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So What Were You Expecting From The Game By Now?...other Than Cw


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#41 Devilsfury

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Posted 19 June 2014 - 09:07 AM

My glaring issues:

1- In game VOIP. playing with pugs is fracking stupid! In game voip would help with coordination.
2- Certain mech hitboxes are still broken. IE: Awesome is still a barn door and die very easy. Spiders are stupid OMFG crazy to kill unless they are legged. 90% of the time when they die. they are legged. Shooting an AC20 with 4 SRM 6's to the face and the mech flashes yellow, IS A HUGE PROBLEM with hit detection/hitboxes for spiders. Firestarters are about the same too. And before people cry...i run lights more than anything. I can admit when something is broken or OP.
3- Still the same meta game for over a year. He who has the most meta wins. PPC/AC combo. Brawling is dead
4- More maps
5- In the UI..when I come out of a match, I just want to hit mechlab and configure my mech. Why should have to re-pick the mech that I am already in?????
6- Need auto reload on consumables. Or at least not have the: buy this, ARE YOU SURE??, yes. buy that, ARE YOU SURE? checkout: ARE YOU SURE YOU WANT TO BUY THIS???, YES MOTHER F.....
7- Pay premium time so we can have our own rooms is completely stupid and a money grab. Microsoft had a FREE setup back in MW2 days in the Battlezone. You are telling me it took 2 years to do it and you are charging us to use it? Wow...just...wow!
8- Add a button below your premium time counter that you can just do buy now and not have to go into the store.
9-I am sure there is more but im trying to blow stuff up right now :)

Edited by Devilsfury, 19 June 2014 - 09:36 AM.


#42 M0rpHeu5

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Posted 19 June 2014 - 09:12 AM

I expected Perfect hit registration at launch

I also hope they remove the 3mech mastering system

Edited by M0rpHeu5, 19 June 2014 - 09:13 AM.


#43 Capriel

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Posted 19 June 2014 - 09:26 AM

What did I hope for / expect?

Role Warfare:

This was the most important aspect of the game to me.

Clearly defined (and rewarded) jobs for each member of the team. Think like the group dynamics in a WoW dungeon party - people can earn respect and the same level of rewards from being a good Tank or Healer, not just dps. It gives people an opportunity to be good at the game (contributing to the teams success) on merits beyond 20/20 vision and hand/eye co-ordination.
Specifically the roles of Scout and Commander appealed to me as being more about chess-like prediction of your enemy's plans and outsmarting him, but then I did LOVE MechCommander!

Social gameplay:
Integrated social tools (eg r-click on name on team sheet for popup menu including "add friend", "ignore", and "report player", and F1-12 for "help", "attack my target" etc) are not something I had on my list of features I wanted to see, because I took it for granted that they would be there. The fact they are not means I am mostly playing a single-player game with bad AI.

World of Tanks has been doing this right for a long time - I do feel more like part of a team (and have a clearer role to play within it ofc)

The hard-wired meta has pushed the effect of the srs bzns approach into the mainstream gameplay more than I have seen in other games. Now we have a choice of AC/PPC/JJ or fail, in the eyes of the strangers with the blue triangles. The only comms you often see in game is the flaming of some dead player about how you should uninstall the game, or how [other weapon types] are lame, ezmode or noobish.

In another thread someone pointed out that it is still possible to add players as friends if you try hard enough. I could also train to be a master swordsman if I try hard enough, but actually I want to click an obviously-located button and have the game do it for me, like in all those other MMO games where you are expected to turn strangers into new friends to succeed with.

Simulator Experience

I have a really cool flightstick/throttle with which I exclusively played previous MW titles. It was a pretty big part of feeling like a Pilot rather than an avatar.

Razor were even going to produce a combo stick especially for MWO with a build in battlegrid display. That idea vanished about the same time the game went open beta.

Having played MWO with kb/mouse I totally get why PGI went this way, but again there is already an awesome solution out there: WarThunder has 3 game modes; Arcade uses mouse and a simplified flight engine, and Simulator and Realistic modes are the hardcore flight-sim mode where you manage everything from elevator trim to true visual targeting.

Note that WarThunder's Arcade mode also includes a well-made equivalent to Dropship Mode. It DOES work and is damn good fun, and also allows some dynamic tactical flexibility.

Tiered Development

Like it or loathe it, WoT and WarThunder use tiered access to new rides to give players a sense of personal progress and development, and it does work.

