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1 1/2 Years Of Mechwarrior Online - A Conclusion


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#21 Opus

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Posted 13 May 2014 - 12:05 PM

Ahhh welcome to my side of the of this story as well: are you sure you want to be here with me?

I too have spent many many US dollars Founders, Overlord, and Masakari packages - - - plus 20+ some mc purchases

I always felt I was supporting a game I loved....and a company I always felt had the talent to complete and maintain it.


Meh . . .. not so sure on that last part there now days, but they are the cards we have been dealt

But I refuse to quit playing, or voicing my opinion and to many of you it is annoying....oh well so sorry

I have greatly reduced my financial support though, not stopped reduced....

So you can say something, keep the conversation going, you can have your meme's redacted by Niko, and have others roll their eyes at you, but still make your presence known, and hopefully drive the discussion to something we can all agree ""can be"" a great f'cking game


or fade away.,.,.,


Your choice

Edited by Opus, 13 May 2014 - 12:24 PM.


#22 crossflip

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Posted 14 May 2014 - 07:12 AM

Well said, if a little futile. :)

#23 CyclonerM

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Posted 14 May 2014 - 08:20 AM

Iqfish, i am glad this is not a "bye bye" thread, these forums would never be the same without you and your art ;)

But yes, your story is similar to mine, even if i spent only a couple € for some colors and mechbays.. I really do not know if i would still play MWO if the BT universe had not caught my interest so much and i was not part of such an awesome Clan Wolf unit.. It might have ended like War Thunder: excited at first, even played a couple matches with my SaKhan, then just got bored and uninstalled it..

Edited by CyclonerM, 14 May 2014 - 08:21 AM.


#24 Anjian

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Posted 14 May 2014 - 08:22 PM

PGI saw the financial success that is WoT ($376 million last year) and wanted a piece of that. And why not, its a lot of money.

This game is not the successor to MW4 or anything like MW:LL. This is simplified WoT with mechs instead of tanks, though MWO still lacks some of the cohesiveness and tactical depth of WoT.

WoT shares the same formula as DoTA 2, League of Legends and upcomers like War Thunder. They are essentially what you call MOBAs or Massive Online Battle Arenas. Call it one type of MMO as opposed to the MMORPG type like World of Warcraft.

Funny thing is, while MMORPGs are actually on a decline, MOBAs are on the rise. LoL, DoTA 2 and WoT may have already surpassed the active user base of WoW. They also make more money than even console game hit titles. Even MMORPGs still make vast sums of money, as money losers Square Enix and SEGA have turned things around thanks to their respective MMOs like Final Fantasy 14 A Realm Reborn and Phantasy Star Online 2.

MWO may not be as rich as WoT (yet), but its still on the right path for financial successdom. Whether or not some users like it, MWO appears finanically self sustainable.

There is a lot of things that needed to be done on MWO but unlike previous Mechwarrior titles that came and went, this one appears that its going to stay.

Edited by Anjian, 14 May 2014 - 08:24 PM.


#25 RedThirteen

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Posted 16 May 2014 - 10:20 PM

MWO is very much in its own niche - with nothing to compete against and being backed by the IP titan that is the mechwarrior universe, MWO can remain the way it is (and has been since CBT from my unseeing, jaded eyes) because people pay for this ****. Like APB:R, enough cash is being milked from the core paying minority that keeping the masses entertained is a non-issue.

I'm frankly disgusted that people paid for the gold mechs - there are far more interesting ways to waste $500 USD. Like a gold plated crowbar. You'd get more mileage out of it too. But the most damning problem is that by doing so, the community essentially sends the PGI impression of "You're doing good work (somewhere). Keep it up!"

Also, I can't find the MWO in the news section. Can anyone help me on that count?

#26 Iqfish

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Posted 04 June 2014 - 01:14 PM

Oh, we've got a little update here.

I recently left my unit, the Tamar Jägers, because there was too much trouble for me.
Too many members fighting childish wars against each other and toxicating the good community.

Added to that, other unpleasant things happened with me and MWO in general, which I don't want to talk about.

Whatever, since I am now a Lone Wolf, I completely lost interest in MWO.
Played 3 hours of Arena Commander and I love it already.
Bought 15 days of Premium in WarThunder and it's a blast.

