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Issues With The Gameplay


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#1 TheRealAbray

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Posted 18 May 2014 - 09:58 PM

I looked at the front page of general discussion and attempted to compile a list of issues/bugs that PGI knows exists, but has failed to publicly address or even attempt to fix. Or in some cases, issues that they have publicly addressed, but have flat out refused to fix. This is a serious post. Looking at the front page of general discussion has made me come to believe that PGI's "work" on this game is a complete joke, and we are all the punch line. A bad punch line.

I request PGI to employ people who A ) are good at game balancing and can close the gap between meta and **** builds, and B ) can create maps that actually play as they are viewed, without worrying about detrimental landscape flaws.


I will be covering a few issues that are pretty GENERAL to the GAMEPLAY. We will have a DISCUSSION about what needs to be changed in this game. I'm sorry if this post is huge, but quite frankly, there are a huge amount of issues that need to be fixed. Moderators, please see the front page of general discussion for reference and validation if you are tempted to move this to off-topic.


1) HIT DETECTION

This has been a known issue for months now. Why has it not been fixed? Almost all 'mechs are vulnerable to this bug, but since ballistics are currently God Mode, I feel like the biggest losers are 'mechs that use lasers and SRMs (streaks are an exception). Even with that said, certain ballistics such as UAC/5 are affected more than others (due to the hated and unjustified mechanic of jam on first shot, which is an entirely different topic). I'm sorry that I don't have screenshots to prove what I'm saying, but everybody who has played more than 5 drops knows what I'm talking about. There is no need for proof in this case. Everybody has been in this situation: your targeting reticle is square in the middle of an enemy 'mech and you fire. you see the slugs (or SRMs) pass through the space between the center torso and the side torso of the enemy 'mech, and no hit is registered..... Wait, what? There is no space between those torsos....why didn't my slugs/missiles hit? This NEEDS to be fixed. I'm not sure why hit detection is such an issue, but I know a lot of other games that rely on hit detection and they all work fine.

Please please please fix hit detection before releasing any more hero 'mechs or any content that is not widely requested.


2) BALANCING OF WEAPONS

Yes, a meta build is inevitable in a game of this type. There is no way to completely balance multiple weapon systems. However, when certain weapon systems are completely ignored by the ENTIRE player base, and those weapons are non-existent in the upper HALF of the ELO tiers, there is definitely a problem. SRMs are mainly what I'm talking about, along with the opposite end of the spectrum with the meta of 2x ppc paired with 2x ac/5. This builds off of point number one, because the hit detection issues just compound the problem.

Please please please fix weapon balancing before releasing any more hero 'mechs or any content that is not requested.


3) MATCHMAKER

Nobody can argue that matchmaker is FUBAR. I find that I roll the other team about 5 times before I am bumped up a bit in ELO and get rolled by poptarts about 5-10 drops. It doesn't stop there. This problem is exponentially more serious when you get significant tonnage differences. Yes, there are arguments that say smaller tonnage is justified by speed and stuff, but this is a dumb argument since there are so many pinpoint damage weapons. Whenever my Misery's ac/20 doesn't magically slip between the side and center torso of a firestarter or spider, it wrecks it. Sometimes, a light 'mech can get away with killing larger mechs, but as long as the assault pilot isn't an idiot, the light 'mech is usually screwed. Please Please Please Please Please make the matchmaker give us even teams. If my team has 8 assaults and the other team has 8 lights, why the **** doesn't MM give each team 4 assaults and 4 lights each??? This is assuming premades aren't involved, which is a whole different topic.

Please please please fix match maker before releasing any more hero 'mechs or any content that is not requested.


4) MAP FLAWS

This has been as issue from before I even started playing at least a year ago. Right now the first thing that comes to mind is weapons and consumables hitting invisible walls on maps. Buildings extent out much further than what the graphics display. Lasers/ballistics will impact on the thin air that is found around buildings and landscape. Once again, I would like to provide proof, but everybody knows what I'm talking about.

Please please please fix the map flaws before releasing any more hero 'mechs or any content that is not requested.


tl;dr, this game has a lot of issues that are known, but have so far been ignored. Please stop releasing new bad content before you fix the old bad content. This is a generally good game, and it has a lot of potential, but right now PGI's focus seems to be on releasing more broken content over fixing any of the old content.

Edited by TheRealAbray, 18 May 2014 - 10:00 PM.


#2 Monkey Lover

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Posted 18 May 2014 - 10:42 PM

Welcome to the game :) just for the heck of it search the old posts you will find these problems have been around for a long time. Might even find some from years ago :( It used to be we were waiting for ui2 before they could fix everything but now I have no idea.

Of course the have fixed some stuff. The maps are a lot better than they used to be.

Edited by Monkey Lover, 18 May 2014 - 10:44 PM.


#3 Jam the Bam

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Posted 19 May 2014 - 01:46 AM

Beat that dead horse. Go on. Harder.

#4 Willard Phule

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Posted 19 May 2014 - 02:46 AM

The saddest part is the fact that they're aware of all these problems....and really don't care all that much about it.

Right now, their target group...the one they're focusing on making happy...are the organized groups. Sure, us PUGgers spend money as well, but the organized groups with their leagues are a die-hard group that consistently funnels cash into PGI's account. Since they've realized that they can't possible come up with a minimally viable product, they're gonna focus on the people that keep the lights on for them.

They'll get around to us, eventually. Maybe. Soon.