Personally I am pleased that MWO does not restrict access to mechs behind grindwalls (except the obvious CB one...).

However, I would like to see my "character" evolve the more I play - the efficiency system does not deliver this (and is incomplete). Efficiencies are required upgrades rather than playstyle optimisations.

Modules also were touted as "end game" progression in MWO. In reality we see 3-4 must-have options amongst a meaningless sea of dross.

Today on my day off I ground xp on my shiny new Timberwolf Prime to complete all the Elite efficiencies. Master does not really appeal to me because I already use the 2 modules I want.

Where is my incentive to play again tomorrow?

#44 TLBFestus

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Posted 19 June 2014 - 09:36 AM

For myself, I'd say that the current limitations on group size is the biggest disappointment.

Back in closed Beta you could drop in any size group (early matches only had 8 per side). Now while this did lead to well organized teams ROFLstomping other groups, it did at least allow me to group of with my 4 or 5 other casual friends and play together.

Then they instituted the 1-4, or 8 man drop limits. Suddenly we had to split up and try to synch drop. Now that would work often enough, and even if we ended up on different teams it was still fun blasting each other in the face.

THEN they went with 12 players per side. Nice increase, but the same limitations on group size, 1-4 or the whole dame team (12). Now for a big group of players it might have been pretty simple to get 12 players together and drop as a group (against another 12 man), but for my club, and my friends, it's not. Not enough manpower.

So we are stuck at 4 max. If anyone else shows up, they feel like a 3rd wheel and they generally would rather drop with friends than solo so they log out. Sometimes they hang around and we split up into a 3 and a 2 man, but often they just quit.

This really frustrates the #$%& outta me. I'm pretty sure I'm not wrong when I say that there are a lot of other groups like ours out there. I don't know what the match-making issue is, if the math is too hard, if the player numbers won't work right now, but they need to address this. And no, I don't accept private match making in its current form as the answer.

A smaller issue WAS the imposition of 3PV on the community. I know that I will be told that 3PV wasn't that big a deal after all, we rarely see anyone using it, but it represents the disregard for the will of the players and the distain Russ Bullock etal treated us with that is the issue here. It was the beginning of a series of events that severely damaged PGIs rep with the player base back in the day that you can still see today. Also.....it turned out to be a HUGE waste of resources that could have been used elsewhere.

Finally, and I know I'm dead in the water on this one, but I find the prices on individual mechs too damned high. Naturally that carries over to mech packs too. I'm convinced that lower prices would be more than offset by higher volumes of sales and be even more profitable for them. For the most part I can't escape the feeling that "Hell no, I could buy a triple A game for the price of 1-2 mechs".


That's it cus I've already hit TL/DR levels for the ADD generation.

#45 Ziogualty

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Posted 19 June 2014 - 09:56 AM

Hitboxes, the CW, weapon balance are all serious stuff, mine are quite more "childish"...

The reasons i gradually stiop playing MWO are something regarding the so called "magic circle" when you play a game.

I love playing videogames and "immersion" is a basic ingredient for me.
So here are the things i would like to see addressed:

1) destructible enviroment. Those damn trees standing still, those tiny statues blocking my Atlas, those cars that nothing and noone can hurt and so on...

2) scale of objects/rocks/vegetation in some maps. A lot of objects seems ripped off by a common FPS and pasted in MWO maps.

3) "No signs of life" feeling: some of us would really like to see inf, tanks, proper bases and planes on a MW title. But this is not easy to do. On River City you can see volleys of missiles around, and i really like this little addiction. On the other hand all other maps are dead and deserted. Some animal, some civilian, some cars running away, some planes crossing the sky...

4) UI. Still love the Smurfy (or every older MW title) concept. Configuring your mech could be very funny and immersive. Saving setups, change things, thinking about the incoming battle and not recalling all the tedious steps just to change a weapon.

And many little more things you could imagine.

If all of hese were in the game, i would probably post the most important stuff like the ones Roland and GrayGriffin wrote here and complain about firmly.
While still playing the game.

Edited by Attank, 19 June 2014 - 09:57 AM.


#46 Devilsfury

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Posted 19 June 2014 - 10:03 AM

View PostAttank, on 19 June 2014 - 09:56 AM, said:

Hitboxes, the CW, weapon balance are all serious stuff, mine are quite more "childish"...

