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Technical Update - June 2014 - Feedback


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#81 Appogee

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Posted 27 June 2014 - 02:17 AM

View PostXPH Aku, on 26 June 2014 - 04:30 PM, said:

Wouldn't it be easier to bring out CW and fix things after?
That's the way it will inevitably be - they don't seem to get much right in the first iteration, and it's probably unreasonable to even expect that they could get something as complex as CW to be working correctly when first launched.

So, the issue continues to be whether they are or aren't devoting development resources to CW now. As I explained here, they hadn't even finished the design of CW last April.

It's disturbing that nothing was said about CW in this Technical Update.

#82 Keyman1848

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Posted 27 June 2014 - 01:09 PM

Matt,

Thank you for the excellent explanation of what happened and how you addressed the issues. I think most of us appreciate your efforts to get us all in the game trying out the new clan mechs.

Despite the issues that happened, it still was a good product launch, bringing content that many of us wanted in the game.

#83 Bartholomew bartholomew

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Posted 27 June 2014 - 04:24 PM

Any official word on the new maps that were on hold for the clans?

#84 Sneakypoop

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Posted 28 June 2014 - 04:58 AM

I'm glad I can un-leash the power of silence on UI.2.0.
It did take some time to get a "no frontend sound" button. Quick fix to an epic failure.
What we have here is the product of unexperienced designer(s) - I turn pale on this (s)

My advice would be to recruit some very experienced engineers to refactor the UI job, and not indolent ones at that.
Either you are being lied upon, or your engineers really don't give a ****, or are not up for the task, or you have terrible managers, I have no idea what's wrong, but the fact is : the current UI is incredibly wrong.

Some quick hints :

- This is supposedly an MMO. Back in alpha I thought it was obvious that any MMO should have a good online chat feature.
Okey, this probably is not UI related but it should be mentioned in very single post.

- Mech list take over 50% of the screen
You went to "not very effective" to "over represented" feature (the mech list feature that is) between UI.1 to UI.2.
And this goes to the disadvantage of all other useful features.
Let's qualify this : indolence. When you see it's a failure, you should fix it.
You shall not "go ahead" with it.
Hint : unlike the chat box , we do not need to see it unless we're actually using it.

- Buttons randomly placed around the screen : no "most used / most visible" rule involved, right. Most visibles should always be as near as possible to one another. Group them on the top / left / center /... whatever suits best. But do not place buttons randomly over the screen. It looks like someone was wondering "Where should I place this" and put it where some space was available, rather than someone thinking "I must move things around to make space for this button".
By the way : writing in white over orange background... seriously ? Why not white / yellow while you're at it

- No uniform design (buttons blue/orange with or without text... for no apparent good reason)... Info repeated twice on the same screen with no benefit. ie : friendlist names with color AND the plain text explanation for that color.
Prove me wrong so that we, users, can laugh.
- Capability to invite whomever in a group/team, whether or not in the user's friend list. I will not qualify the current so called "make this player a friend so you can team" feature, solely to not be insulting to whomever designed it.

- The chat box can not be seen on all screens.
Are you kidding ? This is a __live__ chat. if you have to change screen to see it, it's live no more (hence why not used, you geniuses).

- The best feature of UI 1 disappeared : the display of the full mech design building it. That's insane : creating a new build is painful. Jeez it feels like I'm doing it on paper. It's a freaking computer, it should help.

Let's put it this way... I could go on with every single feature. There is __very__ few things on screen displayed the way it should be.

#85 zudukai

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Posted 29 June 2014 - 09:19 PM

why does my founders tag always get disabled whenever i change an options setting in game? that is quite irritating, also, why does the ESC key not work for any of the interfaces?

#86 T FreeLancer

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Posted 30 June 2014 - 07:55 AM

Will we be seeing clan tech in the Mechbay for use on IS mechs? Timeline?

#87 Bilbo

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Posted 30 June 2014 - 08:07 AM

View PostT FreeLancer, on 30 June 2014 - 07:55 AM, said:

Will we be seeing clan tech in the Mechbay for use on IS mechs? Timeline?

You won't. No mixed tech.

#88 T FreeLancer

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Posted 30 June 2014 - 08:10 AM

View PostBilbo, on 30 June 2014 - 08:07 AM, said:

You won't. No mixed tech.


Where are you seeing this at bilbo? Mixed tech is one of the foundations of salvage. I know mwo doesn't allow us to grab weapons or mechs that are downed but this should still be available. Have the announced anything different?