#5 Joseph Mallan

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Posted 19 May 2014 - 03:15 AM

View PostTheRealAbray, on 18 May 2014 - 09:58 PM, said:

I looked at the front page of general discussion and attempted to compile a list of issues/bugs that PGI knows exists, but has failed to publicly address or even attempt to fix. Or in some cases, issues that they have publicly addressed, but have flat out refused to fix. This is a serious post. Looking at the front page of general discussion has made me come to believe that PGI's "work" on this game is a complete joke, and we are all the punch line. A bad punch line.

I request PGI to employ people who A ) are good at game balancing and can close the gap between meta and **** builds, and B ) can create maps that actually play as they are viewed, without worrying about detrimental landscape flaws.


I will be covering a few issues that are pretty GENERAL to the GAMEPLAY. We will have a DISCUSSION about what needs to be changed in this game. I'm sorry if this post is huge, but quite frankly, there are a huge amount of issues that need to be fixed. Moderators, please see the front page of general discussion for reference and validation if you are tempted to move this to off-topic.


1) HIT DETECTION

This has been a known issue for months now. Why has it not been fixed? Almost all 'mechs are vulnerable to this bug, but since ballistics are currently God Mode, I feel like the biggest losers are 'mechs that use lasers and SRMs (streaks are an exception). Even with that said, certain ballistics such as UAC/5 are affected more than others (due to the hated and unjustified mechanic of jam on first shot, which is an entirely different topic). I'm sorry that I don't have screenshots to prove what I'm saying, but everybody who has played more than 5 drops knows what I'm talking about. There is no need for proof in this case. Everybody has been in this situation: your targeting reticle is square in the middle of an enemy 'mech and you fire. you see the slugs (or SRMs) pass through the space between the center torso and the side torso of the enemy 'mech, and no hit is registered..... Wait, what? There is no space between those torsos....why didn't my slugs/missiles hit? This NEEDS to be fixed. I'm not sure why hit detection is such an issue, but I know a lot of other games that rely on hit detection and they all work fine.

Please please please fix hit detection before releasing any more hero 'mechs or any content that is not widely requested.


2) BALANCING OF WEAPONS

Yes, a meta build is inevitable in a game of this type. There is no way to completely balance multiple weapon systems. However, when certain weapon systems are completely ignored by the ENTIRE player base, and those weapons are non-existent in the upper HALF of the ELO tiers, there is definitely a problem. SRMs are mainly what I'm talking about, along with the opposite end of the spectrum with the meta of 2x ppc paired with 2x ac/5. This builds off of point number one, because the hit detection issues just compound the problem.

Please please please fix weapon balancing before releasing any more hero 'mechs or any content that is not requested.


3) MATCHMAKER

Nobody can argue that matchmaker is FUBAR. I find that I roll the other team about 5 times before I am bumped up a bit in ELO and get rolled by poptarts about 5-10 drops. It doesn't stop there. This problem is exponentially more serious when you get significant tonnage differences. Yes, there are arguments that say smaller tonnage is justified by speed and stuff, but this is a dumb argument since there are so many pinpoint damage weapons. Whenever my Misery's ac/20 doesn't magically slip between the side and center torso of a firestarter or spider, it wrecks it. Sometimes, a light 'mech can get away with killing larger mechs, but as long as the assault pilot isn't an idiot, the light 'mech is usually screwed. Please Please Please Please Please make the matchmaker give us even teams. If my team has 8 assaults and the other team has 8 lights, why the **** doesn't MM give each team 4 assaults and 4 lights each??? This is assuming premades aren't involved, which is a whole different topic.

Please please please fix match maker before releasing any more hero 'mechs or any content that is not requested.


4) MAP FLAWS

This has been as issue from before I even started playing at least a year ago. Right now the first thing that comes to mind is weapons and consumables hitting invisible walls on maps. Buildings extent out much further than what the graphics display. Lasers/ballistics will impact on the thin air that is found around buildings and landscape. Once again, I would like to provide proof, but everybody knows what I'm talking about.

Please please please fix the map flaws before releasing any more hero 'mechs or any content that is not requested.


tl;dr, this game has a lot of issues that are known, but have so far been ignored. Please stop releasing new bad content before you fix the old bad content. This is a generally good game, and it has a lot of potential, but right now PGI's focus seems to be on releasing more broken content over fixing any of the old content.

1) Hit detection may be a bit off, but that happens when different gaming rigs with different levels of New Hotness play on line. If you are 10 minutes from the server and have a rig that costs $3,000 vs my Being 400 miles from the server on a $500 Computer... Well you get the picture. I was called Death at 4 FpS for a reason... And it wasn't cause I was a war god!

2) Funny thing. Playing Stock Matches, show how balanced the weapons are. My (F)Atlas is Understrength against the New Hotness, as should be if you are running all the bling. Saturday night, Stock matches... The first 5 matches I was a total beast, 2-3 Kills, 4-7 assists, 350+ Damage Per game, and something like 7-8 matches before I died! That is how an Atlas is supposed to feel!

3) Match maker... Since the reset I have 61wins 56 loses... I am a bit a head of the Elo average. I faced 8-12 man pre mades and was impressed by awesome coordination, and 12 man Noobs who bumped into walls like blind men. And everything in between. That Is also an indication of balanced.

4) Map flaws... Can't disagree. I'm in a 100 ton war machine... that cannot navigate OVER a knee high obstacle!?!

#6 Hellen Wheels

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Posted 19 May 2014 - 03:56 AM

View PostJammerben87, on 19 May 2014 - 01:46 AM, said:

Beat that dead horse. Go on. Harder.

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