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List Of Gameplay Concerns


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#1 Necromantion

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Posted 19 January 2014 - 03:46 PM

OK I have to get this off my chest before I turn green and start throwing... mechs down the street?

Despite many posts attempting to indicate otherwise the big issues with this game aren't the fact that clans are soon going to be a year behind schedule in our "1 to 1" world of MWO, or that UI2.0 took half a year extra to come out or bla bla bla. Frankly without other things being fixed these other features are lackluster in regards to what they are being applied to.

Edit: 21/01/14
This is a list of things currently in the game that there are problems with. Not speculative/not implemented features or unfulfilled/broken promises because we know that everyone is upset about those things as much as the next person.

Please keep that in mind this is about THE CURRENT STATE OF THE GAME.



Also please read the full thread. I'm tired of dealing with the same assumptions or lack of reading comprehension by players who for whatever reason cannot have a simple discussion without throwing out assumptions about my play-style or preferences, none of which I actually mention in this post.

I mention things that I see as an issue and some suggestions for remedy. Im looking for feedback on the suggestions or making suggestions of your own. There seems to be the misconception that I struggle with the game which is not the case, I just would like to see more variety in matches as far as engagements and better balance and the following are things that I feel impede that from happening.


Issues with the game itself:
1) Spammable arty/air stikes
Problem: Even in pug matches now I'm seeing from 3-10 or more of these used per match. This is not "tactical usage to break up clustered teams" this is spamming to pad damage. I cannot tell you how many times I've seen friendlies drop this on one or two mechs.

Solution: Put them on a longer cool-down (much longer) so they are being wasted when used on a single mech and essentially screwing that team over if they need it later when push comes to shove. Also do not add the damage onto a players damage done at the end of the match. Sure you paid cbills for it, but it was to gain tactical advantage that should be return enough if used correctly. Or fine if you want it to award points make it have to hit 5+ mechs to even reward any kind of C-Bill bonus. Oh also if they are used within a few seconds of someone dying perhaps don;t give them any points? Since a lot of players drop them in a last ditch effort to rack up some C-Bills especially if they get pummeled quickly.

*Appended Edit:*
How about just make arty have to be typed into a box on the fullscreen map allowing one decimal place in grid values, that way that person has to take themselves out of the match and even use their brains rather than hitting a button?

Id be fine with arty staying as it is, cooldown and all if people had to do this because man id love to see some of the dummies that are using it sitting there chewing their nails struggling to type the correct grid coordinates xD



2) ELO
Problem:
Id like to consider myself a decent player, I have a positive win/loss ratio on nearly all maps and some up in to the 2.x range, my KDR isn't super substantial since I don't play a lot of pinpoint builds but its still a modest high 1.x with many of my favorite mechs over 2.x to 3.x. I have 56 mechs despite taking a 7 month break a month after the Trebuchet patch due to RL priorities of which 46 or so are fully mastered. On most heavies and assaults I average about 500-800 damage a match (yes I know high damage isn't the most reliable indicator of skill or contribution) and in mediums about 400-700ish a match.

I like to play with my friends but now and then its nice to play a few games solo... yet every time I do I'm for whatever reason stuck with a group of lead paint chip eating ******* (about the nicest way to put it) who seemingly don't grasp the concepts of "take cover behind objects to avoid lrms" or "stick with the team if you're not highly mobile" or "press R to target your enemies to see where they are damaged" or "look at your minimap and HUD to see whats going on around you" ...I'm sure you get the point by now.

Solution: Have some kind of newbie cutoff in regards to experience where newer players only play those under a certain amount of games or end up pulling people with a lower total exp down to fill matches. From there just use a few indicators of skill such as total experience, kill assists, idk whatever else to put together players with similar skill levels together rather than trying to have each team have X ELO score when combining each players elo scores.



3) SRM/Ballistic hit registration
Problem: Need I say more? This is not just "oh its an arm mounted weapons convergence issue at short range. Horsecrap! Just about 20 minutes ago shot a torso mounted AC20 hoping to finish off a Battlemaster who I had cored out from behind and was beet red under a yellow CT armor and a 50m shot point blank where we were facing each other standing in a street between multiple buildings I shoot, see the explosion as it hits him and to my total astonishment (sarcasm) his avatar's CT is still yellow, no flashing, no nothing. If I must elaborate further earlier today I was watching my friend in his 4x4SRM Jenner in spectator mode shoot a highlander who was just walking along with full red back internals showing and nothing, no hit reg or anything till his second alpha. I mean this game has been out for over a year and a half now and we cant have missles that hit? How about damage from missles somehow damaging the opposite side of your body from where they impacted?