The reasons i gradually stiop playing MWO are something regarding the so called "magic circle" when you play a game.

I love playing videogames and "immersion" is a basic ingredient for me.
So here are the things i would like to see addressed:

1) destructible enviroment. Those damn trees standing still, those tiny statues blocking my Atlas, those cars that nothing and noone can hurt and so on...

2) scale of objects/rocks/vegetation in some maps. A lot of objects seems ripped off by a common FPS and pasted in MWO maps.

3) "No signs of life" feeling: some of us would really like to see inf, tanks, proper bases and planes on a MW title. But this is not easy to do. On River City you can see volleys of missiles around, and i really like this little addiction. On the other hand all other maps are dead and deserted. Some animal, some civilian, some cars running away, some planes crossing the sky...

4) UI. Still love the Smurfy (or every older MW title) concept. Configuring your mech could be very funny and immersive. Saving setups, change things, thinking about the incoming battle and not recalling all the tedious steps just to change a weapon.

And many little more things you could imagine.

If all of hese were in the game, i would probably post the most important stuff like the ones Roland and GrayGriffin wrote here and complain about firmly.
While still playing the game.

I am with you on ALL of these points. What?? I cant destroy a tree or van sitting on the street but if I run into it, its stops me 100 ton mech instantly.

#47 ztac

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Posted 19 June 2014 - 10:30 AM

First problem ... PGI have their eye on the money and not the game.(implementation game changes to encourage players to buy MC, note clan mechs have 3 variants , one will be MC only , so you have to pay to get elite skill).

Second problem .. game balance is still off with relation to a multitude of things from weapon damage , how they work , the matchmaker etc.etc.(all of which gets glossed over time and again by glossy posts and promises).

Third problem ... (although I'm not too bothered), Is the game date roll back, yet they kept the clans ingame(for revenue no doubt), but yet it makes a mockery of the timeline.

Fourth problem... It will be Faction warfare as no doubt they will not be able to implement a robust system (makes no sense for mixed faction drops! and limited player base will make it harder still (I say this as I keep coming across the same players all the time)).

Lastly .. still a lot of terrain related problems, i.e. funny how some mechs get stuck on the terrain and others just walk through them!, silly base defences, poor maps (allways the same structure to the maps (hills , obstacles ), never any rolling maps or flat ones , be nice to have maps that actually encourage engagements instead of restricting them like every map in the game).

Edited by ztac, 19 June 2014 - 10:36 AM.


#48 Randodan

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Posted 19 June 2014 - 10:34 AM

This constant "team-deathmatch" that we have now is really getting old. Can't wait for hopefully a more complex and much larger universe to do battles in. I really hope that CW will provide that and more.

#49 Wolfways

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Posted 19 June 2014 - 10:41 AM

By now i was expecting faction warfare (non CW), big maps, and all weapons being viable. Not much to ask for imo.

#50 Sephlock

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Posted 19 June 2014 - 10:47 AM

View PostRebas Kradd, on 18 June 2014 - 08:07 PM, said:

[size=4]


A working command console.

Flamers that aren't a joke

LBX that is good for those of us who aren't delusional- or barring that, LBX that is all dakka-y:



Seriously, if they just used that sound and that rate of fire, I wouldn't care if it did flamer levels of damage even if you used up a full ton of ammo, I would literally take one LBX autocannon and load up my mech with armor and only use that.

BOOM BOOM BOOM BOOM BOOM BOOM BOOM BOOM!

I'd even accept 0 impulse. JUST GIVE ME THAT RATE OF FIRE AND THAT SOUND PLEASE PGI I'M BEGGING YOU!

...

*ahem*

Also, Clan LURMS with no min range and Clan SSRMs with regular cooldown times.

Better Narc (although we're getting there- do we know how much the Narc Module actually improves things?)

Jump jets that rocket you up and forward like they do in lore and TT, rather than JJs that turn you into the Master Chief.

KNOCKDOWN. Remember knockdown? I do. It was almost as fun as the Clan mechs, all on its own, even with the teleportation bugs. Then they took away the Dragon Dozer, but it was still fun. Then they removed it altogether and... yeah.

Melee

Collision damage that is actually consequential. Related to the above (sorta).

Light mechs that don't have Vrolik syndrome.

