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Dev Vlog #6


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#101 Wieland

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Posted 12 July 2014 - 04:31 AM

Match rejoin
2 minutes, hmm, with the slow ass loading of the mechlab thats short.
Make it 2:30 or 3.


Modules
Like others said, make the mastery slot an universal slot.


CW
CW phase 1 and 2 this year
  • Community Warfare Phase 1 (Initial Factions / Units)
  • Community Warfare Phase 2 (Faction vs. Faction Warfare)
and phase 3(the thing with the map of the Inner Sphere) sometime in the future
  • Community Warfare Phase 3 (Dynamic Area Control & Bonuses)

New Maps
So we will get the Factory map in September or October and the Swamp map maybe by the end of the year.
More variations of existing maps.

#102 Deucebackpack

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Posted 12 July 2014 - 04:52 AM

New maps using existing game assets sounds good.

Imagine a flooded Canyon Network map with the possibility to walk under water in the valleys. LRM's can not harm you but you can not shoot back either.

A quick way to add more content is to make variations of the old maps.

#103 SgtMagor

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Posted 12 July 2014 - 05:05 AM

always liked water, jungle and swamp maps. we could really use some dedicated urban maps to give the brawlers a chance to flex their muscles.

#104 PoLaR

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Posted 12 July 2014 - 05:27 AM

I like maps.

#105 4b4dd0n

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Posted 12 July 2014 - 05:45 AM

View PostAsmudius Heng, on 12 July 2014 - 02:49 AM, said:

The module change was PGIs chance to start redefining role warfare in this game where that pillar has yet to really have any meaning at all.

Instead we get a cgance deliberatly designed to make people spend more XP and cbills on the worthless weapons modules.

This is HORRIBLY dissapointing PGI.

By making this a generic, dull, uninspired time sink you have crapped on any chances of making a set of role warfare enhancers.

You already had roles for modules, sensor types, support types etc weapons as well ... instead of using ROLES to define modules you are basically forcing people to spend for the weapons thats it.

Here this is how you redesign modules.

Have weapons slots
Have mech slots
Have support slots
Have sensor slots

Now every module is tagged with one of those catagories including consumables. example:

Coolshot -> weapons
UAV -> Sensor
Artillery -> support

Now you have 4 basic roles in modules.
-Ones that enhance your mech performance (hill climb, fall damage etc)
-Ones that enhance your sensors (Seismic, target retention etc)
-Ones that provide support to your team(capture accel, this one might need more modules released for it)
-And of course weapons based modules

Now apply these VERY differently depending on the mech. Lets take a look at a few.

1. Raven: Your sensor mech, this one might have three Sensor modules, one support module, and one mech module - thats right NO WEAPONS module they do not ALL have to have every type.

2. Jenner: A light with a different role might have: two weapons modules, one sensor module, 2 mech modules - This mech can modify its performance and its weapons being the striker mech but it cannot do artillery

3. Catapult: 2 sensor modules, 2 support modules, 1 weapons module - This mech might not be able to modify its performance much but it can boost its LRMs, get decent sensor help, and can add artillery and more being a support mech

4. Victor, lets take a look at a meta mech - 2 mech modules, 1 sensor module, 2 weapons modules - Inhibits it bringing arty but it has good weapons and can enhance the machine itself with some sensor backup

5. DDC Atlas A command mech - 2 sensor modules, 2 support modules, 1 mech module - All about sensors, supporting and something to help boost the machine itself but stops it being a weapons enhancer.

Now weapons modules need to be worth a damn for this to really work and these are just rough ideas but I really hope PGI can see that this would help balance, this would help role warfare, this would get them to sell more weapons modules because they are there and people WILL fill them.

What you propose PGI is horrific and a waste of time and an obvious cbill/xp sink.


Plz listen to this!!! Or something like this.

#106 Daehoth

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Posted 12 July 2014 - 05:48 AM

If they're changing the module system because some modules are 'deemed OP'. That is an entirely flawed concept.
How is it OP when it is fair game for ANYONE to equip the same modules across the board assuming you have the cbills and the necessary xp to achieve mastery level (both of which are perfectly attainable by ANYONE with a little time and patience)?

