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What Happen Pgi? Why Did You Change? Please Would Like A Official Response.

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#161 Barantor

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Posted 09 May 2014 - 05:28 PM

SOE is even going to 64 bit OS only in their future MMOs.

I might have to upgrade some soon, but it might be worth it.

#162 moneyBURNER

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Posted 09 May 2014 - 05:55 PM

View PostBishop Steiner, on 09 May 2014 - 05:25 PM, said:

yeah, and like Apple, SC is sitting on 10x the capitol to work with. Funny..... isn't there a saying...... "money talks........ BS walks?"



And where was Apple two decades ago? Or CIG not too long ago?

Start with one idea and execute it really, really well, and success and further opportunities will follow.

I think the mechwarrior IP could achieve smashing success if it would remain focused on providing a sophisticated tactical simulator for its core demographic, and then look to widen its appeal with expanded game possibilities or just a deeper and richer experience.

#163 Wolfways

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Posted 09 May 2014 - 06:07 PM

View PostDurant Carlyle, on 09 May 2014 - 02:36 PM, said:

Some fixes:
1. Engines should only affect speed.
2. Torso twisting speed and up/down movement speed should be locked per variant.
3. No more Speed Tweak.
4. Heat sinks should only affect heat dissipation.
5. Double Heat Sink dissipation should be double SHS dissipation.
6. Weapon cooldowns should be increased, making for slower rate of fire for all weapons.
7. Weapon extended ranges should be reduced to 0.5x or even to zero, making small maps larger and big maps huge. Oh yeah, and most 'Mech combat would happen within 300 meters, like it does in the lore.
8. Max engine rating should be reduced on all 'Mechs, to something like (stock rating + 15).
9. Max armor rating should be based on stock armor rating, something like (stock tonnage + 2 tons).
10. Base sensor range should be class-dependent, something like 1200 meters for lights, 1000 meters for mediums, 800 meters for heavies, and 600 meters for assaults.
11. More rewards for doing scouty things.
12. R&R.
13. Heat Capacity should be static for all 'Mechs, modified only by variant quirks.
14. There should be movement and weapon penalties for running hot, something like 50% increased cooldown, some reticle shake similar to when jump jets are active, and 50% reduced speed, starting at 75% of Heat Capacity.
15. Turn radius should be determined by speed and 'Mech tonnage.
16. Collisions.

Yes, I want 'Mechs to be slower and less maneuverable.
Yes, I want 'Mechs to have different armor maximums, to make them feel more like they were designed to be.
Yes, I want weapons to have a slower rate of fire, especially the FLD weapons.
Yes, I want combat to happen at closer ranges.
Yes, I want heat to matter more than "Am I shutdown or not?".
Yes, I want to have players learn some fire discipline and not alpha all damn day.
Yes, I want players to stop face- and back-hugging, and better control range.
Yes, I think these changes would greatly benefit the game.

I don't agree with #10. I don't see why different weight classes should have different sensors.
Other than that.....i'd buy it :)

#164 Davers

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Posted 09 May 2014 - 06:10 PM

View PostWolfways, on 09 May 2014 - 06:07 PM, said:

I don't agree with #10. I don't see why different weight classes should have different sensors.
Other than that.....i'd buy it :)

Kind of like from MechCommander I guess. There were Basic, Intermediate, and Advanced sensors. I think only lights could use Advanced.

#165 GalaxyBluestar

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Posted 09 May 2014 - 06:11 PM

that vid makes me sad.

all we have now are cutbacks

hud friendly enemy info bars cut

missiles that sounded like the woosh of missles cut

sensible animation movement {they speed it up before launch}

the ammo explosion judders was epic why the hell was that cut!?

the effects instead of making low end users happy by pushing the low end down they cut off the top end graphics why!?

