideas are bad. I have a feeling doing so is the quickest way to end your career at PGI.

I'd love to see what would happen if Thomas took over as the lead dev for a couple months. Every time he brings up a project he's working on, it gets done. Promptly. And it works as he claims it will work.

PS: Looking forward to his turrets!

* Again I remind you that 90% of our major balance issues could be shorted out with a few minutes of minor XML tweaks per patch, probably amounting to a whopping half hour spent over the course of two months. Instead we still have stuff like the flamer and NARC Beacon.

Edited by Victor Morson, 29 December 2013 - 02:50 AM.


#7151 Zolaz

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Posted 29 December 2013 - 03:46 AM

The best reason to not buy a Clan Collection is that the mechs are going to be meh. I never use my Founders Atlas and I never run any of the Phoenix mechs. There are just better mechs out there to be in. With the current meta all I really run is my DDC and a Firebrand with dual AC20s.

If my Fatlas had been gold it would still be sitting in the hanger. If any of my Phoenix mechs or Saber reinforcements werent so horribad I would be running them. PGI just has a track record of putting out bad packages that competitive players dont want to use.

You are better off just picking up Premium time and grinding out the mechs you want.

#7152 Jack Gallows

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Posted 29 December 2013 - 05:12 AM

One good question is, do they allow upgrades using the À La Carte option or does it have to be bought all at once?

Example, can a player buy say a Kit Fox and Summoner one day using it, then a week or two later buy a Nova and a Timber Wolf?

Edited by Jack Gallows, 29 December 2013 - 05:13 AM.


#7153 Silent

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Posted 29 December 2013 - 05:57 AM

View PostImperius, on 28 December 2013 - 11:41 PM, said:

Am a defending them? A little yes. Why?


Because you have a Legendary Founders badge, an Overlord badge, and just admitted to spending $500 on a gold plated 'Mech.

You feel like since you have blown money on this game, if you don't support it and it shuts down, that your money will be lost and you would have made a bad investment. So you continue to throw money at a company that barely scrapes by on delivering content that doesn't have dollar signs in front of it.

#7154 Imperius

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Posted 29 December 2013 - 10:42 AM

View PostSilent, on 29 December 2013 - 05:57 AM, said:


Because you have a Legendary Founders badge, an Overlord badge, and just admitted to spending $500 on a gold plated 'Mech.

You feel like since you have blown money on this game, if you don't support it and it shuts down, that your money will be lost and you would have made a bad investment. So you continue to throw money at a company that barely scrapes by on delivering content that doesn't have dollar signs in front of it.


The world is all about wasting money. That's pretty much life. I'm not concerned in a bad investment. I'm concerned I'll have no more decent mech games. If this game fails people don't ever expect another one.

#7155 Aim64C

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Posted 29 December 2013 - 11:26 AM

View PostDegalus, on 29 December 2013 - 02:42 AM, said:



There is a considerable difference between being an employee and an independent developer.

I can tell you right now - The only work I'd keep of theirs is the art work. The engine and all associated coding needs to go. Even if I were to ultimately use the CryEngine - it would be done from the more intimate source code.

Remember all the issues with: "Missiles just fly straight if they don't do some amount of splash damage?"

Either that was a lie (not exactly improbable), or it was revealing of either how little PGI actually knew about programming or how abysmal their source code access to CryEngine is.

Most of the changes that need to be made are executive decisions - someone to stand up and say: "Yeah... gonna suck to go through it, but we have to brave the rapids if we want to get to the other side."

That's likely the reason why no work is being done. No one is actually assigning any kind of clear and coherent work. If I had to guess, it's: "Hey gang, I have this idea about Community Warfare... how is that coming by the way?"

"... Well ... we have a drawing board with some of the ideas on it..."

"Great, so it will be done in two months?"

"... There isn't even an 'it' yet... just a board of mutually exclusive ideas."

"Why can't you guys be more like the art team? I tell them I want an HPG station - and there's an HPG station. I tell them I want Clan mechs - and there are Clan mechs. Do I need to post another hiring ad?"

"... No... Two months... We'll have ... something."

"Great - you've only missed the deadline by like two years. The community is very upset with you, you know.'

"We had something two years ago. You said it needed more work, that it wouldn't draw in the "new" gamers. Then you shut it down because "the MechWarrior IP was uncertain."

