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Clan Technology - A Design Perspective - Feedback


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#341 Mystere

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Posted 14 December 2013 - 07:58 PM

View PostAlwrath, on 14 December 2013 - 07:26 PM, said:

Want to be in an op clan mech? Let us do it, just give us less ppl on our team vs IS so that its balanced. Its so ridiculously simple to just implement it this way and save your resources and development time.


My only issue with this is if the "clanners" consistently get wiped hard and often, they will go to the forums and cry for buffs for them or nerfs for the IS.

But the reverse can also happen I guess.

#342 Aim64C

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Posted 14 December 2013 - 08:01 PM

View PostRiptor, on 14 December 2013 - 07:37 PM, said:


What the flying pig are you rambling on about?


You must be new here. I'm Aim. I'm the guy who describes the game most of the people here want to play. The only disagreement is to what degree MWO departs from those ideas and whether or not it will ever become something close to those ideas.

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And why do you blame me?


I said you embody everything that is wrong. Not that you caused it. I thought you were good at this 'reading' thing.

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It is not my decision to sell clan mechs to IS pilots.

It is not my decision to not limit mechs by faction.


This set of statements betrays a complete failure on your part to comprehend my post.

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I had zero input in any of it JUST LIKE EVERYONE ELSE


That is incorrect. We all had an input - whether it was our contribution to gameplay statistics, our monetary contribution, or our discussion on the forum - we chose how we were going to react to the developers every step of the way.

Now - the developers are free individuals and can make their own decisions - but none of those decisions are ultimately made in a vacuum.

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HOWEVER, i am able to read what PGI actually writes down.

Again.. instead of flinging mud at me please provide me with the exact text passage that says that only clanners can pilot clan omni mechs.

Again what the heck are you even babbling about, your entire post makes no utter sense what so freaking ever.

First im being attacked for not envisioning community warfare "properly"

Now im being attacked for pointing out the problems that it would cause if you made clan mechs clan only like some people suggest should happen?

Could you make up your bloody mind please?


Perhaps if you would slow down and actually read what was being said, you would gain the requested understanding.

I cannot overcome the words you put in my mouth and the thoughts you put in my head. Only you can remove such stones from your eyes.

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And honestly.. you really believe that when CW will come anything will actually change about how drops go down?

NEWSFLASH!

Lobbies are not going to replace the drop button, private matches will not net you any XP or cbills. Lone wolfs who are completly capable of owning both IS and clan mechs will still be able to group up in 4 mans and hit the launch button.

Its time you and the rest of you people finaly wake up and realize that your wishfull thinking about how it should be has absolutely nothing to do with how things really are.


You're confused, once again.

A programmer can, and will, basically make a game do anything he or she desires (within the limits of computational power and practical information tracking systems). Your notions that this game cannot (or will not) make differentiations between the players is just silly.

Now - I honestly don't expect CW will come out.

Here is precisely what will happen:

The Clan Collection will 'launch' in June, as promised. It will see roughly 30% of the sales figures that Phoenix saw, and there will be zero increase in average daily users (no more player interest or activity than there will have been for the past four months). That will still be revenues in the range of $2M for the Clan Collection (possibly even gaining as many revenues as previous packages - such as the Founders - at $5M).

The announcement will be made that no future content will be released for MWO in October of 2014, and the player-base will still not change (provided the servers stay open). There will be people who enjoy playing this game who will stick to it no matter what happens.

PGI will have made close to $25-30M on a game that will, all told, have cost them between $2-3M. Over-reported man-hours and over-paid contracts to friends will likely show that MWO was running at or close to break-even - but CEOs at PGI will get their bonuses and the company walks away with a very stacked wallet from an ingeniously monetized player base.

The game will fail to attract 'fresh blood' without a far more deep and engaging multiplayer/community gaming experience.

The problem with what you are suggesting is that you undermine the inherent community aspects of the game's lore while encouraging a 'balancing' scheme that only takes into account the horribly limited combat environment of the game. It's preparing yourself for failure.

#343 Grey Black

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Posted 14 December 2013 - 08:02 PM

You know what? I like this. One thing I will comment on is that I do think that we need to balance Clans by changing their rules of combat, e.g. penalizing assists, bonuses for destroying mechs with minimum damage, violations of zellbrigen, etc. because it would make the Clans not just Inner Sphere Plus. Instead of incentivizing teamwork, incentivize lone-wolfing. This emphasis would balance Clans by changing the mentality. If you don't make any money for a couple matches because you didn't play by the rules, it would impact your play style and builds immensely without even touching the tech.

