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Devs Say Alphas Are A 'problem'?

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#161 Aim64C

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Posted 19 July 2014 - 09:44 AM

View PostSandpit, on 19 July 2014 - 09:07 AM, said:

I think it was a combination of "we know best" and, as you stated, botched data collection. After seeing a few of their data collections and such, it was apparent to a few in the community that know data collection, that their data collection methods were....... well they were less than stellar lol

So I they based some of their decisions on poor data and then were too stubborn to admit they goofed.


It's more endemic than that.

To develop a good game, you must care about developing a good game and therefor a good gaming experience.

Compare the development cycle and pace of MWO to just about any other game that has, at the least, management/production leads who care about the game. Space Engineers, Path of Exile, Minecraft, etc.

They developed a good game first and built in ways to fund it second. Even after funding their game in their chosen manner - they have continued to build on the original experience.

Basically, what it boils down to, is that PGI knows two things. First - they are the only ones with a MechWarrior game - or even a mod (as close as you get to competition is the old Mech4 and MechCommander: Omnitech). Second - they know that just about any game will have a population of players who will play the game and pay for stuff almost regardless of what the developers do (this has been the case with games like Age of Empires: Online).

That is why they so heavily monetize new artwork (which is what PGI has done in terms of subcontracting with other firms that have been less than impressed with PGI's results) and then label it a clan invasion - while introducing very little in terms of actual game content or revisions to the overall game.

No matter what they do, the player base they have now is going to stick with it - though the question is how long they will spend money on packages of new artwork.

#162 Koniving

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Posted 19 July 2014 - 09:51 AM

View PostDimento Graven, on 16 July 2014 - 10:22 AM, said:

Posted Image


That's close, but still inaccurate.
It's tabletop, reaching 30 accumulated heat at any point in time that isn't sinked and you are forcefully shutdown.
In MWO it's reaching your threshold (which rises) and then shutdown for as little as half a second.
So 10 SHS
TT: 30, shutdown.
MWO: 40, shutdown.
MWO with skills unlocked: 48, shutdown.

My point is it's worse than you think. They do not shutdown at 30 in MWO. Ever. It's not even possible as 10 SHS will give you 40. And they must reach 110% to start receiving damage (101% if overridden and still powered).

25 DHS
TT: 30, shutdown. (Good luck reaching thirty).
MWO with 2.0 DHS: 80, shutdown.
MWO with intended 1.4 DHS: 65, shutdown.
MWO with what we have now: 71, shutdown.
MWO with what we have now + elite skills: 85.2.

Look at that again..
MWO with pure 2.0 DHS with raising threshold.. 80.
What we have now with the heatsink nerfs after elite skills... 85.2.
But tabletop? 30. At any given time, reaching 30 heat shuts you down and you can't start again until 14 heat. No start right back up. You're stuck like that.
--------------
Note that 14 heat is 46.67%. 15 heat is 50% on tabletop.

For example Hunchback with 10 standard heatsinks fires 9 ML with 1 second of cooling
Tabletop:
Fires: 27 heat. (90%)
1 second later. 26 heat. (86.67%)
10 seconds after firing, 17 heat. (56.67%)

MWO:
Fires 36 heat. (120% compared to TT) (90% in MWO)
1 second later. 35 heat. (116.67% compared to TT) (87.5% in MWO)
10 seconds after firing 26 heat. (86.67% compared to TT) (65% in MWO).

Wonder why standard heatsinks suck in this game? With a threshold that high and ticking it away at 1 to 2 (20 SHS) per second?

Anyway...

I should mention this as well.
10 DHS TT: 30 threshold. 2/sec cooling.
10 DHS MWO with 200 engine: 48.8 threshold. 1.88/sec cooling.
10 DHS MWO with 250 engine: 50 threshold. 2/sec cooling.
10 DHS MWO with 250 engine + elites: 60. 2.3/sec cooling.

Food for thought.

Edited by Koniving, 19 July 2014 - 09:53 AM.


