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Some Major Problems & Proposed Solutions


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#1 Vertigo 1

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Posted 03 September 2014 - 08:23 AM

There are a few things that have been really bugging me about this game lately (and I'm sure that I have missed many others). This thread's purpose is to point out what you feel is problematic with anything in the game and how you feel these problems can be improved or solved.

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PROBLEM: Multiple 'Mech loadouts can't be saved.

In order to have more than one loadout that is good to go for one 'Mech, you have to own more than one of the same variant each with their own separate loadouts. This, I'm assuming, is "working as intended", since PGI probably considers it an incentive for players to purchase more 'Mechs (and I'm assuming some players actually do this just for the convenience factor that doesn't inherently exist in the game). But this is just silly in my opinion, and being able to save loadouts would be extremely useful and give the community and the game something that it desperately needs: convenience.

As it is now, MWO is extremely inconvenient to play. The UI is a mess and is, for all intents and purposes, an awkward experience as a whole. It's inconvenient to browse 'Mechs, switch 'Mechs, find and switch modules, start a group, launch a game in a group, and most of all, it's inconvenient to switch loadouts on a given 'Mech.

If I'm with a group and I start making a tiny change to my loadout, it's a huge inconvenience to everyone because it ends up taking so damn long. Being able to save multiple loadouts would go such a long way to improving the player experience for this game, on so many levels.

SOLUTION: Give each 'Mech 2-3 loadout profiles. Here are a couple of ideas for implementing this aside from simply giving us profiles without strings attached:
  • When a 'Mech is first purchased, it only has 1-2 loadout profiles available. When the variant is mastered, it unlocks a 2nd or 3rd loadout profile. (my favorite solution)
  • Allow players to add 'Mech loadout profiles to a 'Mech using C-Bills.
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PROBLEM: Often a chosen 'Mech loadout ends up not being fit for the randomly selected map. Nothing, in my opinion, is more discouraging than switching from a long range build to an SRM/brawler build only to see that Alpine Peaks loading screen pop up after finding a game. Not only does it make zero sense in the context of a military operation to blindly drop without preparing your loadout for the mission, it's just plain annoying.

SOLUTION: With the 3x4 matchmaker, I'm assuming it's out of the question to be able to choose 'Mechs after the map has been selected. Luckily, I think there are a few potential solutions:
  • The first possible solution ties into the previous issue that I brought up: 'Mech loadout profiles. Let's say you chose your SRM brawler Griffin, and Alpine Peaks is selected. But wait! You have an LRM profile saved for the same 'Mech! Now from the 'Ready' screen, you can change your loadout to adjust for the map that you ended up dropping on without ruining the 3x4 philosophy that the matchmaker is striving to fulfill.
  • The second solution is doable without adding profile saves. Instead of choosing a specific 'Mech from the Mechbay before a drop, instead you choose a weight class. The 3x4 matchmaker then does its thing and finds 3 Lights, 3 Mediums, 3 Heavies, and 3 Assaults to build both teams (to the best of its ability). Then from the ready screen, you would be able to select a 'Mech from your Mechbay that's in the weight class you selected.
  • The third solution is similar to the second. You'd choose your 'Mech from the Mechbay just as it currently works. After the 3x4 matchmaker does its thing and the map is selected, you would then have the option to switch to another 'Mech in the same weight class as the 'Mech that was originally selected. If the variation of tonnage was a big issue, some limitations could be in place such as only being able to switch to a 'Mech that is within 5 tons (above or below) the originally selected 'Mech.
Honestly, ANYTHING to mitigate the awful feeling of dropping into a match with the completely opposite loadout that you would have chosen, had you only known which map was going to be selected, would be extremely appreciated.

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PROBLEM: Command Consoles are simply gimped Targeting Computers for Inner Sphere. I sincerely hope that the current implementation of the Command Console are only placeholder functions, because if not, their implementation into the game is one of the laziest attempts I've ever seen.

There is so much potential for Command Consoles to be awesome, (especially with it potentialy fitting into one of the supposed "pillars of the game," Information Warfare) yet its current implementation is nothing more than extremely lame passive bonuses. Come on, guys...there's so much that can be done here.