R+R cut

core mechanics glossed over add stuff on top

it just makes me put on a tinfoil hat and say pgi inherited closed beta from a competant game builder cause so so much was built up for CB and then the last two years have been add stuff based on the original assets and cut, slash and strip what they can't figure out. they really tried with missles but they can't proberbly cause it wasn't their design to begin with and it's been a screwy mess ever since. overall the tactical slower pace gameplay has been gutted for the minmax powerhouse rush with numbers playstyle. 12v12 would've been epic back then.

View PostDurant Carlyle, on 09 May 2014 - 02:36 PM, said:

Some fixes:
1. Engines should only affect speed.
2. Torso twisting speed and up/down movement speed should be locked per variant.
3. No more Speed Tweak.
4. Heat sinks should only affect heat dissipation.
5. Double Heat Sink dissipation should be double SHS dissipation.
6. Weapon cooldowns should be increased, making for slower rate of fire for all weapons.
7. Weapon extended ranges should be reduced to 0.5x or even to zero, making small maps larger and big maps huge. Oh yeah, and most 'Mech combat would happen within 300 meters, like it does in the lore.
8. Max engine rating should be reduced on all 'Mechs, to something like (stock rating + 15).
9. Max armor rating should be based on stock armor rating, something like (stock tonnage + 2 tons).
10. Base sensor range should be class-dependent, something like 1200 meters for lights, 1000 meters for mediums, 800 meters for heavies, and 600 meters for assaults.
11. More rewards for doing scouty things.
12. R&R.
13. Heat Capacity should be static for all 'Mechs, modified only by variant quirks.
14. There should be movement and weapon penalties for running hot, something like 50% increased cooldown, some reticle shake similar to when jump jets are active, and 50% reduced speed, starting at 75% of Heat Capacity.
15. Turn radius should be determined by speed and 'Mech tonnage.
16. Collisions.

Yes, I want 'Mechs to be slower and less maneuverable.
Yes, I want 'Mechs to have different armor maximums, to make them feel more like they were designed to be.
Yes, I want weapons to have a slower rate of fire, especially the FLD weapons.
Yes, I want combat to happen at closer ranges.
Yes, I want heat to matter more than "Am I shutdown or not?".
Yes, I want to have players learn some fire discipline and not alpha all damn day.
Yes, I want players to stop face- and back-hugging, and better control range.
Yes, I think these changes would greatly benefit the game.


if this was done where players were given time to learn the combat and not pay with 2 alphas your gone etc yeah we would've gotten a better game but no we got mech mastery that's over the top for balancing the equipment and a screwed heat scale/system, would really like to see longer cooldown times too , would make you think about what you're shooting at instead of spamming cause i can, every shot counts mentality would improve this game 100%+

Edited by GalaxyBluestar, 09 May 2014 - 06:23 PM.


#166 Khobai

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Posted 09 May 2014 - 06:15 PM

Quote

all we have now are cutbacks


production cutbacks and no significant new hirings are both telltale signs the game isnt doing well.

#167 Hillslam

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Posted 09 May 2014 - 06:52 PM

Look at how everything moved in the OP's link. Slow. With Mass and Weight.

GOD THAT WAS SO AWESOME.

Now we have twitchy caffeine addled mongooses running around like 90lb girl russian gymnasts bouncing off everything and zipping away with no consequences. Tra lalalalala.

Assaults don't feel "Assaulty"? I got news for you: NOTHING in the game anymore feels mech mass-y. Driving a light is ridiculous. Its like rubber bumper cars on Need for Speed.

You can forget ANYTHING feeling like a steel behemoth. Where I come from 20tons is alot of weight.

*sigh* Closed Beta. Those were the days ....