Solution: Yes I understand that there are many factors that play into this like latency difference between you and the other player so hopefully some day soon we can have servers dedicated to players in north america or the americas and then europe and the like so that the ping difference isn't that high? Other than that I'm no game developer but camman it's been ages.



4) Some mechs hitboxes
Problem: I will say good job on most mech's hitbox changes however the changes to the awesome making their side torsos even bigger well, was that really necessary? I don't even pilot Awesomes but it seems from fiddling around with smurfy that its nearly impossible to make decent use of your hardpoints without running an XL on one. Was it really necessary to make the CT of the Cataphract bigger? Now instead of losing your shoulders if you didnt torso twist everything just hits your CT if you do torso twist. The one mech that I really didnt think was going to need an overhaul gets it and screws it up.

Solution: Rethink the Awesome, maybe some kind of different shaped cutout than before denotes the shoulder area and re-balance the CT of the Cataphract

Appended Edit:
Cataphract is now fine, you arent cored out instantly upon engagement as much anymore and torso twisting does allow you to shield your CT again a lot more effectively with your shoulders.



5)The metagame
Problem: Jumpsniping direct damage builds. Lights with PPC's and ER large lasers. Spammed arty/airstrikes from 800+ meters. Why? Because you have to do this to compete. How many dedicated brawling builds do we see anymore? Zero, zip, nada. Why? Because to cross those 800m or even 400m to effectively use SRMs and heavier ballistics you will get torn to pieces. Try it PGI and please tell me you can successfully brawl without being in a 12 man on skirmish and forcing the other team to have to come into an area to brawl to actually do this.

Solution: Make short range weapons more viable, aka. do more damage. Why does every ballistic have its cannon values yet SRM's are nerfed into the ground. Splat cats arent as viable due to ghost heat and even then if someone is stupid enough to let one get close its just as likely they would be stupid enough to hug an AC40 jager. If you bumped back SRM's to their previous damage and more mobile mechs could harass snipers more effectively without them being like "oh i can stand here and take a few hits" you would see a great change in meta.

*Appended edit*
Jumpjets and jumpsniping, how to balance this out better. Currently one jumpjet is sufficient to be a jumpsniper so why dont we change this a bit since adding additional jump jets after your first one only marginally increases lift. SO... a few fixes...
1) Make jumpjets work opposite of what they do now, make the first one only result in a bit of lift and the more you add the more significant the lift. Makes sense right? This would force them to put more critical slots and weight into jump jets forcing them to run smaller engines and less ammo/heatsinks converting them into a true sniper, vulnerable in close combat with limited shots/recycle rate this way you could even bring back gauss without a charge up ;)
2) Make the recharge time for jumpjets slower the fewer jumpjets they have on, so the more jump jets you run the more often you can jump. Thus resulting in the same thing as above.
Simple solution right?

*appended edit #2 21/10/2014*
Why don't we add recoil for ballistics? The larger the round the more recoil the smaller the round the less recoil, this would stop ac2/uac5 spammers from spamming till highheat/weapon jam and wouldnt significantly affect ac10/20. Perhaps a slightly increased recoil on arms whereas less of a base recoil exponent on torso?




The next part of the problem... the players...

The players:
1) Leeroys
Problem: Players who think this is CoD and just run off achieving nothing for the team and die within a few moments of the match. Maybe they do some damage, maybe they dont. Then half the time they log out. Some times this is right away at the start, sometimes its as soon as they get impatient and see the first red blip on their HUD.

Solution: Attempt to implement team based bonuses or make the ones in game currently worth more. For whatever reason damage is a higher C-Bill booster than spotting or tag or even kill assists are. Frankly I believe damage yes is important but it doesn't indicate effective damage or any kind of team play even. Kill assists do, tag/narc and spotting assists do, savior bonus's do. This way if you dont contribute more as a team player then you don't reap as many rewards.