I would think that the devs would encourage player ingenuity and creativity on what combination of modules would best serve their playing style and purposes instead of stifling creative thinking. It's a step backwards PGI, in case PGI has lost their sense of direction. Forwards = good. Backwards = baaaaaaaaad.

No, this is just a poor excuse to encourage more usage of low-usage weapon modules, period. But why force the use of these weapon modules when the benefits are practically useless? Instead of wasting precious time to rewrite code to accommodate this new module system, the devs really ought to spend more brainstorming time on how to IMPROVE the weapon modules to make them more attractive on the battlefield..

It's common sense to me, I do not see why they did not arrive at this conclusion themselves...

I've been with the game for quite some time and I do not often post my thoughts or opinion, however on this matter, I cannot stay quiet. It's nothing short of a travesty.

Edited by Daehoth, 12 July 2014 - 08:09 PM.


#107 Chimerahawk

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Posted 12 July 2014 - 05:49 AM

I like that we're finally getting CW, however I find it disappointing that it's going to be based around 'units'. I'm hoping that when CW is released you guys will have more of a faction-oriented warfare. Why? because there's no storyline or anything to a merc-corps in CW. What I think a lot of people were wanting with CW was a reason to play the game, not just pointless arena-style fighting. So essentially if you base it on units, you're just giving us pointless map grabbing.

Also, please fix weapons modules.

#108 Alex Warden

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Posted 12 July 2014 - 05:54 AM

map looks interesting, kind of a mix of alpine, canyon and crimson... also "using existing assets" for the next few maps should speed up things a bit hopefully... and certainly a good idea to make some TRUE alterations of existing maps, not just some snow textures but some real changes, like the "flooded canyonys", should be interesting

keep true to these words

if i may make a suggestion: make an Alpine map with WAY more mountains

Edited by Alex Warden, 12 July 2014 - 05:56 AM.


#109 Magna Canus

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Posted 12 July 2014 - 05:55 AM

I would rather have 1 more general module than a weapon module slot. Weapon modules are near useless currently.

#110 Bartholomew bartholomew

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Posted 12 July 2014 - 06:11 AM

Early idea for the flooded map for canyon. Give it a reason for that. Like there being an all out major thunderstorm. (heavy rains and LOTS of lightning)

Would limit use of night vision and heat vision. Might not be very nice. But working for it would be interesting. And people would take more chances for a push if they thought they could get in under the storms cover.

#111 Azeem447

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Posted 12 July 2014 - 06:17 AM

1. Personally NOT happy with clan LRM's having only 20-30% damage within 90meters. would rather Clan LRM's changed to more of a derect fire weapon with no minimum range penatlies my self.

2. Whats going to be so good about Community warfare? How is it going to be any different than what we do now? as far as I've heard, nothing. same rules, same gameplay, same everything. what we need is better game modes. Attack and defend, horde mode, commando mode. things that change the game play and make it worth our wild.

3. Love to see a new map, but really they NEED to add in destructible terrain.


4. don't personally like the nerf to jumpjets, and I don't know how to feel about the new modules system.

All that said it is great to get all this information and I hope better stuff is on the way.

#112 Elyam

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Posted 12 July 2014 - 06:19 AM

PGI, please add a summary post to your v-logs. Some of us have no interest in getting information via video. Thank you.

edit: did I hear correctly that the only reason to Master will now be to gain a weapon module slot? I think this is extraordinarily short-sighted unless they plan on changing weapon modules so that the have any real benefit. As it is a tiny amount of range for more heat is no benefit vs the other module choices, and now our skill cap with a chassis is to be based on this? Never let programmers do game design. They are construction workers, not architects.

Edited by Elyam, 12 July 2014 - 06:39 AM.


#113 SRC472

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Posted 12 July 2014 - 06:20 AM

I dont think any of the current modules are overpowered. With some of them its really hard to see a difference. If we knew what modules will be in which category. If advanced zoom e.g. goes into a weapons slot or target decay it might be ok. If there really are 2 consumable slots in each mech that meens there can be 24 arty or airstrikes out there...for me that is too much.
You must be able to mount at least radar deprivation and one more module (zoom, seismics e.g.) on every mech in my opinion.

