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List Of "small Things" To Hopefully Get Fixed Soon

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#1 RedDragon

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Posted 01 June 2014 - 03:04 AM

We all know of the big problems MWO has at the moment, so I won't talk about that now.
But there are also smaller, presumably easy to fix things that are not working (or are completely missing) for some time now, some date back to Open or even Closed Beta.
I want to make a list of them so maybe they can get fixed "along the way". I'm sure that some of the Devs have a bit of spare time, e.g. when someone is working on a bottleneck and others can't do anything in the mean time. Even if that's not the case, this list can also serve as a reminder after CW etc. is done that there is still work to do.

So let's go, further input appreciated!
  • Cockpit displays. Yes, we don't forget them. After all they worked back in CB. Even if they are not displaying live-feeds, they could at least show a static image instead of "no signal". Maybe The status of gyro, life support and sensors, because they won't change anyhow. (which brings me to the next point)
  • Critical hits on engine, gyro, life support, actuators etc. Long overdue. Gyro could be tricky because there is still no falling down. But for now it could result in a slower movement or shaky crosshairs.
  • The mech pilot. It needs a new model without that silly space suit.
  • Autocannons optically still fire "missiles" and have no proper projectile rendered.
  • Bitchin' Betty should give us a "Target destroyed" message.
  • Toggle for AMS and TAG.
  • Option to discard ammunition.
  • Slower movement in water (how can this still be not in the game?)
  • If you have really much time: Armor breaches under water (section gets destroyed if (internally?) damaged through weapon fire while submersed in water).
  • Back view camera. Doesn't have to be pip (we know about the engine limitations). Just make the whole view change to backwards as we had in MW4. You can make 3PV, then this shouldn't be a problem.
  • Gauss explosion still is listed as ammo explosion on death screen.
  • Cracks in the wind shield after getting hit in the head.
  • Slider for Field Of View in the options screen.
  • The weapon list in the HUD needs the information where the single weapons are, so we can see on one glance e.g. if the destroyed medium laser was in the right arm or in the left, or if the need arises to reconfigure weapon groups or only fire certain weapons.
  • Switchable firing modes for Ultra Autocannons. Will be much more important with the arrival of the Clans. Make it so we can select if the weapon should fire in normal or burst mode when we hold the fire button down.
  • Zoomable Mini-map. Has been requested since CB.
  • Bit bigger thing but still, also requested since the first days of this game: HTAL (or "beam"-) diagram instead of paper doll (switchable, naturally).
  • Scale on the battle map. On different maps, the scale is also different, so it would be nice to see on the battle map how far enemies etc. are away.
  • "Nav points" on the battle map: Option to press a key and get a marker on the battle map (also mini map I guess) where the crosshairs are pointing. E.g. to mark enemy positions and relay that info to team mates.
  • Font size and colour should be more readable in UI 2.0.
  • Toggle for chat window - make it either stay or vanish, not like now when it only is viewable when someone wrote something.
  • Colour-coded death messages (Player A [red] killed Player B [blue]) so we know which team lost a mech.
  • Kill counter on the main HUD on Conquest mode.
  • HUD customization! At least selectable colours. Maybe even size and position of some items.
  • Missile door indicator on the HUD (or at least higher visibility than what we have now I guess).
  • Option for group chain fire
  • The "Pinpoint" skill in the skill tree still does nothing. Either give us convergence back or make the skill do something useful.
  • Command console also still does nothing :P
  • Selectable hardpoint-order. Seems to be an old problem that weapons are punt into the hardpoints based on the order they were bought or something. More infos here: http://mwomercs.com/...-order-problem/
  • More direct line of flight path for Artemis-LRMs, because Artemis works only with line of sight anyhow, so the missiles don't need to arc towards the target.
  • Mouse wheel bindable in control settings.
  • Arm lock toggle.
  • Less clicks/"mouse miles" in UI 2.0 - in general more streamlined UI, would be too much here, but there is a whole feedback thread for UI, so the Devs should know about it. Also check out WM Xitomatl's post here: http://mwomercs.com/...ost__p__3426587 (and we all want an interactive mech view in the mech lab where you can directly click the section you want to edit!). And more filter options!
  • Ability to see where lances will start before the match (maybe even ability for the commander to draw some basic things on the map).
  • Effects or at least sound back for ammo explosions.
  • Toggle button for friends list: should open and close by clicking the icon.
  • More noticable "damage incoming" indicators.
  • Auto restocking consumables (option to do so, not automatic). Should give a warning before turning ON for a mech that has MC-only consumables.
That is all I can think of for now - feel free to add your own points, I can update the list if this topic gets some feedback.