#163 AllSystemsNominal

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Posted 19 July 2014 - 03:53 PM

View PostJoseph Mallan, on 17 July 2014 - 06:57 PM, said:

Not the game I play though. I understand if you don't like Front loaded damage, but I do. and taking it out of MW:O would hurt the game I like.


You're that very selfish type of player that only cares what you like and not what's good for the game as a whole. You are the guy who wants to pilot a direwolf and feel like you're good at video games when you alpha into a medium or light.

Fortunately the designers look out for what's good for the game and not the people who only have fun abusing something that is too strong.

#164 Sandpit

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Posted 19 July 2014 - 06:12 PM

View PostAllSystemsNominal, on 19 July 2014 - 03:53 PM, said:


You're that very selfish type of player that only cares what you like and not what's good for the game as a whole. You are the guy who wants to pilot a direwolf and feel like you're good at video games when you alpha into a medium or light.

Fortunately the designers look out for what's good for the game and not the people who only have fun abusing something that is too strong.

roflmao

you might want to do your homework before you slander someone around here. You just look silly now

#165 Aim64C

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Posted 20 July 2014 - 12:51 AM

View PostAllSystemsNominal, on 19 July 2014 - 03:53 PM, said:


You're that very selfish type of player that only cares what you like and not what's good for the game as a whole. You are the guy who wants to pilot a direwolf and feel like you're good at video games when you alpha into a medium or light.

Fortunately the designers look out for what's good for the game and not the people who only have fun abusing something that is too strong.


Sandpit and I may not always agree on what the best solution to a problem may be, but we do frequently agree that PGI's decisions frequently take an existing issue and make it worse.

Consider the innovation that was put forward with the Laser. While this was good (and likely pioneered by Smith&Tinker, back when they were involved with the Mechwarrior reboot) - it was meant to be part of a larger weapon overhaul - a way of rethinking how battletech weapons should work in a game, rather than just having everything be another variety of autocannon.

That's how most other MechWarrior games have worked. Lasers were like insta-hit autocannons that were light but had heat to worry about. PPCs were energy autocannons with more heat. Missiles were autocannons or ultra-autocannons that were guided by took time to reach their target.

The laser in MWO changed that - it allowed lasers to be very powerful weapons for their weight - if you could muster the steady hand and motor skills necessary to track a maneuvering target.

Something with 12 Clan ER Medium Lasers would flat out rip a leg off in an instant in MechWarrior 4. Just an insta-melted leg, a vaporized arm, or, God Forbid, a flash-burned cockpit.

It's not that way - even if the developers allowed you to fire 12 medium lasers normally. Yeah - it would hurt like hell, since something like 6 points of damage would be dealt every 1/10th of a second - but that comes at a high heat cost and calls for a very steady/accurate hand.

Now consider how missiles work. They are just guided autocannons. Wait for the best time to push the button and then watch as the guided LBX autocannon swarm makes its way toward the target. It's the same essential weapon with different artwork. They could at least make it -feel- like it's something other than an agonizingly slow LBX from the player standpoint (and I've discussed how to do this multiple times).

Similarly, PPCs are just energy autocannons. That's all.

Which is why they are especially insane when coupled with gauss rifles. Granted - the gauss rifle is the 'sniper rifle' of the mechwarrior universe - and for balancing weapons like it, we need to look at why those weapons were 'balanced' in tabletop:

Much of the mechwarrior universe was not built around Solaris combat in meaningless box canyons. It was built around the idea that there was a real war somewhere across hundreds of square kilometers of terrain that needed to be scouted and secured. While battles may have occurred in relatively small 'arenas' for the sake of tabletop games - many battles were a part of a campaign taking place across a much larger theater.

Translating to a real-time environment - this brings us into the idea of persistent servers with hundreds of square kilometers of terrain and various field objectives (some scripted, most dynamically established by the players) with potentially hundreds of players on at any given time.