2) Whats a map?
Problem: Players who could be disoriented in a hallway with one door on either end and not know what door they entered this room from just a few moments before. You can spam coordinates, there can be 12 red markers on the map indicating that the enemy is crushing one lance on their team and yet they will wander off blissfully unaware that they are heading towards well... nothing?

Solution: This is a tough one, honestly I'm not sure what PGI can do other than maybe implement a tutorial that stresses the importance of battlefield awareness? That taking a sec to pull up your map or inspect other potential targets is a good thing? Ill explain an idea i have just after the next few points for this.



3) What is the "R" key for?
Problem: How many times do you go into spectate mode and see a player who is firing willy-nilly at an Atlas in front of them hitting every single component but not taking the time to see that if they alpha'ed his RT two times the ballistic(s) that are pummeling the {Scrap} out of them would be a non-factor anymore. Heck I see it most games on at least one player when I reach spectator mode.

Solution: Once again some kind of tutorial that stresses this? A bigger bonus for component destroys? Read on...



4) Mutes... I can communicate with my teammates?
Problem: Players who will not convey anything of their status to the team, like "hey there are 4 lights beating the {Scrap} out of me in C4 please halp" Of course in that situation you can't necessarily type but anyways you get the idea.

Solution: Add in more options to convey information to teammates through the HUD, put it in a tutorial, encourage people to press "R" heck throw them 10xp for every new mech targeted in a game (up to the full 12 enemies of course). See the ending of this section for more...


Solutions to a lot of the player problems:
More tutorial or something since PGI refuses to put any single player campaign in which is what new players used to use to familiarize themselves with the games in the past. I have two friends who just started, one who I met and the other who I've known for years and both of them have found the resources available underwhelming or severely lacking compared to other games. So why not expand the tutorials a bit to where new players can see more fundamentals of the game.

Wait! Problem! Players don't want to do a tutorial, they want to just jump in and go. So what about that? Well how about this, make a few tutorials, and then upon completion a new player gets their pick of ONE mech? Maybe a choice between three mediums or something, think of Pokemon? I discussed this with various people on Comstar yesterday and most thought it was a great idea.



In a nutshell:
As PGI/IGP you guys need to bring us some stability to the game platform and the meta, as a player base we need to communicate more and help facilitate the changes we would like to see while being reasonable. Stop the quick fixes and the constant nerfbat use on weapons, look at the other causes as to why a weapon is too strong.

Perhaps to gather info from players who are new or players you don't ever have frequent the forums maybe put in some polls into game on loading screens or waiting screens?

Anyways those are my two cents, please feel free to add to this or give feedback.

Necromantion

Edited by Necromantion, 24 January 2014 - 10:31 AM.


#2 Abivard

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Posted 19 January 2014 - 03:50 PM

Rather biased view of things, Had hoped otherwise.

#3 Necromantion

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Posted 19 January 2014 - 03:54 PM

View PostAbivard, on 19 January 2014 - 03:50 PM, said:

Rather biased view of things, Had hoped otherwise.


Biased view that airstrikes and arty are being spammed?
Biased view that hit registration is borked?
Biased view that ELO is a considerable problem for new and experienced players?
Biased view that the Metagame essentially forces most players to conform to be competative?
Biased view that new players have issues acclimating to this game?

Just because I try to explain that I've seen the changes the game has gone through and lend some validity to what im saying so that people know I'm not posting after playing this game for one month or something like other people do.

You clearly didnt read the post.

Edited by Necromantion, 19 January 2014 - 03:59 PM.


#4 Serpieri

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Posted 19 January 2014 - 04:10 PM

Can't say this is Biased - especially since most of my games I see at least 5 uses of arty and I'm sure they are one's
I don't see. I've also noticed there is an issue with hit registration, seems to affect srms more then the others and whats up with energy weapons. The game isn't registering the heat properly for them, Also the meta does lean towards ballistics and PPC's. Common sense if you ask me, direct damage weapons are superior to damage over time and jumping can't really say yet till I get a mech with JJ's but from the youtube videos I've seen doesn't look that difficult to land your shot.

#5 Dirkdaring

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Posted 19 January 2014 - 04:24 PM

View PostNecromantion, on 19 January 2014 - 03:54 PM, said:


Biased view that airstrikes and arty are being spammed?
Biased view that hit registration is borked?
Biased view that ELO is a considerable problem for new and experienced players?
Biased view that the Metagame essentially forces most players to conform to be competative?
Biased view that new players have issues acclimating to this game?