Remember that "normalization" pass for the pulse lasers? The one that nerfed them, in preparation for a future adjustment? ... unless that "adjustment" was "implement Clan Pulse Lasers, that will be just as (relatively) terrible".... uh... yeah...

Oh, and a mechlab/interface that doesn't turn every single attempt to find something into an epic adventure:



#51 Dymlos2003

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Posted 19 June 2014 - 11:09 AM

View PostWolfways, on 19 June 2014 - 10:41 AM, said:

By now i was expecting faction warfare (non CW), big maps, and all weapons being viable. Not much to ask for imo.


Except this is Mechwarrior where not all weapons ARE viable.

#52 Suko

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Posted 19 June 2014 - 11:09 AM

So, where's that update to UI2.0 that makes things easier to navigate?

Seriously. I haven't heard a single word about it since a few weeks after it came out. Where's the fixes we were supposed to get on ease of use?

Also: My God I'm glad I didn't buy the clan packs. I might have to be the b*tch of the battlefield for a few months, but once I can buy those with Cbills, I'll be so glad I didn't blow $200+ on something so stupid.

Edited by ShadowVFX, 19 June 2014 - 11:11 AM.


#53 Sephlock

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Posted 19 June 2014 - 11:15 AM

View PostDymlos2003, on 19 June 2014 - 11:09 AM, said:


Except this is Mechwarrior where not all weapons ARE viable.

You are, of course, referring to the standard AC-10, right?

#54 Lightfoot

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Posted 19 June 2014 - 11:19 AM

Dropship assault from Dropship landings. Maybe random dropzones.

Destructible buildings.

Greeted by map of the Inner Sphere at present. Hot spots for missions. Clicking on a Hot Spot opens a chat to other players preparing to team-drop on the hot spot. Map is identified before Mechlab. Sort of a coordinated PUG.

Credentials other teammates/ prospective teammates can see if you want them too. Like, Specialist: Heavy mech, PPCs, LRMs. Just so they know what you have used frequently and can handle. Helpful for lone-wolves and Mercs.

#55 SuperBroHeroFella

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Posted 19 June 2014 - 11:30 AM

  • Bigger maps that resolute in actual assaults and skirmishes that don't feel the same every game
  • Better communication systems, VoIP, radio commands, an usable battlegrid
  • Achievements that actually immerse: Kill 1000 Enemies and your Battlemech name will be displayed and you earn something besides cbills
  • Dropships, Role-Warfare, actual Pilot Leveling that makes you a wanted companion for a specific role
  • An actual Mech-Level system, not a "buy another mech to level your current mech" setup
  • SOUND. It took 2 years until we eventually had music in the main menu, now we got those wierd warhorns that sound like teenage dubstep angst
I immensly enjoy the gameplay and also bought a lot of stuff in game. But at every 3rd game I always realize how short-minded and loveless some parts of the game feel.

#56 Randodan

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Posted 19 June 2014 - 11:36 AM

View PostLightfoot, on 19 June 2014 - 11:19 AM, said:

Dropship assault from Dropship landings. Maybe random dropzones.

Destructible buildings.

Greeted by map of the Inner Sphere at present. Hot spots for missions. Clicking on a Hot Spot opens a chat to other players preparing to team-drop on the hot spot. Map is identified before Mechlab. Sort of a coordinated PUG.

Credentials other teammates/ prospective teammates can see if you want them too. Like, Specialist: Heavy mech, PPCs, LRMs. Just so they know what you have used frequently and can handle. Helpful for lone-wolves and Mercs.

View PostSuperBroHeroFella, on 19 June 2014 - 11:30 AM, said:

  • Bigger maps that resolute in actual assaults and skirmishes that don't feel the same every game
  • Better communication systems, VoIP, radio commands, an usable battlegrid
  • Achievements that actually immerse: Kill 1000 Enemies and your Battlemech name will be displayed and you earn something besides cbills
  • Dropships, Role-Warfare, actual Pilot Leveling that makes you a wanted companion for a specific role
  • An actual Mech-Level system, not a "buy another mech to level your current mech" setup
  • SOUND. It took 2 years until we eventually had music in the main menu, now we got those wierd warhorns that sound like teenage dubstep angst
I immensly enjoy the gameplay and also bought a lot of stuff in game. But at every 3rd game I always realize how short-minded and loveless some parts of the game feel.



Those are excellent points. I totally agree!