SOLUTION: I've seen multiple threads (that I can't find) having some awesome ideas. Here are some that are from my memory, and I'm sure there are better ones:
  • Allow the player to mark/prioritize targets for other teammates.
  • Give the player advanced Battle Grid functionalities (draw on the grid to show routes for teammates to take/view enemy target "paper dolls" based on last targeting information acquired for that particular 'Mech/etc.)
  • Increase the amount of targets that can be selected at a given time, and share that targeting data with other teammates that also have the Command Console equipped.
  • Make Command Consoles a requirement for dropping Artillery/Air Strikes, or potentially grant some added functionality surrounding those consumables (being able to call them down from the Battle Grid, being able to place a "beacon" of some sort on the Battle Grid which is shown to teammates and grants some sort of minor bonus to any Artillery/Air Strikes that are called for within that small radius for a short time (Can only be activated once per match), etc.
These are just brainstormed ideas from memory, and I'm sure there are any number of things that could be done with the Command Console. But anything would be better than what it currently does, as I can't imagine anyone would waste the tonnage for the "bonuses" it offers.

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PROBLEM: There is literally no indication as to what each weapon/equipment/item/'Mech does and how they behave.

New players are literally buying their first 'Mech and gear completely blind, unless they have the sense to scour the internet for information. "What makes a PPC different from a Medium Laser? What is a Gauss Rifle? How do these weapons behave? Why might I choose a Kintaro over a Jagermech?" are likely just a few questions that new players must be asking themselves as they trudge through the UI for the first time.

There is no guidance or direction and too often I see threads on here where new players will spend their cadet bonus C-Bills unwisely due to lack of information. I got lucky and ended up purchasing a 'Mech that I ended up liking, but I can imagine had I chose a Locust as my first 'Mech, that I possibly would not have stuck with the game.

SOLUTION: Include brief descriptions that give new players SOME idea as to the advantages and disadvantages to each weapon/item/'Mech, along with how they behave (Example: Gauss Rifles are highly accurate long range projectile weapons that require a short charge up time prior to firing). Something like this would go a long way.

I'm not even asking for more tutorials here (although, there needs to be more tutorials). This is just some text fluff which may actually be the difference from a player having a great experience or a bad one, and MWO can use all the new players it can get.

Edited by Vertigo 1, 03 September 2014 - 10:35 AM.


#2 Fut

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Posted 03 September 2014 - 08:48 AM

View PostVertigo 1, on 03 September 2014 - 08:23 AM, said:

PROBLEM: Often a chosen 'Mech loadout ends up not being fit for the randomly selected map. Nothing, in my opinion, is more discouraging than switching from a long range build to an SRM/brawler build only to see that Alpine Peaks loading screen pop up after finding a game. Not only does it make zero sense in the context of a military operation to blindly drop without preparing your loadout for the mission, it's just plain annoying.


Can't agree with you on this one.
If I recall correctly, most Stock Mechs are armed with different weapons in order to be viable at many ranges/stages of combat. The whole min/maxing thing is what is leading to the "problem" you describe. Don't get me wrong, I think it's great that people can make their Mechs into exactly what they want - even if that Mech becomes useless at ranges >200m. I just think that a somewhat "balanced" loadout on each Mech is the smarter way to build. You never take yourself out of combat.

Also, brawling on Alpine can be a blast, if you've got the patience for it. I've some great matches there in an AC20/SL HBK-4G.

#3 vettie

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Posted 03 September 2014 - 10:26 AM

yes there are many 'issues' with MWO as a whole and you touched on some here.

One I think is a problem is in the Private match you can change Mechs and consumables, but if you wish to switch Modules (other than consumables), or even alter your load out, you have to leave the lobby and be invited back in.... I understand the reasoning, or at least I think I do; you are supposed to have your Mech(s) readied and just waiting on the launch. Not everyone has multiple sets of Modules. Most have multiple Mech chassis, each set up slightly (or a great deal) differently than the other.