Edit: Added so much more from all the guys in the thread, thank you all!


EDIT - Disclaimer: Since this topic got pinned and receives a lot of attention, I will update it whenever I can. But please only provide ideas that are actually "small" and have nothing to do with personal opinion and choice. E.g. I won't add things like "different music" because that is a question of taste. Further I will not add bigger things like convergence, destructible terrain etc. because those are problems the Devs know about and which need a lot of work. Here i will collect small bug fixes and items that are of worth for everyone and not subject to personal opinion.

Edited by RedDragon, 03 June 2014 - 08:11 AM.


#2 TimePeriod

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Posted 01 June 2014 - 03:11 AM

PGI need a new game-engine to do many of these things, the current one (cryengine 5?). The current one was the best they could afford for the money they had.

Edited by TimePeriod, 01 June 2014 - 03:11 AM.


#3 RedDragon

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Posted 01 June 2014 - 03:13 AM

View PostTimePeriod, on 01 June 2014 - 03:11 AM, said:

PGI need a new game-engine to do many of these things, the current one (cryengine 5?). The current one was the best they could afford for the money they had.

Which do you mean? I can't think of one of the items that wouldn't be possible with the current engine...

#4 waterfowl

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Posted 01 June 2014 - 03:17 AM

View PostTimePeriod, on 01 June 2014 - 03:11 AM, said:

PGI need a new game-engine to do many of these things, the current one (cryengine 5?). The current one was the best they could afford for the money they had.


No they don't. Let's go through the list.

Cockpit displays. Don't need a new engine for that

Critical hits on engine, gyro, life support, actuators etc. Don't need a new engine for that

The mech pilot. It needs a new model without that silly space suit.Don't need a new engine for that

Autocannons optically still fire "missiles" and have no proper projectile rendered.Don't need a new engine for that

Bitchin' Betty should give us a "Target destroyed" message.Don't need a new engine for that

Toggle for AMS and TAG Don't need a new engine for that

Option to discard ammunition Don't need a new engine for that

Slower movement in water (how can this still be not in the game?) Don't need a new engine for that

Armor breaches under water (section gets destroyed if internally damaged and submersed in water) Don't need a new engine for that

Back view camera. Doesn't have to be pip (we know about the engine limitations). Just make the whole view change to backwards as we had in MW4. You can make 3PV, then this shouldn't be a problem. Don't need a new engine for that

Gauss explosion still is listed as ammo explosion on death screen. Don't need a new engine for that

Cracks in the wind shield after getting hit in the head. Don't need a new engine for that

...So uh buddy. What are you smoking? Can I have some?

Edited by waterfowl, 01 June 2014 - 03:17 AM.


#5 El Bandito

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Posted 01 June 2014 - 03:23 AM

Theoretically PGI can do many things on your list if they invest the time and effort for them. Unfortunately, they are concentrated on their cash cow right now, which is the arrival of Clan tech.

And this bit:

View PostRedDragon, on 01 June 2014 - 03:04 AM, said:

Autocannons optically still fire "missiles" and have no proper projectile rendered.


PGI could have saved themselves buttloads of trouble if they just treated SRMs as LBX type projectiles and removed the splash and reduced the explosion effect.

Edited by El Bandito, 01 June 2014 - 03:27 AM.


#6 LordKnightFandragon

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Posted 01 June 2014 - 03:25 AM

How about making the FoV changes that people always make a default instead of the FoV we have now?

Whats the setting everyone uses? like 90?

It looks so much better then what we have now....I cant seem to get the CFG file to work either...seemed like it would be easy enough..buuut...guess not..

#7 El Bandito

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Posted 01 June 2014 - 03:28 AM

View PostLordKnightFandragon, on 01 June 2014 - 03:25 AM, said:

How about making the FoV changes that people always make a default instead of the FoV we have now? Whats the setting everyone uses? like 90? It looks so much better then what we have now....I cant seem to get the CFG file to work either...seemed like it would be easy enough..buuut...guess not..


90 is great and all, but one needs to think for the low end PC users. There should have been a slide bar for that in the option menu but we have to change it from a file outside of the game. :P

#8 LordKnightFandragon

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Posted 01 June 2014 - 03:29 AM

View PostEl Bandito, on 01 June 2014 - 03:28 AM, said:


90 is great and all, but one needs to think for the low end PC users. There should have been a slide bar for that in the option menu but we have to change it from a file outside of the game. :P



Yeah...really...WTB FoV slider, will pay 23million Cbills...