#89 wanderer

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Posted 30 June 2014 - 08:13 AM

View PostT FreeLancer, on 30 June 2014 - 08:10 AM, said:


Where are you seeing this at bilbo? Mixed tech is one of the foundations of salvage. I know mwo doesn't allow us to grab weapons or mechs that are downed but this should still be available. Have the announced anything different?


It's been said repeatedly by PGI. No mixed tech.

#90 Bilbo

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Posted 30 June 2014 - 08:15 AM

View PostT FreeLancer, on 30 June 2014 - 08:10 AM, said:



Where are you seeing this at bilbo? Mixed tech is one of the foundations of salvage. I know mwo doesn't allow us to grab weapons or mechs that are downed but this should still be available. Have the announced anything different?

It's been stated, I can't be bothered to find it. Some of the balancing factors for these weapons would disappear if they were allowed to be used with IS build rules though.

#91 Commissar Aku

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Posted 30 June 2014 - 08:29 AM

Hey are you guys planning on fixing the terrain in River City any time soon? Or maybe getting rid of some of those invisible walls in just about every map? And when is the hit detection going to be fixed, you say it is fixed every patch but so far as I can tell it is not been addressed seriously, and thus not been fixed. I am getting pretty tired of machine guns not criting because they aren't hitting as many times as my animations/ammo says it is.

Edited by XPH Aku, 30 June 2014 - 08:29 AM.


#92 T FreeLancer

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Posted 30 June 2014 - 08:30 AM

So it really is an Arms race then.

Depressing.

I'd be suprised if many people actualy pilot IS mechs in the near future. The clans are way over-powered on the field. Only teams that train together will have a chance with those odds, PUGs will be decided by the number of Clans on your team.

#93 Commissar Aku

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Posted 30 June 2014 - 08:32 AM

View PostT FreeLancer, on 30 June 2014 - 07:55 AM, said:

Will we be seeing clan tech in the Mechbay for use on IS mechs? Timeline?

Why would you want clan tech in IS anyway, IS tech is way op compared to clans anyway.

View PostT FreeLancer, on 30 June 2014 - 08:30 AM, said:

So it really is an Arms race then.

Depressing.

I'd be suprised if many people actualy pilot IS mechs in the near future. The clans are way over-powered on the field. Only teams that train together will have a chance with those odds, PUGs will be decided by the number of Clans on your team.

BS, IS mechs are still just as goods if not better than clans. Learn to be a better pilot and stop building cheese and you might find that the IS is far better than the clans.

#94 T FreeLancer

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Posted 30 June 2014 - 08:33 AM

View PostXPH Aku, on 30 June 2014 - 08:31 AM, said:

Why would you want clan tech in IS anyway, IS tech is way op compared to clans anyway.


Lighter, More damage, Longer range in most cases, what am I missing? Give me your definition of over-powered.

#95 Bilbo

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Posted 30 June 2014 - 08:35 AM

View PostT FreeLancer, on 30 June 2014 - 08:30 AM, said:

So it really is an Arms race then.

Depressing.

I'd be suprised if many people actualy pilot IS mechs in the near future. The clans are way over-powered on the field. Only teams that train together will have a chance with those odds, PUGs will be decided by the number of Clans on your team.

I've had no trouble killing clan mechs so far. I don't see that changing much going forward.

#96 Commissar Aku

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Posted 30 June 2014 - 08:43 AM

View PostT FreeLancer, on 30 June 2014 - 08:33 AM, said:


Lighter, More damage, Longer range in most cases, what am I missing? Give me your definition of over-powered.

Higher pin point damage, higher damage per second, and faster by far. The kitfox goes what 105? how is that better than my jenners and 150 something. Single pin point damage it is far easier to hit with one ac20 shot than 5 in the same place while moving, if you are so worried about the range learn to use cover, solid objects block damage damn well, so when you are faster, more maneuverable, and have better heat efficiency I am pretty sure those alone make up for the range, because after every thing is said and done that and more guns is all the clans have. IS mechs also have better recycle times on missiles with better arks so line of sight, which all clan mechs need, can be easily over come. Do you see why all it takes for IS to beat the piss out of clans is slightly better piloting on your part? If people stop building cheese builds and started learning to shoot while moving IS beats clans. If you can't move and shoot and you don't understand cover and Radar Derivation OP, then yes clans are better than IS.

If you are going to complain at least try to be better at the game before you blame the mechanics for you sucking.