The problem with MWO, currently, is that you drop into a game where you have no real objective aside from killing enemy mechs. A flight of helicopters isn't going to come along to piss on your parade of AC20s or gauss rifles with their very heavy ammunition that has to be expended on pissants. You also know the number of combatants, and know that you drop relatively close to them.

A weapon like a gauss rifle is a massive size and weight commitment (before you factor in ammunition supplies). It is a very fearsome ballistic weapon - but if you have to trek six kilometers with light and medium patrols harassing your lance on the way to a heavily fortified objective ... stocking up with four of the damned things is probably not a realistic idea in the long run.

Sure, it may make you a very fearsome turret - but you're missing out on a lot if all you want to do is stand near the base and wait for enemies to waltz into firing range before you have to wander back to reload.

That is the real balancing problem behind MWO. You drop into a match with a very small and known number of opponents who cannot escape. The light mechs cannot really hit and run on you. Ultimately - they have to face the music of a team that will head them off and corner them in a section of the map.

So you can't implement any kind of repair/rearm mechanic - since it has to balance around the fact that most matches end in the loss of one whole team. That means match rewards must realistically cover repair and rearm costs. This means a buildup of credits for the top-tier players and a gravitation toward the highest-end gear the Clans and InnerSphere have to offer (since there is no such thing as an economical build that can do a fair amount of lifting but be economical in its approach - an entire league of min-max mentality is essentially forbidden from practicing their trade of finding the most economical builds that can yield the most profit as opposed to the most kills or highest damage).

Further, the Solaris style of gameplay completely breaks weapons like the AC20 and Gauss Rifle that have serious logistical impacts/concerns to the players who choose to run with them. An AC40 Jaeger, while quite powerful, has a long way to go to get to an enemy base with the enemy able to interrupt attempts to rearm/resupply by throwing harassing mechs or vehicles at the encroaching attack. The tonnage, space, and ammunition liability make twin AC20s a rather poor choice outside of Solaris.

Simply by introducing a thing called a "battlefield" - you immediately resolve many of the most pressing weapon and mech balance issues because you've created an environment where players can capitalize on the strengths of their mechs and weapons while re-introducing the intended weaknesses of other weapon systems.

And we could go on about how the heat system needs to change (I've actually used knowledge of a concept known as "Engineering" to come up with a very fair real-time heat system that would play in the spirit of tabletop while keeping things in tune with the realities of real time systems) - but that's another issue where PGI was presented with a problem and then decided to arbitrarily decide that 2 ERPPCs was okay (20 up-front insta-damage) but 3 large lasers (27 damage spread across 1 full second at a shorter long and maximum range than the ERPPC) were not.

They also thought they could use the same system to penalize 2xAC20s. Which, if the math is still applicable as it was back when this solution was introduced - an AC20+2ERPPC mech has the same up-front damage that can be fired for less total heat than 2AC20s. With less tonnage, less critical space, and better ammunition efficiency.

Because, bluntly, they have no ******* clue what they are doing - or, more properly, they don't care.

Now, I might be wrong and they might have 'fixed' the fact that you can't 2ERPPC20 an opponent for less total heat than AC40ing them... but it wouldn't surprise me if it's still the case.

Now, because there would be geniune outrage if they tried the whole "heat scale" thing with gauss rifles once it became obvious that players could put 4 CGauss on a direwolf (I mean... seriously... this is the -massive- problem with how they've built the Clans - certain chassis become 'overpowered' while others are not worth piloting because their hardpoint configurations aren't remotely competitive) - PGI decided to arbitrarily restrict you to using 2 Gauss at a time.

Nevermind the fact that I can charge 4 Clan ERPPCs at the same time (which charge with enough energy to -vaporize- 60 points of armor as opposed to accelerate a kinetic penetrator to a velocity to defeat a total of 60 points of armor) - gauss rifles just require that much more energy. Science, you know.

But they really don't even need to give that logic for it. Just be honest. "We're too lazy to solve the real problems of the game and are just going to say that you can't use more than 2 of this weapon system."