Just because I try to explain that I've seen the changes the game has gone through and lend some validity to what im saying so that people know I'm not posting after playing this game for one month or something like other people do.

You clearly didnt read the post.



- Arty/Air strikes are slightly annoying but not that bad.
- Hit registration is fine. I've had no problems at all lately with it, even on spiders. Check your ping.
- The game will stick new players in with you if it can't find anything around your rank to save time. Just how long do you want it to search for a match? 5 minutes? 10?
- Metagame. Totally disagree, I see far less poptarts these days than a month ago. I had some of the best brawls in the last couple weeks than I've ever had. Last night we had 2 that was plan awesome, one was on the new map where both teams converged underneath at theta and just went at it.
- Kind of agree with you tutorials but I doubt they would be used in this day and age in gaming.

#6 JSparrowist

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Posted 19 January 2014 - 04:39 PM

INB4 Sandpit and Joseph claiming everything is "working as intended" and therefor "fine".

#7 Necromantion

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Posted 19 January 2014 - 04:43 PM

View PostDirkdaring, on 19 January 2014 - 04:24 PM, said:



- Arty/Air strikes are slightly annoying but not that bad.
- Hit registration is fine. I've had no problems at all lately with it, even on spiders. Check your ping.
- The game will stick new players in with you if it can't find anything around your rank to save time. Just how long do you want it to search for a match? 5 minutes? 10?
- Metagame. Totally disagree, I see far less poptarts these days than a month ago. I had some of the best brawls in the last couple weeks than I've ever had. Last night we had 2 that was plan awesome, one was on the new map where both teams converged underneath at theta and just went at it.
- Kind of agree with you tutorials but I doubt they would be used in this day and age in gaming.



- Arty/air being dropped for 40 points of damage 12 times a match is obscene, if youre playing a heavy or assault it gets extremely detrimental to your survivability. Also PGI said they put it in for a strategic element to force bunched up enemies out of areas of strength or suppression not as a damage boost.
- Hit registration is not fine, my ping is sub 70 and even on other players who are around that or the same people are having the same issue, read the rest of the forums.
- Im aware like i said theres no failsafe matchmaking and there has to be other matching criteria put in so that if context A cannot be met due to the people in the queue then context B is applied then so on.
- Metagame, I agree that there have been more brawls on some maps due to the new drop points where lances are spread out or near an enemy lance spawnpoint but seeing constant 4-8 highlander/victor/3d games still daily along with victors and highlanders being as common as spiders in each game.
- If you read the whole post there could be an incentive for new players to use them thus hopefully picking up on things that they would typically avoid.

Ive been sitting in comstar NA "bootcamp or education center" helping newbies get started and most of them said they didnt bother with the tutorial.

#8 Eddrick

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Posted 19 January 2014 - 04:48 PM

I don't really have anything to add. But, since you ask for comments. All I have to say about the topic is, I support this.

#9 Mystere

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Posted 19 January 2014 - 04:51 PM

View PostNecromantion, on 19 January 2014 - 03:46 PM, said:

1) Spammable arty/air stikes
Problem: Even in pug matches now I'm seeing from 5-15 or more of these used per match. This is not "tactical usage to break up clustered teams" this is spamming to pad damage. I cannot tell you how many times I've seen friendlies drop this on one or two mechs.


What did armies spam during the bronze age before the main bodies clashed?
What did Roman Legionnaires spam right before charging into the enemy?
What did Roman Legionnaires spam just before their charging enemy hit their lines?
What did the Partians repeatedly spam before also repeatedly charging their cataphracts at the Romans during the Battle of Carrhae?
What did Edward III's army spam at the French forces during the Battle of Crécy?
What did the Allied Forces spam as a prelude to the Battle of the Somme?

#10 Necromantion

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Posted 19 January 2014 - 04:56 PM

View PostMystere, on 19 January 2014 - 04:51 PM, said:


What did armies spam during the bronze age before the main bodies clashed?
What did Roman Legionnaires spam right before charging into the enemy?
What did Roman Legionnaires spam just before their charging enemy hit their lines?
What did the Partians repeatedly spam before also repeatedly charging their cataphracts at the Romans during the Battle of Carrhae?
What did Edward III's army spam at the French forces during the Battle of Crécy?
What did the Allied Forces spam as a prelude to the Battle of the Somme?