Solution - allow full access to the mech lab / module change out while in the lobby. the Private Matches are currently used by those with Premium Time and there isnt a time limit that you can have one set up (as far as i know), so its not like you are holding up (PGI) resources any more than is already happening. In fact, would probably speed things up as you wouldnt have to leave and wait for an invite when done with the (as mentioned above) slow UI interface.

#4 Carrie Harder

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Posted 03 September 2014 - 10:29 AM

For the Command Console, one thing I'd like to see is it giving the player an extra mech module slot, maybe even an extra consumable slot. Also, it should allow the player to use both Arty and Air on the same mech (currently you get one or the other). Could/should then possibly remove most of the arbitrary sensor boosts from the CC because they don't even make that much sense for it.

#5 El Bandito

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Posted 03 September 2014 - 10:36 AM

View PostCarrie Harder, on 03 September 2014 - 10:29 AM, said:

For the Command Console, one thing I'd like to see is it giving the player an extra mech module slot, maybe even an extra consumable slot. Also, it should allow the player to use both Arty and Air on the same mech (currently you get one or the other). Could/should then possibly remove most of the arbitrary sensor boosts from the CC because they don't even make that much sense for it.


Targeting computer speeding up AC/PPC projectiles makes even less sense. How does PGI even come up with such silly ideas?

#6 Ph30nix

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Posted 03 September 2014 - 10:42 AM

they will probably never come out with Saved loadout options (for free at least maybe with premium time or $ per "slot")
simply because it would reduce time spent and cash/cbills spent
Because sadly yes there are people who have multiples of ONE variant just to save time from re outfitting it each time,
and there are some who paid cash for those variants including heros....... (no i am not one of them)

if you want to boat that is part of the risk you have to deal with when joining a match your options are to either boat and hope your not gimped or have a varied build and risk getting out performed by a more specialized mech.
Both scenarios it will come down to your skills and ability to make the most of it and lessen any disadvantage.

I think id rather a "weapon" module be created for the command console that when maxed to rank 5 makes it peform the same as a clan mark 7 (or maybe a 5?) so it start blah worse then targeting comps but with investment can become even better
oh and we need less linked targeting not more

yea i will say it sucks there is less in game information, but the fact we have 12 trial mechs with varied weapons, a safe testing grounds and the countless tons of information about mech warrior (along with older versions) there is very little excuse except being lazy(or stupid but im trying to be nice) to not be able to figure out how weapons work and then waste cbills on the wrong thing.

#7 Carrie Harder

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Posted 03 September 2014 - 10:43 AM

View PostEl Bandito, on 03 September 2014 - 10:36 AM, said:


Targeting computer speeding up AC/PPC projectiles makes even less sense. How does PGI even come up with such silly ideas?

The TC logic is strange, but I can sort of get their reasoning. The TC's purpose was to make your guns more accurate, but since we don't have some sort of variable convergence system they just chose the easiest route of projectile speed (makes them slightly easier to aim). But that still doesn't explain the crit changes, sensor boosts, or laser range I guess. The target info gathering might make some sense for a targeting computer.

#8 Ph30nix

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Posted 03 September 2014 - 10:43 AM

View PostEl Bandito, on 03 September 2014 - 10:36 AM, said:


Targeting computer speeding up AC/PPC projectiles makes even less sense. How does PGI even come up with such silly ideas?

did you know that a mark 7 targ comp will get PPC's back up to almost their pre nerf speeds..... at least close enough to be mostly synced with gauss

#9 Almond Brown

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Posted 03 September 2014 - 11:19 AM

View PostPh30nix, on 03 September 2014 - 10:43 AM, said:

did you know that a mark 7 targ comp will get PPC's back up to almost their pre nerf speeds..... at least close enough to be mostly synced with gauss


For the investment of 7 tons it had best do something rather good.

#10 Squally160

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Posted 03 September 2014 - 02:52 PM

the Console should add a radial menu you can use to quickly designate targets, add icons to them, and give generic orders.