Then the 2Cgauss and 2CERPPC direwolves started showing up. Because being able to deliver 50 points of damage to a single target area on a reflex shot (meaning you are just kind of shooting back at something that just shot you) without a heat penalty is not as bad as an AC40 Jaeger or preferable to a 4CGauss direwolf.

So what will their solution to that be?

More heat scale?

An arbitrary "you can't do that"?

Isn't this the type of thing the hardpoint system was supposed to keep down on? But now I can't even effectively design a counter because, God Forbid we bolt a missile launcher to the opposite shoulder or add a couple medium lasers.

I can't tell you how many mechs I've had to design essentially to be the same just because it doesn't make any sense to design them any other way at the time, since the hardpoint layouts are essentially the same (with some variants just being better).

Honestly, it's an unmitigated disaster. A train wreck that is only permitted because there is no other game with the MechWarrior title.

#166 Joseph Mallan

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Posted 20 July 2014 - 04:24 AM

View PostAllSystemsNominal, on 19 July 2014 - 03:53 PM, said:


You're that very selfish type of player that only cares what you like and not what's good for the game as a whole. You are the guy who wants to pilot a direwolf and feel like you're good at video games when you alpha into a medium or light.

Fortunately the designers look out for what's good for the game and not the people who only have fun abusing something that is too strong.

Is it selfish to want to play a game the way you want to? Think about that question before you answer. Because you are being as selfish as I am by wanting the game to not have ways to play besides DPS.

Am I selfish? Maybe, I know How I like to play (and fight in real life) I have been doing so for well on 30 years. I do know that I like having someone who likes to be the whirling dervish to me Heavy Hammer, and I also want to have the support of the much insulted Fire Support Player. I like MY role in the game, I want it to stay, Should it be the end all game? If I thought that, I would also support more armor so I can shrug off mosquito bits from Light Mechs, but I don't. I support LRMs being painful, as I die to them when I refuse to take cover. I don't ask for Nerfs to Lights cause my reflexes are not what they used to be, I insist that players learn how to overcome a Meta Like I do and not ask for Nerfs.

My idea of abusing something that is to strong is hunting it down in game, and smashing it IF I can. I play Inner Sphere for a reason, I wanted to have the uphill underdog fight against the Boogieman, I supported 8man teams in PUGs as a solo player. I killed the GaussCasts, and SplatCats, and BoomPhracts, while others asked for Nerfs.

I likely will someday Pilot a Dire Wolf... Once we reach the 3060s and ONLY if the Stone Rhino is not introduced.

#167 BLOOD WOLF

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Posted 20 July 2014 - 04:37 AM

I have to agree somewhat with what allsystem's nominal is trying to say. The dev's have that ability to make unbiased decisions on game mechanics. The game designer has the ability to look at the game as a whole and make decisions based on gathered data.

If this game was purely left to players to balance by themselves and with subjective opinions we would be nowhere. I would say most players here are making decisions based on their experience, which I am not saying is a bad thing but most likely is not the whole picture. Sometimes it can be an accurate observance but only if that player will look beyond themselves and look at other game play to see what matches their view.

Note that devs can mess up just as easily as anyone else to a degree. However with data it can always be rectified and corrected. So that the game becomes a better over-all experience for everybody.

Being selfish is having a lack of consideration for others, or lacking consideration for anyone else. A lot of players here always seem to be making selfish decisions about what is to be done. I doubt many people take into consideration what their So called balance Ideas will affect anyone else. Only if it is Highly reasonable and makes sense does it grant an exception.

Edited by BLOOD WOLF, 20 July 2014 - 04:41 AM.


#168 Joseph Mallan

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Posted 20 July 2014 - 04:47 AM

View PostBLOOD WOLF, on 20 July 2014 - 04:37 AM, said:

I have to agree somewhat with what allsystem's nominal is trying to say. The dev's have that ability to make unbiased decisions on game mechanics. The game designer has the ability to look at the game as a whole and make decisions based on gathered data.