Is this mechwarrior online or Airstrike/Arty online?

I'm not saying they don't have a place, i agree that they are handy at making clumped up teams spread out, or forcing people out from hiding. I don't however agree that they should be spammable and used as a damage/C-Bill increase just as PGI said that they want them to be used for strategic purposes.

Also as PGI has said "tabletop" in this case your "past history" example doesn't always translate into game balancing well at all.

#11 Kjudoon

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Posted 19 January 2014 - 05:02 PM

I still think Arty is too cheap for its game effect and needs some balance, but that was good Mystere.

#12 Arnold J Rimmer

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Posted 19 January 2014 - 05:04 PM

I disagree with your arty section (I don't see more than 2 or 3 strikes of either kind per match generally, and I reckon 40 dmg per shell is not OP since you still can't properly aim them. A longer cooldown might be in order, though), but I'm pretty on board with the rest.

#13 Kjudoon

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Posted 19 January 2014 - 05:06 PM

View PostArnold J Rimmer, on 19 January 2014 - 05:04 PM, said:

I disagree with your arty section (I don't see more than 2 or 3 strikes of either kind per match generally, and I reckon 40 dmg per shell is not OP since you still can't properly aim them. A longer cooldown might be in order, though), but I'm pretty on board with the rest.

It's mostly in 12 mans, but I've seen up to 6 in a PuG. I know I won't spend money on it because when I'm pugging, I'm grinding Cbills and XP and don't want to be frivilous with my cash.

Edited by Kjudoon, 19 January 2014 - 05:08 PM.


#14 Necromantion

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Posted 19 January 2014 - 05:09 PM

View PostArnold J Rimmer, on 19 January 2014 - 05:04 PM, said:

I disagree with your arty section (I don't see more than 2 or 3 strikes of either kind per match generally, and I reckon 40 dmg per shell is not OP since you still can't properly aim them. A longer cooldown might be in order, though), but I'm pretty on board with the rest.



I guess you must be lucky but in the last week of play (I play about 5-6 hours a day most of the time) I've rarely seen games with any less than 4 arty drops. As a matter of fact ill start counting them just out of curiosity.

View PostKjudoon, on 19 January 2014 - 05:06 PM, said:

It's mostly in 12 mans, but I've seen up to 6 in a PuG. I know I won't spend money on it because when I'm pugging, I'm grinding Cbills and XP and don't want to be frivilous with my cash.


The meta of arty/air has moved right into non 12v12 queues. Just like pinpoint builds did and all the rest before that.

#15 NocturnalBeast

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Posted 19 January 2014 - 05:09 PM

While I salute your for airing your frustrations with MWO in a condescending, but non whiney manner, I believe that many of your problems could be solved by joining a competent and established unit. This is a team game and it is no fun to try to carry a disorganized mix of noobs, veterans and wanna be heroes on your own. The only non-player related issues I have with MWO are SRM hit detection, Spider and Raven hit detection, lack of collisions/ knockdowns/water movement physics and solid objects that do not provide cover even though they should. I do, however, believe that most of these issues will be fixed eventually.

#16 Dirkdaring

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Posted 19 January 2014 - 05:15 PM

View PostNecromantion, on 19 January 2014 - 04:43 PM, said:



- Arty/air being dropped for 40 points of damage 12 times a match is obscene, if youre playing a heavy or assault it gets extremely detrimental to your survivability. Also PGI said they put it in for a strategic element to force bunched up enemies out of areas of strength or suppression not as a damage boost.
- Hit registration is not fine, my ping is sub 70 and even on other players who are around that or the same people are having the same issue, read the rest of the forums.
- Im aware like i said theres no failsafe matchmaking and there has to be other matching criteria put in so that if context A cannot be met due to the people in the queue then context B is applied then so on.
- Metagame, I agree that there have been more brawls on some maps due to the new drop points where lances are spread out or near an enemy lance spawnpoint but seeing constant 4-8 highlander/victor/3d games still daily along with victors and highlanders being as common as spiders in each game.
- If you read the whole post there could be an incentive for new players to use them thus hopefully picking up on things that they would typically avoid.