Omnimechs seem intriguing. I'm interested to see how they will work the changing of parts between variants and how it will change how we build. Again, changing the mentality of the Clan monetary system would also change your builds, because whereas we spheroids build for a role, clans may generalize because otherwise, dropping short would be suicidal.

However, I do hope that Clan tech goes through the Public Teat Server. In beta, we started very close to TT numbers and worked it out from there. I hope we: 1) get CW working before we get Clan tech and 2 can test the effects that Clan tech would have if we implemented different sized matches.

I still will not be buying until we have information about community warfare and when it will be implemented, but seeing the mechanics for clan mechs is refreshing.

#344 Waterhead

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Posted 14 December 2013 - 08:02 PM

I take it Star vs. Lance i.e. 10 vs. 12 is highly unlikely with these balancing notes from Paul.

There went "flavor" for me...


*** edited for herpa derp typo

Edited by Waterhead, 14 December 2013 - 08:03 PM.


#345 Banshee Bullet

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Posted 14 December 2013 - 08:08 PM

Prediction time:

Clan mechs will be weak and seldom used

IS mechs with clan weapons will rule the game


That is based solely on this developer post, and the last 18 months I've spent playing this game.

#346 Coralld

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Posted 14 December 2013 - 08:09 PM

I like what I see on how Clans are going to be dealt with, the only issue I have is with increasing the weight on some weapons as was described with the LRM20 example as it causes problems for stock builds. If you find something else to change PGI to balance them out then I will agree with all of it.

Another concern I have, as was pointed out by some of the members already, is that UAC10s and 20s are going to be crazy powerful. Sense I see that you guys are trying to stick to lore as much as possible on this one, which is great by the way, perhaps you can look into AC weapons as a whole by making them into the cased rapid burst fire weapons. That means it fired several shells from a cased round in order to deal full damage. So say you have an AC10 and you fire it, 1 cased round fires say 2 shells with each shell doing 5 damage, it would require both shells to land on the same location to deal its 10 or have 1 shell land on one location and the other shell landing on another, effectively splitting the potential damage to one location in half. This would greatly help the AC weapons by bringing them more in line with other weapons and would make the PPC/AC alpha cheese meta less desirable. You can also up the shell count for weapons such as UAC10s and 20s from say 2 shell per cased round to 4. This way they still have their potential power house capability but will require much more skill compared to the regular AC and smaller UAC weapons.

Edited by Coralld, 14 December 2013 - 08:13 PM.


#347 Daneiel

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Posted 14 December 2013 - 08:10 PM

Funny how everyone missed that one ->
Adder collection -150$
Adder alt. config A - 2 x LRM20 ( how you can fit that if you change the weight) and 2t of ammo per launcher, 2 x Small pulse lasers
and the shame to be full fixed engine for a light who can reach only 97 km/h with 6t of armor distributed probably in most ineffective way !!!!

Edited by daneiel varna, 14 December 2013 - 08:21 PM.


#348 Mystere

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Posted 14 December 2013 - 08:11 PM

View PostGrey Black, on 14 December 2013 - 08:02 PM, said:

You know what? I like this. One thing I will comment on is that I do think that we need to balance Clans by changing their rules of combat, e.g. penalizing assists, bonuses for destroying mechs with minimum damage, violations of zellbrigen, etc. because it would make the Clans not just Inner Sphere Plus. Instead of incentivizing teamwork, incentivize lone-wolfing. This emphasis would balance Clans by changing the mentality. If you don't make any money for a couple matches because you didn't play by the rules, it would impact your play style and builds immensely without even touching the tech.


That's not such a bad idea. Unfortunately, that will not deter people whose only goal is to win, especially if they're already swimming in c-bills and GXP.

#349 Aim64C

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Posted 14 December 2013 - 08:11 PM

View Postdaneiel varna, on 14 December 2013 - 08:10 PM, said:

Funny how everyone missed that one ->
Adder collection -150$
Adder alt. config A - 2 x LRM20 ( how you can fit that if you change the weight) and 2t of ammo per launcher, 2 x Small pulse lasers
and the shame to be full fixed engine for a light who can reach only 97 km/h with 6t of armor distributed probably in most unfective way !!!!