If this game was purely left to players to balance by themselves and with subjective opinions we would be nowhere. I would say most players here are making decisions based on their experience, which I am not saying is a bad thing but most likely is not the whole picture. Sometimes it can be an accurate observance but only if that player will look beyond themselves and look at other game play to see what matches their view.

Note that devs can mess up just as easily as anyone else to a degree. However with data it can always be rectified and corrected. So that the game becomes a better over-all experience for everybody.

And I don't begrudge him or you thinking that way Wolf. But for the DEVs to make the best choice they need to hear all the opinions of the players so they can make the best choice available. And the best game will have a place for as many player styles as can be supported.

That being said, I like Front Loaded Damage more than killing with paper cuts. Do I want the game to ruled by my style? No, I don't, I want it to be a play style option. So as long as PGI is deciding which way to go, I will continue to support FLD as an Option. Can it be toned down? Probably... Sure. And I would not complain. But removed completely should not happen.

#169 Joseph Mallan

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Posted 20 July 2014 - 04:50 AM

View PostMcgral18, on 17 July 2014 - 07:00 PM, said:


Solitary FLD isn't an issue. Super PPCs and AC40s grow to be an issue.

If you were forced to spread that FLD, it would be a non issue.

Forced? I have suggested it myself. The more weapons fired at one time the less accurate the fire SHOULD get.

#170 Khobai

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Posted 20 July 2014 - 04:51 AM

Theres nothing wrong with FLD. The problem is pinpoint convergence

You should be able to fire 4 PPCs at the same time if you want to. But those 4 PPCs should never do 40 damage to the same location. There needs to be a mechanism which artificially spreads damage across multiple hit locations.

#171 Joseph Mallan

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Posted 20 July 2014 - 04:53 AM

View PostKhobai, on 20 July 2014 - 04:51 AM, said:

Theres nothing wrong with FLD. The problem is pinpoint convergence

You should be able to fire 4 PPCs at the same time if you want to. But those 4 PPCs should never do 40 damage to the same location. There needs to be a mechanism which artificially spreads damage across multiple hit locations.

Posted Image
There is!

#172 BLOOD WOLF

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Posted 20 July 2014 - 04:53 AM

View PostKhobai, on 20 July 2014 - 04:51 AM, said:

Theres nothing wrong with FLD. The problem is pinpoint convergence

You should be able to fire 4 PPCs at the same time if you want to. But those 4 PPCs should never do 40 damage to the same location. There needs to be a mechanism which artificially spreads damage across multiple hit locations.

A mech should not be able to fire 4 without consequence

#173 Joseph Mallan

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Posted 20 July 2014 - 04:55 AM

View PostBLOOD WOLF, on 20 July 2014 - 04:53 AM, said:

A mech should not be able to fire 4 without consequence

Why? There are mechs in the TROs that can, or at least with little consequences at all.

Edited by Joseph Mallan, 20 July 2014 - 04:57 AM.


#174 BLOOD WOLF

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Posted 20 July 2014 - 04:57 AM

View PostJoseph Mallan, on 20 July 2014 - 04:55 AM, said:

Why? There are mechs in the TROs that can, or at least with little consequences at all.

Are they few, or many?

#175 Khobai

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Posted 20 July 2014 - 04:57 AM

Quote

A mech should not be able to fire 4 without consequence


Why not? The only reason 4 ppcs being fired at once is a problem in MWO is because of pinpoint convergence. If you reduce/eliminate pinpoint convergence its no longer a problem.

If PPCs worked like CERPPCs and did 6.67 damage and 3.33 splash damage then firing 4 of them at the same time would only do 27 damage to a single location... which is under the acceptable limit of 30 pinpoint damage.

There would be no real need for ghost heat on PPCs anymore.

Edited by Khobai, 20 July 2014 - 05:03 AM.


#176 Joseph Mallan

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Posted 20 July 2014 - 05:03 AM

View PostBLOOD WOLF, on 20 July 2014 - 04:57 AM, said:

Are they few, or many?

