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Index Of Replies From Paul/russ On The Cwp2 Feedback Thread


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#1 Elizander

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Posted 10 September 2014 - 11:38 PM

All replies of Paul and Russ from the Feedback Thread for the reference of those who don't want to go through all the first 13 pages. :ph34r:

http://mwomercs.com/...ase-2-feedback/

[Page 8]

View PostPaul Inouye, on 10 September 2014 - 08:31 PM, said:


Not sure what you're seeing but I'll try to clarify what happens.

When you click the Faction tab, the only 'Mechs you'll be able to use from that point on (while participating in CW) are the 'Mechs associated with your account Faction setting. For example, you are currently set to "Merc Unit". This is an Inner Sphere setting. The only 'Mechs you can take into combat in Community Warfare are your IS 'Mechs. You will be joining your unit and other IS players in the war against the Clans.

If you leave the Faction tab on the main menu and return back to normal public play, all of your 'Mechs are available (both Clan and IS). Teams in public play are mixed technology exactly how the game is playing right now.

So yes, Community Warfare(Faction Tab) is 100% Clans vs IS. Public play (not in the Faction Tab) is mixed tech smashy 'Mech madness.. just like it is right now.

As for the timer on how fast someone can respond to the call to arms, it is both tunable, and that first 2 minutes is allocated so that the Unit who has defensive rights to the planet have priority to answer the call to battle. Remember, the battles take place during set hours throughout the day (peak player times like North America - West Coast, North America - East Coast, EU, Pacific whichever times have high player populations). If your unit has the defensive rights on a planet, it would be in your unit's best interest to be around during those peak times. If you are not around, you will be relying on your fellow faction players to defend the planet for you (who get invited after the 2 minute timer times out).


[Page 9]

View PostPaul Inouye, on 10 September 2014 - 08:55 PM, said:


In a recent meeting, we discussed the option to allow players to click some sort of button on a slot in the drop deck which would allow you to choose a 'Mech from that weight class slot from your inventory. e.g. You have a Jenner in your light slot. You could click the little button on the slot and drop down and select your Raven instead.


View PostPaul Inouye, on 10 September 2014 - 09:06 PM, said:


This is something Russ is breathing down our neck about. :)

Our goal is to eventually support ISvsIS and ClanvsClan as well as maybe things like 3025 Tech only, or some specific lore based battle where only a small subset of 'Mechs are available. I'll inform more as we investigate this part of Faction play.

View PostPaul Inouye, on 10 September 2014 - 09:11 PM, said:


Incomplete Drop Decks will not be allowed, however when Phase 2 goes live, Clans should have a full stable of trial 'Mechs available.

See my answer above for your next question.. it's something we're looking into when it comes to very restricted 'Mechs for specific battles. Community Warfare is basically straight up IS vs Clan.

This is something else we've been talking about and a reward structure will be defined in a future post. Currently the plan is to just focus on the fight between IS and Clan and have the IS map change as the war rages on. Faction rewards, as I said, are still on the drawing board at this moment but it is something we're interested in doing.

View PostPaul Inouye, on 10 September 2014 - 09:18 PM, said:


How you build your Units is completely in your hands. If you field recruits or just seasoned veterans, your entire Faction as a whole will benefit from just being good team players no matter who you're playing with. Mentioned earlier in one of my answers was a bidding system. This system will help you decide as a Unit how big you want to be and really focus on having active players in your Unit. Having a large Unit with a large population of non-active members might not work out for the best.


[Page 10]

View PostPaul Inouye, on 10 September 2014 - 09:26 PM, said:


Phase 2 will not include logistics. The amount of development for logistics is just too big in scope to get into Phase 2. This has always been something we've wanted to do. Bryan even talked about it at the Launch Event. We know the fun factor that would come with logistical Unit management but we cannot put this in right at the moment. It it scrapped and completely off the table? Not in the slightest. We just want to make sure the core of the Inner Sphere vs the Clans was in place first before scoping out features like logistics.



This is something we've always pondered and discussed. One issue is that we do not have a server browser because players are not connected to a server until they drop into a match. This is something we do want to tackle but it will not be done until after CW Phase 2.

View PostPaul Inouye, on 10 September 2014 - 09:31 PM, said:


The plan is that combat for planets happen during specific time periods throughout a day. Over the period of 3-days, wins are tallied for each Faction (IS vs Clan). At the end of the 3-day period, the Faction with the most wins will take the planet.

That respawn thing wasn't really supposed to be there... yet.. :ph34r: . The reason is we are trying to figure out a way to do it that makes sense from both a gameplay and canon sense. One thing we've always been against is creating an infinite "respawn" mode turning MWO into a CoD type shooter.

Solo Faction players: see other responses.

View PostPaul Inouye, on 10 September 2014 - 09:32 PM, said:


Please see previous responses. (Yes I'm coping out cause it's late and I'm tired hehehe)

View PostPaul Inouye, on 10 September 2014 - 09:33 PM, said:


That is exactly correct.