#97 T FreeLancer

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Posted 30 June 2014 - 09:05 AM

View PostXPH Aku, on 30 June 2014 - 08:43 AM, said:

Higher pin point damage, higher damage per second, and faster by far. The kitfox goes what 105? how is that better than my jenners and 150 something. Single pin point damage it is far easier to hit with one ac20 shot than 5 in the same place while moving, if you are so worried about the range learn to use cover, solid objects block damage damn well, so when you are faster, more maneuverable, and have better heat efficiency I am pretty sure those alone make up for the range, because after every thing is said and done that and more guns is all the clans have. IS mechs also have better recycle times on missiles with better arks so line of sight, which all clan mechs need, can be easily over come. Do you see why all it takes for IS to beat the piss out of clans is slightly better piloting on your part? If people stop building cheese builds and started learning to shoot while moving IS beats clans. If you can't move and shoot and you don't understand cover and Radar Derivation OP, then yes clans are better than IS.

If you are going to complain at least try to be better at the game before you blame the mechanics for you sucking.


Really, you think that because I am asking about basic mechanics that it must be that I'm an inferior pilot. Not the case, I have been playing mechwarrior since the first, and the RPG. I know the tactics, hell I'm usually the last man standing in PUG matches. Don't think that I don't understand and know how to be a 'better' pilot. I am. I don't build cheezy loads either. I build for my methods and the way I operate in the game. I'm not the best by far but I know how to run and gun.

I voice these concerns because it comes down to the original commitments by PGI to bring more of the cannon to play. Til now I have been a good player watching and seeing how the game shapes out but some of this stuff is going to start driving away players, whose wallets have brought PGI this far.

If you still think I am whining because I suck, look for me on the field and we'll find the truth.

#98 wanderer

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Posted 30 June 2014 - 10:15 AM

View PostT FreeLancer, on 30 June 2014 - 09:05 AM, said:

I voice these concerns because it comes down to the original commitments by PGI to bring more of the cannon to play. Til now I have been a good player watching and seeing how the game shapes out but some of this stuff is going to start driving away players, whose wallets have brought PGI this far.

If you still think I am whining because I suck, look for me on the field and we'll find the truth.


Don't think you suck.

You're wrong, though. Clan machines pretty much don't make it to the top except for the Timber Wolf- and that's because it can match the AC/PPC/Gauss meta with higher heat but better agility. Dire Wolves are so klunky that the average Dragon Slayer rips it a new one, never mind lights. The rest mix it up well with IS designs, but there's no OPness there.

Clanners tend to burn and die as easily as everyone else: The "Clan is Superior" riff of tabletop is a myth in MWO. They're not bad, but mostly it's nerfings that rendered what would have been OP merely "somewhat good".

#99 Commissar Aku

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Posted 30 June 2014 - 11:56 AM

View PostT FreeLancer, on 30 June 2014 - 09:05 AM, said:


Really, you think that because I am asking about basic mechanics that it must be that I'm an inferior pilot. Not the case, I have been playing mechwarrior since the first, and the RPG. I know the tactics, hell I'm usually the last man standing in PUG matches. Don't think that I don't understand and know how to be a 'better' pilot. I am. I don't build cheezy loads either. I build for my methods and the way I operate in the game. I'm not the best by far but I know how to run and gun.

I voice these concerns because it comes down to the original commitments by PGI to bring more of the cannon to play. Til now I have been a good player watching and seeing how the game shapes out but some of this stuff is going to start driving away players, whose wallets have brought PGI this far.

If you still think I am whining because I suck, look for me on the field and we'll find the truth.

So you are mad because Clans aren't OP? This is a real time game not a table top and defiantly not a book. You can only include so much cannon and still have a fair playable game. Don't get all pissy because the game isn't unfair. If you spent more time trying to get them to release Community Warfare you might get more of the changes you are looking for, instead of belly aching about the mechanics not working like they did in books, older games, and table top.

#100 Cimarb

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Posted 30 June 2014 - 04:34 PM

View PostT FreeLancer, on 30 June 2014 - 07:55 AM, said:

Will we be seeing clan tech in the Mechbay for use on IS mechs? Timeline?

Don't like your own post. That's pretty lame.

View PostT FreeLancer, on 30 June 2014 - 08:33 AM, said:


Lighter, More damage, Longer range in most cases, what am I missing? Give me your definition of over-powered.

What you are missing is actually playing them. If you played them, you would see they are the same as IS in power, but in different ways.





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