#168 El Bandito

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Posted 09 May 2014 - 07:02 PM

View PostHillslam, on 09 May 2014 - 06:52 PM, said:

Look at how everything moved in the OP's link. Slow. With Mass and Weight. GOD THAT WAS SO AWESOME. Now we have twitchy caffeine addled mongooses running around like 90lb girl russian gymnasts bouncing off everything and zipping away with no consequences. Tra lalalalala. Assaults don't feel "Assaulty"? I got news for you: NOTHING in the game anymore feels mech mass-y. Driving a light is ridiculous. Its like rubber bumper cars on Need for Speed. You can forget ANYTHING feeling like a steel behemoth. Where I come from 20tons is alot of weight. *sigh* Closed Beta. Those were the days ....


That's right. Piloting a Light mech now feels like I am playing as the Scout from TF2, rather than 35 tons of metal. :)

#169 Bishop Steiner

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Posted 09 May 2014 - 07:06 PM

View PostEl Bandito, on 09 May 2014 - 07:02 PM, said:


That's right. Piloting a Light mech now feels like I am playing as the Scout from TF2, rather than 35 tons of metal. :)

I'm remembering when I tired piloting a Light in CB and thought....:"Holy Crap!" this is HARD. Mostly because you still could move just as fast in a straight line..... but trying to deviate from that straight line..... that was a different feeling story entirely from now.

#170 McQueen

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Posted 09 May 2014 - 07:10 PM

View PostBarantor, on 09 May 2014 - 09:48 AM, said:

It was and it ended up leading to the splatcats which is why srm spread was nerfed.

One group of them isn't so bad, 6 srm6s before ghost heat and that grouping was devastating.


My C4 misses the old days. :)

#171 Wildstreak

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Posted 09 May 2014 - 07:32 PM

Never played CB but I remember before ECM Stealth came about. I even recall back then MWO ran somewhat better than today.

While I understand removing the blue from Heat Vision, does anyone remember when the vision modes were clear on buildings compared to now? You can see both here, buildings show up better.

View PostAgent of Change, on 09 May 2014 - 12:14 PM, said:



I do love that addressing a discussion thread directly to the Developers of the game upon whose forum we are in is a blanket violation of the ToS. Gotta love that desire to communicate.

Whelp, only way around it is if the OP emailed Support or contacted them somewhere else. I think that Reddit thing or Twitter is where they are more active.

Never go where they are not, always go where they are.

View PostKyle Wright, on 09 May 2014 - 12:21 PM, said:

I dont see how i am causing a issue. Im not talking poorly about PGI in any shape or form. I just want to know if they just got so over worked that they lost sight of their aspirations? Or more or less why they chose to go the way they did.

Quote

Demanding public response or acknowledgement of posts or concerns.

That's the one. They don't show up here much, probably need to find them through email or one of the social programs they are more active on.

View PostBishop Steiner, on 09 May 2014 - 01:01 PM, said:

no, pretty sure that was the engine being destroyed by the ammo (very dumb sound for explosions) but if I recall correctly, when I got the torso gutted on my AWS-8Q it would sputter like that, though it has been so long since I ran it, I cannot swear to that.

BTW... anyone else find ammo explosion deaths...not dramatic enough? I mean, I think there should be an explosion blasting open that section, and a very very loud BOOM, yo know?

I have been thinking lately they should ban ammo in legs. Everyone knows it gets put there by a portion of players but hardly anyone shoots legs except if the target is a Light. You have played Stock Mech Mondays, how's ammo explosion without CASE?

View PostDavers, on 09 May 2014 - 06:10 PM, said:

Kind of like from MechCommander I guess. There were Basic, Intermediate, and Advanced sensors. I think only lights could use Advanced.

ECM Mechs could use Advanced. I believe the limit in MC2 was the Raven, one or two Clan Lights and the Men Shen a Medium.

#172 Jun Watarase

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Posted 09 May 2014 - 07:42 PM

The funny thing is i actually had better performance in the closed beta. I think everyone took a major FPS hit after the HUD got changed...

#173 Impyrium

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Posted 09 May 2014 - 07:49 PM

Wow... that ammo explosion. Why WAS that cut?