View PostPaul Inouye, on 10 September 2014 - 09:36 PM, said:


Great post. :)

But I'll spill the beans a bit.. WE HAVE ENGINEERED THE GAME MODE AND THE MAP IS BEING TUNED. :)

View PostPaul Inouye, on 10 September 2014 - 09:41 PM, said:


1) Engineers almost choked me out over this
2) Engineering of the new game mode has been done.
3) Chokepoint/gate Mechanism completed
4) Map layout for 3 is done with tuning of game space being looked at.
5) New matchmaker mechanisms are part of Phase 2 development.



As I mentioned in another post above... respawn is something we are investigating still.. no guarantee it will be part of the game mode. My bad for messing up the copy/paste but it is still something being actively discussed in the office.


[Page 11]

View PostPaul Inouye, on 10 September 2014 - 09:45 PM, said:


The 12-man thing is discussed in previous responses (sorry to do this to you but this is what happens when I answer post by post instead of one big thing) (on a side note.. I'm doing this cause I saw Russ being swamped on twitter.. hehehe )

As for Invasion moving into the public gamespace.... there's nothing really preventing us from doing it, just that we really wanted a new gameplay experience in Community Warfare. We won't stamp our feet and say absolutely not. Only time will tell if we shift it over.

View PostPaul Inouye, on 10 September 2014 - 09:47 PM, said:


There is a queuing system that is being engineered that will be discussed in a future post.

View PostRuss Bullock, on 10 September 2014 - 09:49 PM, said:

No we haven't said that, true it is the clan invasion. But yes this whole system will allow us to have IS vs IS battles.

View PostRuss Bullock, on 10 September 2014 - 09:51 PM, said:

What I can guarantee is there will be no infinite re-spawns. We continue to discuss internally if a very limited re-spawn ability in the new game mode would be appropriate.

View PostPaul Inouye, on 10 September 2014 - 09:53 PM, said:


Your drop deck doesn't prevent you from doing what you're suggesting in terms of saying who pilots what. Think of the Drop Deck as a method of quick selecting a 'Mech weight class when it's your turn to enter the lobby and knowing the available open weight class slots.

Faction defenders are where the smaller than 12 groups reside.

Don't think of the 'Mech Faction restriction being House Liao 'Mechs only or Clan Wolf only. The Faction split is strictly Inner Sphere vs Clan.

Please see posts above about the "respawn" copy paste mistake on my part.

View PostPaul 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.

View PostPaul Inouye, on 10 September 2014 - 09:59 PM, said:


As mentioned before, this is part of logistics. Unfortunately we will not be able to implement/address this until Phase 2 has been released.


[Page 12]

View PostRuss Bullock, on 10 September 2014 - 09:59 PM, said:

We'll it's true the clan invasion is the priority.

Later in this case wouldn't mean very long at all and POSSIBLY at the same time. Paul and I can discuss tomorrow.

View PostRuss Bullock, on 10 September 2014 - 10:02 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.

View PostPaul Inouye, on 10 September 2014 - 10:03 PM, said:

Okay folks... sorry but I have to pass out.. it's hour 14 of working on MWO and day 4 of 12+ hours. I need to pass out or my answers are going to go reallly whacky. Again, Niko and the CSR teams will help me compile a list of your questions which will be better answered as 1 big question/answer post than this 1 by 1 approach.

Keep asking your questions, they will be addressed next CW update in 2 weeks time.

View PostRuss Bullock, on 10 September 2014 - 10:05 PM, said:

Thanks.

View PostRuss Bullock, on 10 September 2014 - 10:07 PM, said:

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.



[Page 13]

View PostRuss Bullock, on 10 September 2014 - 10:12 PM, said:

I am going to call it a night as well.

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.


#2 Torgun

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Posted 11 September 2014 - 01:06 AM

Quote

Russ Bullock, on 10 September 2014 - 11:12 PM, said: I am going to call it a night as well.

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.


I really like this one. If they're all working on CW, who is working on the new clan pack?

#3 IraqiWalker

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Posted 11 September 2014 - 01:23 AM

Thank you a lot, that really helps keep track of things better.

#4 Horusv2

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Posted 11 September 2014 - 02:17 AM

thx for this summary

#5 MasterBLB

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Posted 11 September 2014 - 02:20 AM

You know there are nice numbers starting with # in upper right corner of a post,don't you?
Use their magic.

#6 XX Sulla XX

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Posted 11 September 2014 - 03:15 AM

Thanks very much for making this. :)

#7 Dracol

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Posted 11 September 2014 - 04:08 AM

Much appreciated. Did read like hearing someone talking on a phone. Only got half the conversation so my imagination had a little work to do,


"The Urban mech will be a critical component of CW, right?" - imagination
"That is exactly correct." - Paul

#8 Reno Blade

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Posted 11 September 2014 - 04:14 AM

Thank you for the list.
You could add the links to Pauls and Russ' profiles to make it easier for others to follow them (because many people still don't know hot it works) :)

Russ:
http://mwomercs.com/...9e7933c9791aaff

Paul:
http://mwomercs.com/...0ab037a9233891e

and click on "only posts"

Edited by Reno Blade, 11 September 2014 - 04:16 AM.