See you guys when the game gets interesting again :)

#27 Heffay

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Posted 04 June 2014 - 01:36 PM

:)

Hope all is well with you otherwise. See you in the verse!

#28 Iqfish

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Posted 04 June 2014 - 01:40 PM

View PostHeffay, on 04 June 2014 - 01:36 PM, said:

;)

Hope all is well with you otherwise. See you in the verse!


Some really annoying things I have to clean out before I can forget my past in that unit.

But apart from that childish crap, yep!

See (shoot) you in the verse :)

#29 Alaskan Nobody

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Posted 04 June 2014 - 01:44 PM

That would be part of why I never joined a group.

Hope things go well with you, and it is good to hear there are still games out there you are enjoying!

#30 Vassago Rain

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Posted 04 June 2014 - 01:52 PM

It's not the game that you're addicted to, but the people who play it.

#31 Heffay

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Posted 04 June 2014 - 01:54 PM

View PostIqfish, on 04 June 2014 - 01:40 PM, said:


Some really annoying things I have to clean out before I can forget my past in that unit.

But apart from that childish crap, yep!

See (shoot) you in the verse :)


Um... are you still going to participate in the ...what was that movie you were making with NGNG? Blue somethingorother?

#32 Gremlich Johns

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Posted 04 June 2014 - 06:11 PM

I've been a member since 3 November 2011. Founder.

Imagine that time spent since only to see 12 maps and lots of costly virtual goods - and no CW, poorly implemented features, etc...Not even any nod to any of the other factions in the milieu - IS, Periphery, and Homeworlds Clans.

I'm down to not many hours per week either.

#33 _Comrade_

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Posted 04 June 2014 - 06:21 PM

I might download MWLL, is it still going?

mechs are like drugs for me, need my fix. I need something in case MWO is discontinued

#34 Anjian

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Posted 05 June 2014 - 03:46 AM

My conclusion comes not just from 1-1/2" years of MWO but from also the many years of playing Mechwarrior games from the very first one, Mechwarrior 1. Then MW2, MW3 and MW4 with all its expansions. I have not played MW:LL though. Add to that, the Dark Age and Age of Destruction Clix sets.

There is something inherently broken about the franchise, and I mean really broken, from the alphas, heat and shutdown mechanics, jumpjets and poptarts. Look at the General Discussion right now and you got all these threads about poptarts. Its a general repetition of similar discussions going on with Mechwarrior 4. These problems are so rooted in the basic game mechanics that you are going to have to do something so drastic and fundamentally breaking the lore. Either ban the jumpjets completely or disable all weapons firing while jumping. All the micro nerfs done on PPCs, Gauss, ACs, blah blah blah are like just weakening gears in an already broken machine, and simply seems to break the game even further. The game now is just a lot less fun for me than it was a year ago.

Unfortunately MWO is Mechwarrior's last stand. If PGI can't fix it (by doing something drastic), no one ever will pick it up, and the franchise is good as dead, as the industry will consider it toxic, with unworkable mechanics. Further mech games will learn from this lesson, either resulting in Hawken/Titanfall style FPS games, or more like a true walking tank game (Chromehounds certainly got that right), or a game that involve flying mechs like Armored Core. Or they won't be any mech games at all, though mechs may still appear as part of an MMO (see Black Gold Online).

I was considering spending over $200 in Clan mechs. The chances of that is very low right now, especially since I am having technical problems since the new UI was introduced last January. This includes a spate of game and UI disconnections, as well as perpetual Connecting errors in the UI. Even with the last and most recent patch, this has not been fixed.

Purchased two premium tanks now in War Thunder Ground Forces, worth for two months of premium time as well. Game is far from perfect, many things need to be worked on, but they are progressing at a rapid rate.

I am not sure if I will call it on MWO completely quits or not. I may jump in once in a while to see if there are any progress in fixing the game, both technical and in their meta aspects. I also like to see how the Clan mechs actually look in the game before I would reconsider them. Or just buy them in Cbills as they eventually get offered in that way. But a lot of things are coming in the future that may also draw me away, ranging from Star Citizen to EVE Valkyrie to World of Warships.

#35 Mawai

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Posted 05 June 2014 - 05:06 AM

Just to add to the OP ...

All of the points you make regarding long term involvement and external reasons to keep playing beyond the visceral experience of a single match ... were made clearly on these forums during closed beta.