The Clan Balance Strategy is Working As Intended.

#350 Otto Cannon

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Posted 14 December 2013 - 08:14 PM

So let's see if I have this straight:

Clan mechs will have unchangeable (suicidally low on the Thor) armour and fixed speed and engine size to balance out the fact that you have more choice about where to put all the weapons you can't use because of extra clantech ghost heat penalties combined with your heatsink crit space being eaten by perma-ferro?

Seems legit.

Edited by Otto Cannon, 14 December 2013 - 11:23 PM.


#351 Kazairl

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Posted 14 December 2013 - 08:16 PM

Where's the Mad Dog (Vulture)?

#352 Fooooo

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Posted 14 December 2013 - 08:17 PM

At least we got some info I guess.


Thinking it over I've come to see that maybe weapon changes aren't even needed.....well...not many changes anyway.

If the clan mechs cant change engines, cant move FF or endo slots (so if you have 1 free slot in 1 arm and 1 free slot in the other arm, you can't move the FF or endo to get 2 free slots in 1 arm etc like IS mechs do auto), cant really change HS slots or whatever paul was going on about there.....and....

the big one.....

cannot change armor points..........

If you sufficiently "down-armoured" the clan mechs (some may already be at a good spot) then they become glass cannons, probably balanced against the IS mechs then.

In that the IS mechs "weaker" weapons dont matter as the clans have "less armor", so to make up for their less armor, the clans get more powerful weapons.............keeping the balance somewhat....

Its all theory tho, I'd love to test that out on the PTR........


Other then that at least some info is out......

#353 Xeren KelDar

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Posted 14 December 2013 - 08:18 PM

View PostKazairl, on 14 December 2013 - 08:16 PM, said:

Where's the Mad Dog (Vulture)?


In the upcoming expansion to the clan pack! Only $200 extra and you can pilot a Mad Dog too! It's a great value though because you get an extra SEVENTEEN non functioning monitors in the cockpit! Get it while it lasts because digital goods are finite!

#354 Ahja

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Posted 14 December 2013 - 08:21 PM

So they did not want to start an arms race? The started an arms race? Thats just one of the completely ridiculous things they have done with this and most of the game they have now. Is it that they need money? Im certain another reasonable P-Pack like offer would work. Is it that their ego is so big that they need to put their mark on a great 30 year old franchise this badly? Do they realise that next year there are a number of mega game titles about to start and that those games are going to suck this game near dry of players? They should be making moves to secure a core player base not alienate the people that have kept this franchise alive for 30 years. Everyone at PGI needs to do some sole searching for a bit of reality. Create a new game if you need to so badly but stop rewriting what worked fine for 30 years. *facepalms throughs arms in the air and walks away disillusioned*

#355 Win Ott

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Posted 14 December 2013 - 08:21 PM

Do we have a release date for the Irate Tapir OmniMech?

#356 Xeren KelDar

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Posted 14 December 2013 - 08:23 PM

View PostWin Ott, on 14 December 2013 - 08:21 PM, said:

Do we have a release date for the Irate Tapir OmniMech?


90 days after CW!

#357 Jack Gallows

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Posted 14 December 2013 - 08:23 PM

View PostWin Ott, on 14 December 2013 - 08:21 PM, said:

Do we have a release date for the Irate Tapir OmniMech?


It's the *exclusive* unlock if enough people buy the 500 dollar gold packs. But don't worry, we won't be giving a transparent number of what %...you'll have to take our word on it.

#358 Banshee Bullet

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Posted 14 December 2013 - 08:24 PM

I'm looking forward to June now.
I can't wait to see people get their shiny golden clan mechs only to realize there is no one left to use them against.

#359 Abivard

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Posted 14 December 2013 - 08:24 PM

How much for the title and rights to the IP?

Give us a number, you might be surprised at what can be funded if you will give it up.

#360 East Indy

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Posted 14 December 2013 - 08:24 PM

Clans were the first step BattleTech took into house-rule oblivion, and what the torch-and-pitchfork crowd doesn't realize is that if you really wanted a cash-grab, you'd make Clan technology must-have — as superior to Inner Sphere materiel as in the tabletop.

Keep working on making Clan play a choice of style. I wasn't sure what to expect, but the outline shows some promise.


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12 ER Medium Lasers, can you say instant destruction?

Fire six, wait half a second, then fire six more. Can you handle that?





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