#9 o0Marduk0o

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Posted 11 September 2014 - 09:30 AM

View PostTorgun, on 11 September 2014 - 01:06 AM, said:


I really like this one. If they're all working on CW, who is working on the new clan pack?

How often it needs to be said that mechs are made by different people?

#10 Torgun

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Posted 11 September 2014 - 09:34 AM

View Posto0Marduk0o, on 11 September 2014 - 09:30 AM, said:

How often it needs to be said that mechs are made by different people?


And how often do I have to say that when mech packs are being worked on, all other development basically grinds to a halt? Because it does, each and every time. So that different people tune doesn't hold water.

Edited by Torgun, 11 September 2014 - 09:34 AM.


#11 Redshift2k5

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Posted 11 September 2014 - 09:39 AM

That summary is pure gold, thanks a bunch for putting it together!

#12 Mothykins

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Posted 11 September 2014 - 09:46 AM

"Okay folks... sorry but I have to pass out.. it's hour 14 of working on MWO and day 4 of 12+ hours. I need to pass out or my answers are going to go reallly whacky. Again, Niko and the CSR teams will help me compile a list of your questions which will be better answered as 1 big question/answer post than this 1 by 1 approach.

Keep asking your questions, they will be addressed next CW update in 2 weeks time."

Dedication.

I like it.

#13 o0Marduk0o

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Posted 11 September 2014 - 09:49 AM

View PostTorgun, on 11 September 2014 - 09:34 AM, said:


And how often do I have to say that when mech packs are being worked on, all other development basically grinds to a halt? Because it does, each and every time. So that different people tune doesn't hold water.

It were totally new mechanics with clan mechs, not just making new mech models. There was not such a development stop for Project Phoenix mechs.

Edited by o0Marduk0o, 11 September 2014 - 09:50 AM.


#14 girl on fire

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Posted 11 September 2014 - 09:50 AM

"This Fall - which officially ends Dec 21st."

I think we all know fall REALLY ends as soon as there's snow on the ground, SO, ACCORDING TO GIRL ON FIRE-WINNIPEG TIME YOU HAVE UNTIL OCTOBER 31ST! BETTER MAKE THESE NEXT WEEKS COUNT! OR ELSE!

Edited by girl on fire, 11 September 2014 - 09:50 AM.


#15 Sarlic

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Posted 11 September 2014 - 09:51 AM

Thank you for the update. After a full day of work i get tired of diggin for information.

Much appreciated.

Edited by Sarlic, 11 September 2014 - 09:51 AM.


#16 Torgun

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Posted 11 September 2014 - 09:53 AM

View Posto0Marduk0o, on 11 September 2014 - 09:49 AM, said:

It were totally new mechanics with clan mechs, not just making new mech models. There was not such a development stop for Project Phoenix mechs.


I guess we remember things differently because while phoenix pack was worked on there was barely anything else being done either. I think they squeezed out one map that had been worked on for a while, otherwise it was standing still, well except some terrible nerfs here and there as usual.

#17 VanillaG

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Posted 11 September 2014 - 10:21 AM

View PostTorgun, on 11 September 2014 - 01:06 AM, said:

I really like this one. If they're all working on CW, who is working on the new clan pack?

The reason that they had to go all hands on deck for the first clan pack is they had to change the mech lab to handle Omnipods, create or modify AC code for burst fire, change LRM code no minimum range, change PPC code for splash damage, and make changes for any other mechanic that I missed. All of that code is now in the game so creating new mechs using the existing mechanics is back to a "normal" amount of work.

#18 Torgun

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Posted 11 September 2014 - 10:24 AM

View PostVanillaG, on 11 September 2014 - 10:21 AM, said:

The reason that they had to go all hands on deck for the first clan pack is they had to change the mech lab to handle Omnipods, create or modify AC code for burst fire, change LRM code no minimum range, change PPC code for splash damage, and make changes for any other mechanic that I missed. All of that code is now in the game so creating new mechs using the existing mechanics is back to a "normal" amount of work.


You might have a point if we didn't have that Transfail game going on at the same time. PGI themselves said they'd recruit some of the guys working on MWO to join that project. How many and how will that impact MWO? No one knows, probably not even PGI themselves.

#19 CocoaJin

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Posted 11 September 2014 - 10:49 AM

It's cool to see Paul talking and sharing more(almost seems like a different person)...before now I didn't have much of an opinion of him...but know I have to say, I'm a fan. Keep it up!

And you better not be using a ghost writer. :)

#20 Livewyr

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Posted 11 September 2014 - 11:00 AM

View PostVanillaG, on 11 September 2014 - 10:21 AM, said:

The reason that they had to go all hands on deck for the first clan pack is they had to change the mech lab to handle Omnipods, create or modify AC code for burst fire, change LRM code no minimum range, change PPC code for splash damage, and make changes for any other mechanic that I missed. All of that code is now in the game so creating new mechs using the existing mechanics is back to a "normal" amount of work.


Listening to Town Hall podcast is OP. Nerf Ears.





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