PGI has spent years not listening to this feedback ... hopefully the current push on development is not "too little, too late". Fans of the MW franchise appear to be extremely dedicated and many have stuck around waiting for reasons to play to pull them back into the game. The opportunity is there for PGI to either succeed or fail in this task. At the moment, with the extremely small development team they have available ... the work moves slowly and I am not sure if they will be quick enough.

The release of clans is probably one of the last significant lore based events to drive revenue creation and pull people into the game.

Unfortunately, aside from some technical changes, the game experience now is entirely comparable to closed beta. More mechs, more maps, somewhat different weapon balance ... but fundamentally the same game experience.

PGI is only now - 2 years later - trying to patch on some elements that will provide external reasons to play each match.

Here is my list of features that would be useful:
- a better mech XP system allowing the player to select mech efficiencies for each mech variant from a pool ... much like skill trees or perks in other games. The current system is simply boring ... once you have mastered a few mechs .. it is simply a boring grind to earn enough xp to fill out the efficiencies. There should be common efficiency trees with multiple levels in each efficiency that can be bought, along with role efficiencies and weight class efficiencies. Enough so that each variant of the same mech could be tailored for different purposes. In addition, the number of efficiencies or xp spent on a mech should be capped so that players will have to choose which efficiencies are best for their playstyle with that particular chassis. This kind of xp system makes grinding more interesting and gives folks a reason to keep different variants - thus selling more mech bays - AND more important contributes to player retention.

- competitive play - leaderboards - organized tournaments - they are starting this a bit now but they need a much better UI interface with lobbies to truly support this type of play. I think PGI is hoping that the community will step up and do the work for this.

- fix the work flow issues in UI2.0 ... the UI should encourage efficient and fun customization so that folks want to jump in and play ... at the moment the UI is so arduous that I sometimes decide not to play because there is too much work required to get the mech I want to play ready.

- community warfare - lots of folks seem to think this could be a big driver and there is some truth to it - but it needs to be well done - individual matches need to feel like they matter to the players in order to retain them - to make this happen I think they will need to add new match types like attack/defend to play into the entire CW concept. Attack/defend multiple stationary targets ... attack/defend a mobile target. I am not sure that PGI has actually thought out what is required to make community warfare interesting and a driver for player retention. At the very least the end match summary screen will need some indication of the contribution of that specific match to the overall balance of power. PGI will also have to be careful to make sure that large organized player groups are not given the ability to completely decide the outcome ... otherwise they may find that the community warfare fizzles one way or another. CW is a very complex feature to design and implement ... I hope they have the manpower available to make it happen.

- on the individual play experience - matchmaking is probably the largest single driver they need to improve. Balanced matches are generally more fun. Fun keeps people playing. In addition, challenge keeps people playing. Unbalanced matches are not fun for the losing side and not enough challenge for the winning side ... and so demotivate both sides.

- hit registration needs to be fixed for all weapons. The current perception in the player base is that SRMs are still not correctly registering and lasers may also need work. Lasers are resolved in pulses and the impression is that some of these pulses miss when they should not. This is much harder to find and identify since SOME of the laser does damage. It becomes difficult to prove that it is not doing the correct amount.

Anyway, I wish PGI the best of luck with the game ... I hope that they turn it into the kind of game that we all want to continue playing ... but they could have avoided these concerns if they had listened to feedback years ago ... so I am not as hopeful as I should be ...

Edit:

P.S. If you want to fix poptarts ... add a random cone of fire effect to any weapon fired while jumping ... make it small enough that the weapons will generally hit the target but calculate it independently for each weapon so they don't necessarily hit the same mech section. Makes both physical and game sense ... there was a to hit penalty involved in firing in a turn you jumped in TT.

A while back they added a lot of "screen shake" which made firing while jumping more challenging but made many people feel ill ... adding a random firing cone for jumping fire fixes both issues.

Edited by Mawai, 05 June 2014 - 05:11 AM.


#36 Anjian

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Posted 07 June 2014 - 06:06 PM

If MWO is trying to follow WoT's direction, and so far it has done quite a great deal, then PGI is angling MWO towards e-sports.

I am not sure how MWO is going to attract and keep this audience with the borked game play it has now. There are fundamental issues in the BT/MW franchise that prevents it from being that, and the brand/franchise recognizability in international markets is practically zero.





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