Also, I have to agree; the 'mass-y' feeling of piloting a 'Mech is extremely apparent, even just from watching that video. Things looked like they were... heavy. I haven't felt that since MW3. In the current game, pretty much anything feels rapid and rough. Torsos are too responsive, movement is jerky. Playing a light can also get extremely ridiculous; granted, lights need to be fast to suit their role. But the fact I can instantly reverse my direction at speed by rapid firing my jumpjets is crazy.

#174 Bishop Steiner

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Posted 09 May 2014 - 07:54 PM

View PostMerchant, on 09 May 2014 - 07:32 PM, said:




I have been thinking lately they should ban ammo in legs. Everyone knows it gets put there by a portion of players but hardly anyone shoots legs except if the target is a Light. You have played Stock Mech Mondays, how's ammo explosion without CASE?




Explody, lol. Died twice to ammo explosions

#175 Damocles

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Posted 09 May 2014 - 07:55 PM

loggin in cuz i wanted to share my crapola Commando vid from CB.


Edited by Damocles, 09 May 2014 - 07:55 PM.


#176 Wildstreak

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Posted 09 May 2014 - 08:00 PM

Thing about that OP video is, that's an Awesome.
I still drive Awesomes, they still feel like driving a bus even when maxed on a 300 engine. One Light circles you, you are doomed unless you put your back to a wall and get help.
Now compare that to Hunchbacks, Griffins and Locusts, drove and own those, they move fast as heck. The faster a Mech moves, the faster it seems to torso turn. Don't understand that at all. Locusts, twist in them, the cockpit shakes from the effort to keep up.
See, Damocles' Commando vid just posted proves it, that movement from the first vid is only on slow Mechs like Awesomes and Atlas.

View PostBishop Steiner, on 09 May 2014 - 07:54 PM, said:

Explody, lol. Died twice to ammo explosions

Exactly what I thought, that's what happens when people cannot hide ammo in the legs.

Edited by Merchant, 09 May 2014 - 08:00 PM.


#177 Dymlos2003

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Posted 09 May 2014 - 08:03 PM

View PostDamocles, on 09 May 2014 - 07:55 PM, said:

loggin in cuz i wanted to share my crapola Commando vid from CB.




Do you miss the lostech lag shield you had?

#178 Hillslam

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Posted 09 May 2014 - 08:06 PM

OMG Damocles you're making me cry: ran into another mech and FELL DOWN! The way Charleton Heston and God intended.

Can I buy a ticket back to CB land?

#179 Bishop Steiner

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Posted 09 May 2014 - 08:09 PM

View PostMerchant, on 09 May 2014 - 08:00 PM, said:

Thing about that OP video is, that's an Awesome.
I still drive Awesomes, they still feel like driving a bus even when maxed on a 300 engine. One Light circles you, you are doomed unless you put your back to a wall and get help.
Now compare that to Hunchbacks, Griffins and Locusts, drove and own those, they move fast as heck. The faster a Mech moves, the faster it seems to torso turn. Don't understand that at all. Locusts, twist in them, the cockpit shakes from the effort to keep up.
See, Damocles' Commando vid just posted proves it, that movement from the first vid is only on slow Mechs like Awesomes and Atlas.


Exactly what I thought, that's what happens when people cannot hide ammo in the legs.

well ,was fighting the templars a lot. Guess Who is addicted to legging as a unit? :)

#180 Koniving

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Posted 09 May 2014 - 08:12 PM

On the comments regarding SRM spread, that depended entirely on delayed convergence.
If you eyed your target and kept it on target for 1 second, you had great accuracy in your SRM shot.
If you just randomly glimpsed or turtlebacked or did any of the 'defensive' tricks of now, your SRMs would have a wild spread or go completely around your target. So it wasn't just an easy button. But they were doing up to 28 damage per missile due to a bug that took them a long time to find, mostly in the splash damage multiplying all damage dealt. (The smaller you were the worse it was).

Melee in MWO. Atlas performs a lariat (running fist to face).






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