Dev Vlog #6
#41
Posted 11 July 2014 - 10:25 PM
That's my critical response, now here's my optimistic one. Everything is still being kept under wraps, so one can easily assume that only confirmed stuff that is off the drawingboard/in-dev has been mentioned. Dropships are still a mystery. Same with houses, clans, etc.
Galactic Map was mentioned last Dev Vlog so it's a bit soon to elaborate on that. I can understand this. I just hope that the final CW product isn't just a ****** World of Tanks clan map rip-off (to be brutally honest). We want to see defenses, varied environments, bases that must be attacked or defended, C-bills and faction points that go to pimped-out Mechs, added base defense and reinforcements, complete MECH FACTORY purchases, etc etc etc etc!!! Not just blips on a map that we have a 12-man premade battle for.
We want to see a fleshed out Community Warfare system with Role Warfare and everything else built-in. While I can handle an early in-progress CW Lite coming out in the next 3 months, it should not be considered the final product.
P.S. If you guys want to start a Vet/Super Tester program that will contribute to game development, I would suggest only taking in players that have at least 11 months on their account to start with. If this vet program will become a voice for obtainable possible goals and suggested future gameplay elements, you can count me in for sure.
#42
Posted 11 July 2014 - 10:31 PM
kazlaton, on 11 July 2014 - 10:15 PM, said:
I get that impression as well.
I think module slots should remain neutral. This allows people to continue to use them in a mission specific manner *what a concept*
#43
Posted 11 July 2014 - 10:32 PM
Also, we need more weapon mod variety. I'm talking cooldowns, heat, damage, and weapon-specific mods. Give me MG CoF reduction, LBX crit rate increase, UAC jam reduction, faster Gauss charge, etc. etc. I don't want to waste a slot on +10 meters of range, please.
#44
Posted 11 July 2014 - 10:47 PM
#45
Posted 11 July 2014 - 10:48 PM
If you're looking for map ideas, how about extending the old 8x8 maps to 12x12 size as a start? Should be less work to add to an existing map than designing from scratch?
#46
Posted 11 July 2014 - 10:53 PM
FupDup, on 11 July 2014 - 10:32 PM, said:
Also, we need more weapon mod variety. I'm talking cooldowns, heat, damage, and weapon-specific mods. Give me MG CoF reduction, LBX crit rate increase, UAC jam reduction, faster Gauss charge, etc. etc. I don't want to waste a slot on +10 meters of range, please.
No kidding... bad implementation was bad.
ML w/lvl1 mod:
275.4m range
4.08 heat
ML w/out mod:
270.0m range (still does 4.90 damage at 275.4m)
4.00 heat
Yet it costs 3mil CBills... lolwut?
Edited by JohanssenJr, 11 July 2014 - 10:54 PM.
#47
Posted 11 July 2014 - 10:54 PM
#48
Posted 11 July 2014 - 11:05 PM
#49
Posted 11 July 2014 - 11:09 PM
Oh man.
"Fully committed to getting out modules 1 and 2 this yeah, by this fall."
Third time's the charm!
#50
Posted 11 July 2014 - 11:10 PM
#51
Posted 11 July 2014 - 11:19 PM
#52
Posted 11 July 2014 - 11:21 PM
Frankly, the weapon modules need to be revamped first before I'd even consider the change as a "good idea".
Edited by Deathlike, 11 July 2014 - 11:22 PM.
#53
Posted 11 July 2014 - 11:24 PM
#54
Posted 11 July 2014 - 11:34 PM
"Blah blah producing content for the next 2 to 3... Errr I mean 5 to 6 years" and "For however long MWO is around".
Maybe I just read too much into things, but when he said that nearly back to back I was like... Really, writing on the wall much?
Edited by Biglead, 11 July 2014 - 11:34 PM.
#55
Posted 11 July 2014 - 11:34 PM
Thumbs up for the Module, JJ and "Mech Factory Map" teaser parts shown. Seeing things is a lot better then just hearing somebody talk about them.
Can't wait to see the features in game.
(Also: Auto refill checkbox for consumables! Finally!)
#56
Posted 11 July 2014 - 11:41 PM
New maps and community suggestions are a great idea, but in the forums they need to be here, when anyone from PGI says the forums they I get a feeling are thinking of NGNG's and not their own, which from a common sense point of view sounds self defeating.
So these forums must be the place it happens not ignored like you do with the mech design forum threads, its also sadly the only place where so seem to adopt idea's from, which is kind of sad, and its usually pretty clear when one of their bad idea, makes the game as NGNG comes here trolling or raging the people that don't like it.
Apostal Sinclair, on 11 July 2014 - 09:37 PM, said:
It's a waste of time to watch, I pick up information faster through written text then trying to struggle listening to useless podcasts or blogs. It's easier for many to just read text, it's also a better option, afterall at least we can then interpret the words they used instead of the implications or intonations they put into their words used in the video. AKA easier to dissect actual information...
Well they have to justify wasting development money on paying NGNG so we get to deal with people trying to give important information who are understandably not that great in front of a Camera, rather than clear concise text with pictures.
#57
Posted 11 July 2014 - 11:44 PM
Apostal Sinclair, on 11 July 2014 - 08:22 PM, said:
Compared to just watching a 13:20 video? Yes, it is that much harder.
Kjudoon, on 11 July 2014 - 08:20 PM, said:
That's the first module - which sounds like it's just about adding clan tags and the like. The second module, which has some actual gameplay components, is due by 21 December, according the Reddit interview.
Kitane, on 11 July 2014 - 08:30 PM, said:
Generally, though in reality they are just creating more CBill sinks, and I'm concerned we'll end up with 12 or more strikes per team in each match.
BLOOD WOLF, on 11 July 2014 - 09:18 PM, said:
I have a different theory.
Edited by Appogee, 11 July 2014 - 11:48 PM.
#58
Posted 11 July 2014 - 11:46 PM
Multiple category module slots seems to be a good idea.!
Rejoin???... finally... its finally here... that's just too good (and too basic at the same time) to a degree that makes it unbelievable...!
Also, along with the continuous tweaking and tunning, i'd like to see an animation fine-tuning on clan assaults.!
#59
Posted 11 July 2014 - 11:46 PM
Edited by Appogee, 11 July 2014 - 11:48 PM.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users