Ive been sitting in comstar NA "bootcamp or education center" helping newbies get started and most of them said they didnt bother with the tutorial.


- Nope, not seeing that much arty being dropped on me even when I run in my assaults and I play every day. Sorry, it's just not happening to me. If you are getting that much dropped on you try moving and using some terrain.
- Hit registration is fine. Me nor anyone on my team has been having any problems at all. No one has complained about it in a long time.
- I did read your whole post, and I agree with you about the incentives/tutorials but you have to understand kids in this age of gaming. They don't do tutorials.

Edited by Dirkdaring, 19 January 2014 - 05:15 PM.


#17 Necromantion

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Posted 19 January 2014 - 05:16 PM

View PostEd Steele, on 19 January 2014 - 05:09 PM, said:

While I salute your for airing your frustrations with MWO in a condescending, but non whiney manner, I believe that many of your problems could be solved by joining a competent and established unit. This is a team game and it is no fun to try to carry a disorganized mix of noobs, veterans and wanna be heroes on your own. The only non-player related issues I have with MWO are SRM hit detection, Spider and Raven hit detection, lack of collisions/ knockdowns/water movement physics and solid objects that do not provide cover even though they should. I do, however, believe that most of these issues will be fixed eventually.



I do drop with 4 mans about 90% of my drops or sync'd 8 mans at times when friends want to. Ive been playing with most of CI's vet players on Comstar NA for the better part of a year and a half along with other units from various house servers. I do understand my gripe about ELO was from some solo drops but it even happens with group play at times.

That being said I'm not sure how, what I'm already doing, would stop arty/air spam, fix hit reg, change the few hit boxes that have issues (i agree with you about the spider but i think its a combination of fixes they tried to do with it that is the problem and why i didnt bring it up), change the current metagame or significantly change how ELO affects me (Your 4 man 2200+ damage lance cannot make up for 2 lances of sub 200 half dying in the first 4 minute pugs).

#18 GalaxyBluestar

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Posted 19 January 2014 - 05:16 PM

what an ameture list.

try real problems;

repeatative deathmetches with no overlaying cause or motivations to carry on other than to gain more mechs {buy more mech bays incentive}

no voip {go out of your way just to get the real game working ts3}

no tutorials or explanation instructions on how mechlab or weapons work let alone ghost heat.

store-shop smothers all game fluff-content, little lore or otherwise to bring interest and overall investment. total mediocre casual shooters is non atraction.

lore itself is only adheared to in name only, a few functions remain but the devs gave up on TT when trials became all modified champions because of

a} loose customisation mech lab created builds with too much desparity with OP ability.

b} heat threashold desigined specifically to force c-bill upgrade drain, {another incentive to save your ingame currency get ahead with reall money instead}

Lore only used when it suits the borked system {can't think how to nerf clans oh look! TT screws their internal equipment lets go good ol faithfull TT again! but not apply it to the IS or anywhere else}

matchmaker forever in a poor state - elo works to make team averages when it should collect a set of like size elo scorers to make up the groups, hence so many newbies being thrown against vets and hardcore players.

never ending balance regardless of closed-open beta or launch - weapon and units constantly being tampered with to the point that it breaks other things {missle splash damage debacle, ghost heat, no adress for alpha pin point damage spamming why did ac's get velocity reductions only for the 20 and 10's?

glacial developement because money goes towards rabbit hole interactive, IGP, microsoft, more artists for more purchasables whilst game dies.

devs say one thing and deliver something else. CW soon made over 5 times now, no coolant flush {gets added} no 3pv {gets added} whilst ignoring really good suggestions {capture the flag game mode etc}

devs always talking big and delivering short whilst continuelly ramming forever cashgrab down the throats of burnt out players who have endured a year + of the spiralling cutbacks mentioned above.


now those are REAL problems op.

Edited by GalaxyBluestar, 19 January 2014 - 05:19 PM.