Does anybody know when this new module systeme should come out?

#114 BLOOD WOLF

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Posted 12 July 2014 - 06:32 AM

View PostWieland, on 12 July 2014 - 04:31 AM, said:

Match rejoin
2 minutes, hmm, with the slow ass loading of the mechlab thats short.
Make it 2:30 or 3.


Modules
Like others said, make the mastery slot an universal slot.


CW
CW phase 1 and 2 this year
  • Community Warfare Phase 1 (Initial Factions / Units)
  • Community Warfare Phase 2 (Faction vs. Faction Warfare)
and phase 3(the thing with the map of the Inner Sphere) sometime in the future
  • Community Warfare Phase 3 (Dynamic Area Control & Bonuses)
New Maps

So we will get the Factory map in September or October and the Swamp map maybe by the end of the year.
More variations of existing maps.

I believe the planet conquest is in for this year, russ mentioned module 1 and 2. They are gonna expand upon these.

the three phases were mentioned in bryans 2013 presentation. I do not know how accurate that is now that things have progressed since then.

Edited by BLOOD WOLF, 12 July 2014 - 06:34 AM.


#115 Zolaz

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Posted 12 July 2014 - 06:40 AM

River City and Forest Colony maps need to be as big as Alpine. Or at least larger so that there is more room to maneuver. Also, could change the orientation of the starting points for the two sides. Go East to West instead of North to South. Make the maps larger if needed.

Instead of making terrain limit weapons, decrease the range of weapons. This will allow for more brawling instead of the long range game until one of the sides is weak enough to roll which we have now. Or make mech movement make aiming harder for DOT weapons.

#116 DTim412

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Posted 12 July 2014 - 06:49 AM

First of all a thanks - you guys are making an awesome game that is a blast to play.
I really enjoy the customization of the mechs and the module system you are working on looks like a great improvement.

One idea for modules/cockpit items...would it be possible to make those retrievable from the mechlab? For instance while I am working on a mech could there be command that would 'retrieve' a module from whatever mech it is in - without having to open the editor for that mech as well? It would make it MUCH easier to use cockpit items and modules.

And a question for the swamp/jungle map...will we get to stomp trees? It would be great to see trees interfere with movement and weapons and be destructible!

Thanks, great game!

#117 Tyzh

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Posted 12 July 2014 - 06:50 AM

So, with the new module system they want to encourage people spamming arty strikes like obnoxious ******** and discourage my using my favorite quality of life module (Advanced Zoom) because they are only going to give me one slot and Radar Deprivation is over-powered and mandatory? Awesome.

#118 SRC472

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Posted 12 July 2014 - 06:51 AM

View PostZolaz, on 12 July 2014 - 06:40 AM, said:

River City and Forest Colony maps need to be as big as Alpine. Or at least larger so that there is more room to maneuver. Also, could change the orientation of the starting points for the two sides. Go East to West instead of North to South. Make the maps larger if needed.

Instead of making terrain limit weapons, decrease the range of weapons. This will allow for more brawling instead of the long range game until one of the sides is weak enough to roll which we have now. Or make mech movement make aiming harder for DOT weapons.

I think weopons are fine and balanced too...long range weapons are heavier and produce more heat...and it depends on the maps if they are more usefull or not. Of course on alpine brawling isnt much fun...but noone is forcing you to make your mech brawl only.
I really look forward to some new maps but i wish they would make the existing maps better too (pillars HPG Manifold, rocks on Forrest Colony)...countless rounds of ammo lost in invisible obstacles...

#119 Rushmoar

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Posted 12 July 2014 - 06:54 AM

I would also be fine if they just moved some assets in the current map line up again. Move the cap points again on some maps, not all, and base spawns too. Things like this made Alpine map fun again.
Thanks mates.

#120 Paikanx

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Posted 12 July 2014 - 06:58 AM

Much better VLOG. Not talking about what happened but talking about what will happen.

Rejoin is very welcome, new maps is very very very welcome.





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