Two maybe three. Then there is the Thunder Hawk, Devastator, Bane and other Mechs capable of firing as much damage using a slightly different weapon set.

#177 BLOOD WOLF

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Posted 20 July 2014 - 05:08 AM

I am swayed. I have nothing against ghost heat, but I would like to see how the game would get along without it at this stage.

#178 Joseph Mallan

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Posted 20 July 2014 - 05:11 AM

View PostBLOOD WOLF, on 20 July 2014 - 05:08 AM, said:

I am swayed. I have nothing against ghost heat, but I would like to see how the game would get along without it at this stage.

Oh I have issues with Ghost Heat, but it is what it is, and it only affects my Alts Jager40 in any meaningful way, so I guess My Mechs that throw more than 40 point Alphas are fine. :(

#179 Tombstoner

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Posted 20 July 2014 - 05:52 AM

View PostKoniving, on 19 July 2014 - 09:51 AM, said:


Wonder why standard heatsinks suck in this game? With a threshold that high and ticking it away at 1 to 2 (20 SHS) per second?

Anyway...

I should mention this as well.
10 DHS TT: 30 threshold. 2/sec cooling.
10 DHS MWO with 200 engine: 48.8 threshold. 1.88/sec cooling.
10 DHS MWO with 250 engine: 50 threshold. 2/sec cooling.
10 DHS MWO with 250 engine + elites: 60. 2.3/sec cooling.

Food for thought.


Its actually worse then that, Heat wasn't scaled down with increased rates of fire. Heat dissipation was scaled for one shot per heat cycle. Since the PPC got a 250% increase in heat over ten seconds, single heat sinks must be scaled higher to 2.5 heat dissipated in ten seconds. So changing just one thing like rate of fire and not rescale all other dependents factors you FUBAR the fundamental game mechanics. But i suppose that's what they where going for in the first pace. Heat neutral mech's are bad, Heat becomes a trivial issue, no need for cool shots - money maker.

#180 SolasTau

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Posted 23 July 2014 - 03:21 AM

@Aim64C: -DAMN.- I had a feeling you'd been holding back in this discussion. And I have to say, other than maybe suggesting you re-roll the diplomacy check, yes, exactly. In fact, you cracked into the reasons why Mech Commander is, IMO, the best video game version of BattleTech to date (unless you play with infinite ammo). It is BECAUSE of the campaign fatigue element that makes it feel so fundamentally BattleTech. To MW:O, I will flatly admit that my primary disappointment is that it's all death match all the time. I don't mind a death match game mode, and it's a perfectly fine place to start. But there's so much more to the entire universe of BattleTech than JUST death matches.

The meta has developed the way it has because of the mucking around with the various systems, which was more or less my point in starting this thread. Their 'tweaks' and 'adjustments' and fiddling have had large, far reaching, and most likely unintended consequences. I was trying to be diplomatic about it, point out that TT, while it does have its problems, got a lot of things right and that they could stand to look at those things again. And I was absolutely sure that it had all been said a hundred times before... but how many people who've played the game less than a month would notice?

You Founders have been here since the start. I imagine watching these changes work themselves into the game has been painful overall. You're also the people who would be most likely to be highly critical of the system, and I wonder if there's been a considerable amount of listener's fatigue in regards to your positions. And while I thought it might help to have a total noob say "Hey... this is kinda' wtf.", the fact is that the more I've read from PGI, the more apparent it is that they think they SHOULD redesign the ideas and concepts that made BattleTech and MechWarrior a brand with staying power.

From my vantage point, there are small things they could do (revert some of their 'tweaks' and focus on restoring the balance of the weapons through natural effects), and the very much larger things as you mentioned (team MechWarrior assault campaigns that fundamentally would be a PvE style experience against vehicles, enemy lances, base defenses, etc).

Bah, I can't form coherent thoughts anymore... been up too long. @.@





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