Something along those lines is how I envision it.

I get the sense, from the work that has come out, that someone in the upper tiers is a micro-managing control freak who tries to both delegate and control development tasks. He may not necessarily be tyrannical about it (as I have somewhat depicted) - but I get the sense it is either his way or no way... but at the same time, he doesn't quite know what his way is.

Unless it's heat scaling.

#7156 DoktorVivi

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Posted 29 December 2013 - 11:30 AM

View PostImperius, on 29 December 2013 - 10:42 AM, said:

The world is all about wasting money. That's pretty much life. I'm not concerned in a bad investment. I'm concerned I'll have no more decent mech games. If this game fails people don't ever expect another one.


There were mech games before MWO and there will be mech games after MWO. If anything, if MWO fails, there will be a void to be filled by a new mech game.

#7157 Victor Morson

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Posted 29 December 2013 - 12:45 PM

View PostAim64C, on 29 December 2013 - 11:26 AM, said:

I can tell you right now - The only work I'd keep of theirs is the art work. The engine and all associated coding needs to go. Even if I were to ultimately use the CryEngine - it would be done from the more intimate source code.


I think that's more than a little harsh. The core game is really fine, and CryEngine is not the boogeyman people make it out to be - it's one of the easiest engines to develop for.

The game doesn't need a complete re-write, at all. It does need some of the "I can't believe anyone was stupid enough to write this down and then implement into a game" additions removed, sure, but some competent developers could easily repair everything in the game in no time at all.

In many ways, this whole thing would be easier if the game just sucked. The fact that the core game is still really good is why watching them constantly screw it over is so frustrating.

EDIT: All I want, and all I have no hope of happening, is PGI to get down off their high horse and actually change the game to resemble what we want, not what Paul dreamed up when suffering a record fever and wrote down on a series of like 15 slides and still makes no logical sense.

Sure there's arguments within the community and a few different "sub-culture" groups (though the "TT is God" die hard crowd has mostly quit the game entirely - they used to be rather vocal), but quite often, we all unite with an overwhelming opinion on something: Like how we'd like the Clans to be a faction with a number/tonnage disparity and not just a jumble of IS/Clan mechs without a faction.
It keeps coming up over and over. That's what we want to see. Hundreds of pages of rioting and PGI hasn't told us a thing. That's why we complain.

... also that even if we get PGI to apologize the most they've ever given us is "Yeah sorry I didn't tell you how I'll screw you, so let me tell you, screwing you was a huge success. In fact, we're going to screw you even more in the future, and you should learn to appreciate our screwing you. We look forward to screwing you many more times in the days to come. PS: Again if you don't like it, screw you."

Edited by Victor Morson, 29 December 2013 - 12:51 PM.


#7158 Imperius

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Posted 29 December 2013 - 02:44 PM

You wont hear anything from PGI till January they are on Christmas/New Years Vacation.

https://twitter.com/...524276259672065

Edited by Imperius, 29 December 2013 - 02:46 PM.


#7159 Aim64C

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Posted 29 December 2013 - 04:39 PM

View PostVictor Morson, on 29 December 2013 - 12:45 PM, said:


I think that's more than a little harsh. The core game is really fine, and CryEngine is not the boogeyman people make it out to be - it's one of the easiest engines to develop for.


The problem is that the 'core game' of MWO is pretty much a 'does this **** work?' level of alpha. While that is not necessarily CryEngine's fault - the reality is that the most time-consuming investment into MWO is the art and animation assets - which are easy enough to port into engines with better inherent support for the direction the game needs to go.

Quote

The game doesn't need a complete re-write, at all. It does need some of the "I can't believe anyone was stupid enough to write this down and then implement into a game" additions removed, sure, but some competent developers could easily repair everything in the game in no time at all.


To be sure - the game could be improved by 800% with one week of TLC from people who have worked on mod and development projects, before.

But that's only a fraction of the problem MWO has. There is the core logic that goes into the concept of host-state-rewind that needs adjustment - I would imagine the dedicated server platform needs to be junked and completely rewritten for parallel code (the hit detection issues are beyond a problem with netcode, alone, and smell of inconsistent collision detection due to dropped frames - this is most probably due to poor parallel code implementation and a lack of hardware optimization).