#19 nitra

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Posted 19 January 2014 - 05:17 PM

1) Spammable arty/air stikes:

I dont like em personally but they are a deterrent and help break up groups of mechs , help finish off badly damaged mechs , and can be a last minute save to prevent a base cap . So now they have a use, are good at what they do ,and work .

i would say leave em alone (could care less about people padding their numbers)

2) ELO

this entire system should be scrapped, in favor of a proper lobby system and true random games .

let the organized team speak teams play against other like minded individuals to have really fun and engaging team battles.

let the unorganized could care less lonewolves, wanna blast something players have at it.

the lobby system should allow players to join the game types they want to play .

for example 8 man no arty or airstrike team death match .

or no holds bar 12 man capture the base

either way this is the number 1 issue with mechwarrior online 3 game modes no lobby system and poor assembly of player teams .

All which could be addressed with a lobby system and game mutators that would allow people to play trial only, lasers only,
30 tons or lighter only etc etc etc ...

in other words let the players play how they want. provides incentive for meta team play and awards that encourage players to organize to accomplish goals.


3) SRM/Ballistic hit registration

hate to be negative here , but this has been broken from the beginning

nothing has fixed it . HUGE speed nerfs, hsr, weapons speeds increases decreases, etc... this is either an issue with pgi or a problem with crytek no straightforward answers just keep us in the dark and frustrated

in other words this is something we will have to learn to live with .

4) Some mechs hitboxes

directly effected by hit registration. with out a proper system in place to account for where damage is placed on a mech this can never be fixed.

kinda like fixing a spoke less bicycle with out any spokes. (it just dont work )


5)The metagame

Indirectly affected by hit registration .

no use running brawlers when weapons systems dont register, your to slow to be a brawler any more,

fixing hit registration and removing the speed nerfs would allow for brawlers to be viable again . as it stands now every thing just move to slow to be effective at maneuvering.

the weapons dont need more buffs or nerfs . they just need to be able to hit when used as expected couple this with fast moving mediums, heavies, and assaults then you will see the return of brawlers.


The players:

all could be addressed with a proper lobby system .

dont want to play with leeroy . dont join the random games .

unfortunately as it stands now you are forced to play with people who have different motives than you, and thats where the frustration comes in .





In a nutshell:

PLAYER LOBBY it should have been in on launch .

hit registration and removal of the speed nerfs.

these should be fixed but dont count on it.

its not the players that are the problem . its the lack of game types.

also a broken hit registration system , that was identified in early beta has been hindering this game since early beta .


these two issues are constantly overlooked as minor issues and or will be supposedly fixed whenever community warfare is released.

either way MWO will continue to be a frustrating experience until PGI properly addresses these issues.

Edited by nitra, 19 January 2014 - 05:22 PM.


#20 Tui

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Posted 19 January 2014 - 05:17 PM

I'm a n00b so I can only comment so much. Can't disagree with anything I'm reading from the OP.

As a new player I can attest to the fact that the tutorials are almost non-existent, and fairly useless unless you have no acclimation to FPS.

The entire UI should be customizable, or at least a number of elements, such as being able to move the mini-map. And about the map. Why isn't there an option to keep the large map up at all times, full screen with transparency/opacity effects? I'd like to be able to see where I'm going, and the grid and other useful information at all times. The mech is designed to use a HUD, give us a real one. Sticking the GPS in the center console is so 90s, even a sub 20k Prius has HUD. Navigation/map should be front and center, not in my way when trying to aim.

Mutes: The typing interface kinda of stinks. A good percentage of the time I find myself not moving because it was on chat mode, and an even greater percentage of the time I can't get chat mode to go way by simply hitting 'Enter,' Rather, I have to hit 'Esc' twice to bring up the options and dump back into game just to get the chat box out of my way. I did a rebind of the keys, which was fairly helpful, but a better solution would be canned responses. It would be nice if I could just hit F9, and it would cry out for help, letting my teammates know I'm getting pounded by 4 other mechs all coming at our flank with ECM. I can type, and really swiftly, but I don't expect all of my teammates to be able to do so, most of them don't even have half a command over their primary language--not to mention this isn't conducive to the setup of the game, playing with either a game pad or using a mouse, since for most people typing takes two hands (or two thumbs or index fingers). Having to take the time to remove my hand from the gamepad or mouse makes me instantly vulnerable and puts my team at risk, where I should have just been able to hit Mouse button 97 for a key-bound canned response.

Can't agree more on artillery and air-strikes. That's just a blatant grab from other war games, and IMO doesn't belong in this universe. May as well just drop with a MetalGear and launch some nukes.





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