Community Warfare - Phase 2 - Feedback
#221
Posted 10 September 2014 - 10:00 PM
This all sounds awesome. Great and I look forward to playing it. It would help though to have, well, pics this time. CW is a topic that's come up before, everyone got excited, then it sorta faded. Please understand that I believe you and am looking forward to CW - however....
It's a fundamental rule of the interwebz.
Pics or it didn't happen.
#222
Posted 10 September 2014 - 10:01 PM
It sounds fantastic.
#223
Posted 10 September 2014 - 10:02 PM
Kaeb Odellas, on 10 September 2014 - 09:57 PM, said:
Next step is a full quirk pass on all IS mechs - working hard on this now and should help greatly for under performers.
#224
Posted 10 September 2014 - 10:03 PM
Paul Inouye, on 10 September 2014 - 09:57 PM, said:
Noesis, on 10 September 2014 - 06:58 PM, said:[/color]
[color=#00FFFF]
If I joined an IS player unit and I also bought a Clan package under the impression I would be able to pilot them due to salvage rights, can I now ask for a refund of that package?[/color]
There is nothing stopping you from playing all of your 'Mech in the public game space. Community Warfare is the only place where you will be Faction restricted. Community Warfare is meant to be the playground of Units who fight for their Factions.
I had a similar concern about this when the Clan packs went on sale...I wish this detail of Community Warfare had been made clear then that Merc groups would be restricted to IS-only tech.
But thank you for posting all this information and taking the time to answer questions and clarify some points :-)
#225
Posted 10 September 2014 - 10:03 PM
Keep asking your questions, they will be addressed next CW update in 2 weeks time.
#226
Posted 10 September 2014 - 10:04 PM
Paul Inouye, on 10 September 2014 - 09:53 PM, said:
Wait what now? I thought we were on record from the townhall that each IS faction had its only list of available variants?
#227
Posted 10 September 2014 - 10:05 PM
BladeSplint, on 10 September 2014 - 10:00 PM, said:
Thanks.
#228
Posted 10 September 2014 - 10:06 PM
If you do not have 11 friends to play with you during peak times, you still might get lucky enough to get picked up for defense, but you will never be able to attack.
If you do not play during peak times, you get nothing at all.
What a staggeringly colossal waste of resources.
#229
Posted 10 September 2014 - 10:07 PM
Hoax415, on 10 September 2014 - 10:04 PM, said:
Wait what now? I thought we were on record from the townhall that each IS faction had its only list of available variants?
No. Let me know if I did blow it in the town hall, but I certainly meant IS and Clans - not down to the faction level.
#230
Posted 10 September 2014 - 10:08 PM
Felio, on 10 September 2014 - 10:06 PM, said:
If you do not have 11 friends to play with you during peak times, you still might get lucky enough to get picked up for defense, but you will never be able to attack.
If you do not play during peak times, you get nothing at all.
What a staggeringly colossal waste of resources.
It will probably be hard to get any 12-mans during non-peak hours, even for NA groups.
#231
Posted 10 September 2014 - 10:08 PM
Paul Inouye, on 10 September 2014 - 10:03 PM, said:
Keep asking your questions, they will be addressed next CW update in 2 weeks time.
Thank you for the interaction - much better than previous communications, we appreciate it.
#232
Posted 10 September 2014 - 10:09 PM
I'm 100% good with that and I say so as someone who's not in (and really won't be) in any orgs. It's a rock solid plan for what they're trying to do and it's not sacrificing depth of content for a casual appeal.
I'm very pleased with all that's been discussed -
Pics though please. We've had great conversations before you guys and it would really help to have pics. Like the pics of the MM 'command center' stuff even.
It would help a lot.
#233
Posted 10 September 2014 - 10:10 PM
#234
Posted 10 September 2014 - 10:11 PM
Russ Bullock, on 10 September 2014 - 10:02 PM, said:
This could be an unpopular position here, but I would as that you please err on the side of excess. The mechs affected by the last round of quirks needed a big push, but the quirks they were given simply were not enough.
EDIT: I'm talking serious quirks here. Like a 10% speed boost and +10 RA armor for Centurions. Or +10 internals and +5 armor for all Hunchback torso sections on top of the stuff you already added. -15% cooldown for missiles and + 10 arm armor for Catapults. Dragon speed and CT durability buffs. An extra head crit for Awesomes for head-mounted LL action. 2 energy hardpoints on the PB's head for LASER HORNS. Free radar deprivation and lower heat sink minimums for Commandos and Locusts. That sort of thing
Edited by Kaeb Odellas, 10 September 2014 - 10:22 PM.
#235
Posted 10 September 2014 - 10:12 PM
Paul Inouye, on 10 September 2014 - 09:57 PM, said:
There is nothing stopping you from playing all of your 'Mech in the public game space. Community Warfare is the only place where you will be Faction restricted. Community Warfare is meant to be the playground of Units who fight for their Factions.
This doesn't pass the smell test.
I read this as: "You are totally free to not do this awesome thing we know you've been expecting for a long time. If you choose to dump all those mechs, it's your fault you gave us all that money for them. Cheers!"
#236
Posted 10 September 2014 - 10:12 PM
Russ Bullock, on 10 September 2014 - 09:51 PM, said:
Honestly, I think limited respawns are OK and it fits in with the idea of "reinforcements arriving."
The thing about unlimited respawns is that it immediately throws tactics and judicious use of your assets out the window when you can die, rinse and repeat infinitely. That immediately makes it feel like a typical "video game" or FPS.
Give players a finite amount of resources (i.e. mechs) to complete the job and suddenly it comes back to the sensible tactical world of making sure you don't waste your only assets.
Simply have a drop response delay on respawns of maybe 1 minute, perhaps even push them out further on the map upon respawn so that it takes them longer to get back into the action.
HOWEVER, one caveat that should be considered...if only 12-man units can initiate attacks...you might want to make them handicapped by not allowing respawns. That is...the defender should always have the advantage...that would make capturing a planet that much more fulfilling and epic in my humble opinion.
Thanks again for all the AWESOME interaction tonight, Paul and Russ!
#237
Posted 10 September 2014 - 10:12 PM
Hoax415, on 10 September 2014 - 09:17 PM, said:
I literally quoted Paul and his words, not mine, were "public play." Read closely: http://mwomercs.com/...ost__p__3709928
#238
Posted 10 September 2014 - 10:12 PM
One last answer - people are asking when.
This Fall - which officially ends Dec 21st.
The difference this time? In the past we hoped to shift to CW when certain features we're completed.
This time we are working on this RIGHT NOW. All hands on deck.
As Paul said - an update in 2 week.
#239
Posted 10 September 2014 - 10:13 PM
I realise you can't do this 24/7 but the last week has been a serious improvement in communications.
Really hope to see more of this.
#240
Posted 10 September 2014 - 10:13 PM
Edited by Will9761, 10 September 2014 - 10:24 PM.
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