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Dev Vlog #6


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#181 Alaskan Nobody

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Posted 12 July 2014 - 04:22 PM

View PostLyoto Machida, on 12 July 2014 - 03:28 PM, said:

I'd like to see Canyon with high water levels. Also, it can snow in the desert environment:

Fun thought along those lines - deserts are not actually defined by being hot...

Just by lack of water.

A fair chunk of Alaska actually qualifies as desert. ;)

#182 Triordinant

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Posted 12 July 2014 - 04:24 PM

View PostRotS Targe, on 12 July 2014 - 12:12 PM, said:

Lovely work, but, not sure I like some things about the Modules. We should be able to choose which category is added to when we master a mech. Example, my K2 only has two types of weapons, what is the point of having three slots for weapon mods? Further, I already use two mech modules, meaning I'll have to choose which I want to stop using, which isn't fair that I have to lose a useful module so I can have an extra module I'd never be able or want to use anyways.


I emailed Support to complain since it's going to mean my cbills were wasted on 'mech modules I won't be able to use if this cockamamie module slot plan actually takes place. You should email them too.

#183 AUSSIETROOPER4

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Posted 12 July 2014 - 05:21 PM

Maps seem to be a real problem for the devs and I don't know why. The maps we have are good and I am happy they are finalising work on one that has at least something genuinely new. But reality is that any new maps we get even 6 months from now will just be re-hashes with existing assets. Mech factory sounded great until it was revealed it was just a city.
I initially thought, great a mech factory. I will be able to pilot a mech inside cavernous underground buildings and see a mech production line. That would genuinely be a new and fun environment.

p.s.it would be great to see the local AI militia turn out in tanks with infantry at some point. Even if they are just for flavour. Perhaps even as a paid drop module.

Also love to land in a dropship. But i guess the problem with that is that dropships have weapons.

community warfare looks like simple 12 man drop mechanics. There are simply not enough maps to depict individual worlds to capture.

i am betting we will see new inner sphere and clan mechs before the end of the year despite all the assets on maps and cw.

#184 Zolaz

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Posted 12 July 2014 - 06:12 PM

View PostHiredGun, on 12 July 2014 - 09:45 AM, said:

I think this is another "PGI" solution to limiting the advantage of experienced players over new players and making it more new player friendly.


Why are new players fighting older more experienced players?

#185 Daehoth

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Posted 12 July 2014 - 06:51 PM

View PostHiredGun, on 12 July 2014 - 09:45 AM, said:

I think this is another "PGI" solution to limiting the advantage of experienced players over new players and making it more new player friendly. Having all 3 of those modules gave you a significant advantage over newer players, but only having 1 reduces that advantage significantly. Weapon modules have an advantage but at a associated cost (heat), where as the mech modules do not. So forcing players to use their module slots for weapon modules will not have as much of an impact as the current system.




This virtually makes no sense. If this were the real reason, then it would be an extremely narrow minded solution to an extremely short term problem. Here's why, new players will (if they continue to play the game - which HAS TO BE a PGI objective) eventually become experienced players, working up the way the rest of us did to the rewards (mastery level, cbills, etc) that we have all put time and effort to achieve. These are the fruits of our labour. Why take this away from loyal, long serving players to supposedly 'even' the playing ground for new players who will eventually become players with means (cbills, experience points, etc) themselves??

Any 'advantage' that experienced players have over newer players are NOT EXCLUSIVE and are extremely short-lived. That's the bottom line.

Surely, the devs have to recognize taking away valuable mech module slots only to reward players with a practically meaningless additional weapon module slot after mastering THREE variants of the same mech is counter intuitive to the concept of progression and of an individual player's progression within the game. Having something worthwhile to work towards is one element that keeps us all playing a game. The sum of such elements keep the game's community and fan base loyal which ultimately ensures longevity of this beloved game of ours.

So it would be completely senseless. You do not penalise your 'regulars' (especially when there's virtually nothing wrong with the current system) just to make it easier for or appease a new target group that may or may not like the game, that may or may not be as long serving as your existing crop of loyal fans, that may or may not be willing to spend the time AND money (MC purchases, founder contributions, clan pack purchases, etc) needed to ensure the longevity of a great game.

No offense, but this line of thinking would be 100% Senseless. It's a line of thinking and a solution path that would lead to dire consequences.

Edited by Daehoth, 12 July 2014 - 09:21 PM.


#186 Alaskan Nobody

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Posted 12 July 2014 - 06:59 PM

View Post116th NorskaFresh, on 12 July 2014 - 05:21 PM, said:

Also love to land in a dropship. But i guess the problem with that is that dropships have weapons.

They have talked about giving us an Attack/Defend mode involving a dropship
(sort of like the turrets we have now - but on the ship)

There is hope yet

#187 Commissar Aku

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Posted 12 July 2014 - 07:20 PM

Question: what was wrong with modules? They seem to work fine, and in a fair way, why are you nerfing light mechs who have to give up weapon slots to have more modules? If you want more people to play lights ever consider not nerfing them every patch?

#188 Pale Jackal

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Posted 12 July 2014 - 07:47 PM

Mech modules are the only modules I use consistently. No, PGI, I'm not going to spend C-bills to give myself a temporary and brief advantage in a fight. No, PGI, I am not going to spend millions of C-bills on your worthless weapon modules.

#189 Old Bones

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Posted 12 July 2014 - 08:17 PM

New maps, more maps = GOOD! If anything were to push me away from this game it's the monotony of the current maps. Even if the dropzones were somewhat randomized that would help a lot.