#57 smokefield

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Posted 19 June 2014 - 12:21 PM

i am waiting CW and smurfy mechlab in the game.

#58 Suko

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Posted 19 June 2014 - 01:10 PM

Oh! Here's one many of us gave up requesting a long time ago:

Let us target are buddies. I could see it being as simple as long-pressing "R" when the reticle is over a friendly unit. Is that so hard? I mean...really? It has been 2 years after the game became playable, why don't we have this yet?

Edited by ShadowVFX, 19 June 2014 - 01:12 PM.


#59 StandingInFire

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Posted 19 June 2014 - 03:01 PM

My current opinion on MWO is 7/10, so I am content but there are many things they can improve some of which they promised. Played since closed beta (but haven't had that much time to play), the game can be made into a 9/10 with just a few changes.

On actual Mech v. Mech combat, since clan introduction & srm fix weapon systems are very close to being perfectly balanced on the weapon front, although I would prefer it be balanced without ghost heat but I accept that isn't going to happen anymore.

1) Community Warfare: Was promised back in closed beta, but was obviously put on hold till they knew they got a licence renewal. This is actually not a big concern of mine because I never got much into mechwarrior lore and just want really good mech v mech action. It really will help add meaning to the matches unlike repair rearm which rewarded very poor player behavior (punished you for taking damage or using ammo which would just get ppl to hide in a corner and power down if the match was being lost).

2) Information Warfare: Really needs a lot of love, atm its just ECM and counter ECM. No real in game/active strategies. As people have mentioned active passive radar and toning down ecm (and its counters if its nerfed) will go a long way.

3) Mech/Pilot Mastery & Role Warfare: The current mech xp system was a placeholder if I recall, sadly it stuck. Modules similarly feel bad but it seems they are gonna stick around too. What they originally discussed was something much more similar to masteries of LoL with one tree being sensors (it is the only one I can recall) where you would spec into stuff such magnetic vision which would build on information warfare as you could spec scout vs brawler or some such. I still hold hope they will change the mech xp system, I recall a dev said they want to rework it in a ngng podcast but its low on the priority list. A much more aggressive mech/omnipod quirk system would help a lot too, such for example reducing damage the hunch back takes on the hunch by 25% but take 10% increased damage to arms. It feels like PGI is a bit afraid to make the quirks to 'powerful' so most are pitifully weak and barley noticeable.

4) Destructible Doodads: Slicing up forests with lasers, and exploding parts of building with ac shells will add so much immersion to the gameplay and will really make you feel like a giant death machine. I think the reason they said they currently don't have it is because it will significantly impact performance, which I can understand. In closed beta the game ran very well >45 fps at max settings on my ageing comp, then after 12v12 the fps <30, I stopped playing the game for the most part then as I can't enjoy 30fps. Now its running much better and with a bit more optimization I hope they can squeeze this in.

5) Knockdowns & Melee: Knockdowns where straight up broken in closed beta, you could for example as a jenner vs a commando ram it, to knock it down, shoot it while its getting up, ram it again as it gets up, repeat x infinity. Plus mechs would warp/jump like mad as they where getting up. So do properly do knockdowns and melee the netcode needs to be near perfect, it is slowly getting better, but still needs a long way for melee not to look like terrible rock'em sock'em robots (models would need to be able to dynamically react to impacts).

But it pretty much comes down to the fact that PGI is not a big studio (smaller then some 'indi' studios) and they obviously where not very experienced with the cryengine & the cryengine has lots of its own problems, so a lot of the core system where just cobbled together, and now anytime they want to add a new feature they pretty much have to go back and recode the base from scratch every time e.g. Matchmaker & 3v3, Hit detection & everything, the UI. As a programmer this is the reason I can probably tolerate their mistakes/delays a lot more.

#60 Archon

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Posted 19 June 2014 - 03:29 PM

A lot of my biggest issues have to do with crosstech not being a thing. Salvage doesn't mean much and you can't mix clan and IS technology. Honestly I always thought that was the best way to "balance" clan and IS tech; there's no need to balance if they both have it. I think a "salvage" system where IS gets cbills for salvaging mechs and clanners get "honor" for killing mechs in order to purchase more technology would have been a much better way to implement clan / IS balance. I do find PGI's approach interesting, but I hate not having lower arm actuators on clan mechs with gauss rifles, ERPPCs and ACs and the arbitrary nerfs to certain clan mechs in order to "balance" them.





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