Wait, we shouldnt need a module to do this :(

#11 Vertigo 1

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Posted 03 September 2014 - 07:44 PM

View PostSqually160, on 03 September 2014 - 02:52 PM, said:

the Console should add a radial menu you can use to quickly designate targets, add icons to them, and give generic orders.

Wait, we shouldnt need a module to do this :(


Yes, I think at the very least the Command Console should allow the user to designate targets with icons or something.

#12 Asmudius Heng

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Posted 03 September 2014 - 08:33 PM

View PostFut, on 03 September 2014 - 08:48 AM, said:


Can't agree with you on this one.
If I recall correctly, most Stock Mechs are armed with different weapons in order to be viable at many ranges/stages of combat. The whole min/maxing thing is what is leading to the "problem" you describe. Don't get me wrong, I think it's great that people can make their Mechs into exactly what they want - even if that Mech becomes useless at ranges >200m. I just think that a somewhat "balanced" loadout on each Mech is the smarter way to build. You never take yourself out of combat.

Also, brawling on Alpine can be a blast, if you've got the patience for it. I've some great matches there in an AC20/SL HBK-4G.


This exactly.

Only the clans had the ability to switch loadouts on the fly easily depending on the terrain, thats the true power of the omnimech tactically.

Customisation is essential for this game mind you, but i see them as factory fits, when you head out to a warzone you do not have time to just flip out weapons which is why there were so many jack of all trades mechs in battletech.

I actually hate the idea of choosing maps or mechs for a map ... as soon as you hit alpine all you will see are long range mechs and missiles for instance.

Random mechs force you to consider your loadout for the terrain.

The problem is your teams are also random in mechs, loadouts and abilities and if you are not all on voice comms your strategy is usually pretty damned random too.

If you should SEE the loadout of your friendlies, have VOIP in game and a decent commo-rose style system for quick communication you would be able to utilise your loadout better with your team because you can compensate with a variety of teamwork and tactics.

Then if you hit dirt with a brawler on Alpine you might be able to quickly co-ordinate with the other brawlers, group up and lead the charge, or hit a flank together etc which is doable even on a long range map.

I hope they never get rid of random maps personally. I just hope they add more ways to communicate with your allies.

View PostSqually160, on 03 September 2014 - 02:52 PM, said:

the Console should add a radial menu you can use to quickly designate targets, add icons to them, and give generic orders.

Wait, we shouldnt need a module to do this :(


Indeed this should be for all.

Command console should do somethign to buff the TEAM not just the one mech.

They already can do radius based stuff with ECM .... just allow a similar system that buffs the sensors and info warfare stuff for allies in a certain radius.

This fits the lore, Clans one on one are the superstar warriors but the IS with combined arms, good teamwork etc can overcome that blah blah

Gives a point of differentiation and if the buff is not massive its hardly game breaking as long as they do not stack.

#13 Mothykins

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Posted 03 September 2014 - 10:19 PM

The UI is totally crap.

My Brother was over and I showed him how much of a pain it was to do anything with the 'Mech bay. Like, for example, if you're in purchase mode and click Mech details and then back, it kicks you back to Owned 'mechs. Before at least it showed you the 'mech load out and then showed you what was where when you moused over it. Now It's a maze of buttons and sub-menus.

My Brother, who's a pretty avid gamer and an engineer thought the UI was utter crap.


I would love having a Variant system to swap Loadouts. It makes sense.

HOWEVER I don't agree with Multi-loadouts being swappable before a match because not having them makes you think. It does utterly suck when you have an Atlas that tops out at 30, But in that case you try to get the team to hang back if you can, and take up a good position closer to where you where. Alpine too many people go right for the cliff, when there's lots of places on the edge of the maps where you can have a huge advantage if you make them come to you. Bait them in with a few lights and mediums, get creative.


I agree with the command console, but I think It should be a ECM style boost. Within range bonuses, etc, maybe a missile lock speed up when targeting the same thing you are?



As for item descriptions, they are there, BUT ONLY WITH MOUSEOVERS. Counterintuitive and poorly thought UI coming back to haunt us. UI 1 was better in most practical ways, excepting mechbay navigation, and only then barely.

In ending, Much agreement, I hope someone listens to you.





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