Module changes = BAD! All the modules I have are Mech Modules. I'm currently grinding my 6th mech for the Master slot. On a couple of my mechs not being able to mount 2 or more mech modules would severely impact their survivability & viability.

All the rest sounds good, can't wait to see how it all shakes out.

#190 Jody Von Jedi

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Posted 12 July 2014 - 08:34 PM

I wish they'd take the Artillery and Air Strike out of the game all together. The Module changes will only worsen the problem. I don't use them and don't care to. I'm sure many will start using them now just because the Module slot will be empty otherwise. Not liking this change at all.

#191 Rabidhare

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Posted 12 July 2014 - 08:37 PM

Thanks for the update looking forward to new maps. also cant wait for new Module system should be a improvement.

#192 Jody Von Jedi

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Posted 12 July 2014 - 08:38 PM

As far as the rest of the VLOG, I approve of the changes.

#193 Aries 127

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Posted 12 July 2014 - 08:44 PM

I am happy to see the continued good work. Thanks for putting in the effort to make the game better. I am excited for community warfare to arrive.

On the topic of new maps. It seems to me, and it is only my opinion, that there are plenty of maps in the game right now that encourage long range warfare. What if you were to introduce a map, such as a cave network with sharp corners and few open caldera type spaces, that encouraged close combat and tactical positioning of each mech as they rounded corners to be able to survive. For instance, your sensors might not work so well telling you what is around each bend so it would be advantageous to do things like following a slow assault mech slightly behind and to one side for increased firepower and protection, and any other positional warfare tactics that can be used. The different spaces in the map might also present challenges to pilots like low ceilings that discourage LRM's and jump-jetting, and also areas that have higher ceilings where multiple levels of the cave system come together to encourage 3-dimensional warfare. Anyways, this is just the beginning of an idea and I would love to see other people add to it if they find it interesting.

#194 Fiona Marshe

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Posted 12 July 2014 - 08:55 PM

1. The Master Module needs to stay as a GENERIC MODULE SLOT. It gives incentive to actually master a mech.

2. Since there are no LRM Weapon Modules, dedicated support mechs like the Catapult series are boned.

#195 Tairdelbach

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Posted 12 July 2014 - 09:09 PM

I really don't like the planed configuration of the Modules. I'd say have one of each catagory with one more players choice and the master players choice. I get MWO makes money of consumables, but everyone loading up with 2 strikes really changes the game and most people are un happy with weapons modules it looks like. Your other modules are the most popular in the game.

The rest sounds good. We may not like the jump heat but its true to the original game.

#196 Omaha

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Posted 12 July 2014 - 09:36 PM

View PostBartholomew bartholomew, on 11 July 2014 - 08:39 PM, said:

Kinda wish you would make the master slot an any slot. Most weapons modules are no good..



I wouldn't go as far to say weapons modules are no good but........I'd like to see this as a reason to own more of the same chassis. Mastering each one for another different type of slot. Give us reason to spend money on the same mechs xD You think you made money with the victors, how about money trifecta?!

Edited by Omaha, 12 July 2014 - 09:40 PM.


#197 hargneux

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Posted 12 July 2014 - 09:43 PM

I'm slightly disappointed to hear that Clan mechs are receiving weapons modules. I thought it was kind of cool that PGI was holding back on letting people buff Clan weapons any further.

#198 Frost Lord

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Posted 12 July 2014 - 10:50 PM

View PostTairdelbach, on 12 July 2014 - 09:09 PM, said:

I really don't like the planed configuration of the Modules. I'd say have one of each catagory with one more players choice and the master players choice. I get MWO makes money of consumables, but everyone loading up with 2 strikes really changes the game and most people are un happy with weapons modules it looks like. Your other modules are the most popular in the game.

The rest sounds good. We may not like the jump heat but its true to the original game.

having different module slots could be good for some of the less used mechs, perhaps only some mechs will be able to take air strikes, actually they should limit other things as-well particularly the consumables.

View Posthargneux, on 12 July 2014 - 09:43 PM, said:

I'm slightly disappointed to hear that Clan mechs are receiving weapons modules. I thought it was kind of cool that PGI was holding back on letting people buff Clan weapons any further.

I don't mind i just hope we don't need to grind them separately.

#199 Reno Blade

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Posted 13 July 2014 - 12:46 AM

this is the only feedback needed for this great vlog.
if the modules worked closer to this, role warfare would be so much closer to reality.
but one thing that we need to remember is that weapon modules are only at level 2 yet.

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.


#200 Shogun459

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Posted 13 July 2014 - 01:20 AM

update at end

These New Module restrictions are draconian in that Clan Mechs DON'T HAVE ANY WEAPONS MODULES so discounting the 3 types consumables, it leaves Clan Mechs with ONE Module slot to use.

TWO weapons Mod Slots then add ANOTHER for Mastering a model is an empy promise when you don't have anything to put in them.

Consumables are UAV, Support Strikes and CoolShots
For those of us in the Inner Sphere or the Clans that use Mech Mods to make mech models workable this is a serious blow.

Can't Zoom in AND use Gyro mod that makes targeting when zoomed in practical.
Inner Sphere Can't use both AMS mods to help counter Clan LRM Waves.
Radar Deprivation may be the ONLY choice for many as now choice has been neutered and for what?
This seems an ill concieved change without any real thought put into it at all, unless consumables could only be bought with MC in which case it's all about greed with no respect for game play.

UPDATE: In an upcoming patch (either the next patch or the one following): This Mech Module slot will be changed to a hybrid Weapon / Mech Module slot. This means you will be able to equip either a Weapon Module or a Mech Module. You can change this at any time based on your preference.


Thank you 8)

Edited by Shogun459, 24 July 2014 - 06:17 AM.






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