#9 waterfowl

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Posted 01 June 2014 - 03:34 AM

View PostLordKnightFandragon, on 01 June 2014 - 03:29 AM, said:



Yeah...really...WTB FoV slider, will pay 23million Cbills...


Now in the shop : FoV change consumable! 3000MC. Use this consumable to change your FoV once. Is consumed on use.

#10 RedDragon

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Posted 01 June 2014 - 03:34 AM

View PostLordKnightFandragon, on 01 June 2014 - 03:25 AM, said:

How about making the FoV changes that people always make a default instead of the FoV we have now?

Good idea! Added.

#11 ShadowWolf Kell

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Posted 01 June 2014 - 03:34 AM

I'm still waiting for heat to slow mechs down to a crawl the closer it gets to redline, and causing pilot blackouts and ammo explosions. :P

Also waiting for mechs to destroy their legs when they jump to the apex of their jump height and then crash down.

Lastly, I'm waiting for Gauss Rifle rounds to do more than plink less than a machine gun round does. It should spin a mech's torso halfway around on an impact and jar the mech far more than it does now.

#12 LordKnightFandragon

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Posted 01 June 2014 - 03:41 AM

Lol, how bout we also add in the swaying of our guns when were walking? Kinda that effect we get in 3pv, except always..

That would limit Pinpoint as well. Making it harder to run n gun. Or you stop, aim and risk being a nice stationary target.

Would limit lights as well a tiny bit.

#13 Jun Watarase

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Posted 01 June 2014 - 03:56 AM

PGI has tunnel vision and they can only work on very limited things at once.

That explains why many of the bugs that were in closed beta 2 years ago are still not fixed...

Edited by Jun Watarase, 01 June 2014 - 03:56 AM.


#14 King Arthur IV

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Posted 01 June 2014 - 04:03 AM

nothing new on this list i haven't seen for the past year.....

#15 TimePeriod

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Posted 01 June 2014 - 04:06 AM

Another thing you could add to that list is to limit the amount of explosion animations that has to be displayed in my godamn face every time I get hit in the flank. Everything is completely obscured and my fps goes down to 3 effectively nullifying me as a combatant.

And don't friggen tell me to move out of the way, at that point it is already too late and I am dead. At least I should be given the option to fire back, let alone see what is hitting me.

#16 Spooky01

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Posted 01 June 2014 - 05:20 AM

I wish that my whole Mech was made of leg armour as you can destroy it and the leg unlike an arm is still there ??
Or is this alien technology only available for legs ????????

Why is it with the millions of c-bills PGI have, they have not invented a communication system for their pilots???????

#17 Bromineberry

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Posted 01 June 2014 - 06:04 AM

View PostRedDragon, on 01 June 2014 - 03:04 AM, said:

  • Toggle for AMS and TAG.
  • Back view camera. Doesn't have to be pip (we know about the engine limitations). Just make the whole view change to backwards as we had in MW4. You can make 3PV, then this shouldn't be a problem.
Oh god, PLEASE! I cannot understand, why these simply things are not in the game anymore. If people have to use a macro or coins on their keyboard to use tag properly, there definetly IS something wrong! And why the AMS can't be set to "off" is beyond me. And rear view cameras have been in the previous game...and many cars today have them, because they'Re usefull...and I have yet to discover the rear view mirror on my mechs...

View PostRedDragon, on 01 June 2014 - 03:04 AM, said:

  • If you have really much time: Armor breaches under water (section gets destroyed if internally damaged and submersed in water).


What? Why should armour breach under water?

#18 Octavian

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Posted 01 June 2014 - 06:41 AM

If they can doa back view camera then they should be able to do flippy arms!!!! Huzzah the Dire Wolf!

#19 RedDragon

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Posted 02 June 2014 - 06:45 AM

View PostBromineberry, on 01 June 2014 - 06:04 AM, said:

What? Why should armour breach under water?


It's canonical (and logical), because if all your armor is gone and the internal structure is damaged under water, the corresponding zone will flood and be destroyed in the process. It's not only because of realism that this rule should be implemented, but also because it balances the advantages being under water provides (heat sinks working better, you can't be seen/hit that well under water). So it would be a decision to go in/under water, not a no-brainer. This would be especially important if we finally had some maps with really deep water.

#20 MeiSooHaityu

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Posted 02 June 2014 - 08:12 AM

I have one to add to the list

HTAL!
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