Moving beyond that - there are far-reaching oversights in design. I've said it before (and I believe you agree with me) that there is no balance, and no meta, in a series of Solaris matches. Implementing any kind of persistent server environment is likely going to require substantial restructuring of the game's code (both server and client side). Unless my theory on this being a salvaged project from S&T's collapse is correct, and the people there were building this as part of a module of an overall larger project.

Even then - most of the maps are quite small for truly persistent matches to be run on them.

By that point - you're into mission scripting - which a few other engines offer an exceptional amount of support for. I am probably something of a fan-boy - but ARMA3's scripting environment is exceptionally open and powerful. I'm still learning the ropes of it - but people have actually created an interface between ArmA3 mission scripts and java scripting.

I don't particularly like Java - but being able to include Java in Arma means there's likely ways to include an entire range of other APIs.

The down-side is that it's still technically a beta - so some of the defacto scripts and routines do not quite function as intended.

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In many ways, this whole thing would be easier if the game just sucked. The fact that the core game is still really good is why watching them constantly screw it over is so frustrating.


What is good about the game is pretty much a virtue of having a functioning game on a modern engine. There were some decent design choices made by someone early on (the change to lasers being one of the most notable, as it started the idea that real-time implementation of weapons involved more than heat, range, and damage. But there's nothing there worth being sentimental about. Take the good ideas, junk the bad ones, and hash out the gray areas on a new or overhauled platform.

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EDIT: All I want, and all I have no hope of happening, is PGI to get down off their high horse and actually change the game to resemble what we want, not what Paul dreamed up when suffering a record fever and wrote down on a series of like 15 slides and still makes no logical sense.

Sure there's arguments within the community and a few different "sub-culture" groups (though the "TT is God" die hard crowd has mostly quit the game entirely - they used to be rather vocal), but quite often, we all unite with an overwhelming opinion on something: Like how we'd like the Clans to be a faction with a number/tonnage disparity and not just a jumble of IS/Clan mechs without a faction.
It keeps coming up over and over. That's what we want to see. Hundreds of pages of rioting and PGI hasn't told us a thing. That's why we complain.


I hear you, there.

But what are we going to do about it? We invest time and many of us money into this game and developer... for them to continually do something we don't want.

Short of storming their offices and taking them hostage (would be an interesting story for the news, I'm sure) - there's very little we can do to force them to produce the game we wanted and thought this was going to be.

It's something similar to politics - the consent of the governed and the consent of the customer. We can't choose what our government officials will try to do - but we can (and are obligated) to remove them from office and nullify their laws when they do what we do not.

While we can't destroy a company for doing something we don't want. We don't have to buy their product, either - and if we feel we can better serve the market - we can go into business as a competitor (while no market is completely free due to limitations of material supply, knowledge, and investment requirements for manufacturing - people often over-estimate the risks associated with any task).

It's not like we're completely powerless in this situation.

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... also that even if we get PGI to apologize the most they've ever given us is "Yeah sorry I didn't tell you how I'll screw you, so let me tell you, screwing you was a huge success. In fact, we're going to screw you even more in the future, and you should learn to appreciate our screwing you. We look forward to screwing you many more times in the days to come. PS: Again if you don't like it, screw you."


So return the sentiment with a difficult-to-litigate mod that directly competes for MWO's customers. Collapse their funding structure and show up to the auction of their assets with a smug grin on your face. Then negotiate an IP license with microsoft.

"Need an edge on your industry competitors? Legionaries are experts in Industrial Sabotage and ready to put your competitor's profit margins six feet under."



#7160 Airborne Thunder

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Posted 29 December 2013 - 05:39 PM

View PostAim64C, on 29 December 2013 - 04:39 PM, said:






Man I love this game. I still play it. Best part is they had multiplayer with NO GHOST HEAT and NO CLAN WEAPON NERFS and somehow the game was still AWESOME. I feel sorry for anyone who missed out on the Mektek version. All the Clan Mechs for FREE. Now PGI wants $240.00 for them. ^_^





EDIT: Oh yeah, you didn't have to CHARGE your gauss either! Plus you could play infantry and Elementals!

Edited by Airborne Thunder, 29 December 2013 - 05:46 PM.






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