KraftySOT, on 20 March 2015 - 01:16 PM, said:
Youre missing a key component here. The BV system. We sort of had a check on the meta, with R&R, but that went out of the window. There has to be a reason not to take the most biggest baddest most awesome gundam ever.
My point about the number of mechs is that without customization, you still have everything you could ever want. If were lacking one of the 'boats' you can add that chassis. You dont need all 2,400 since there are far less combinations of the dynamic of weight speed and firepower, than 2,400. You just need your Bombadier, your Stalker, your Firestarter, your Jager, your Atlas, etc. Theres a plethora of existing chassis that meet the need of every kind of player. You dont need vindicators, or trebuchets that are terrible, and are STILL terrible after customization.
Even people customizing their mechs turn their mechs into pre existing mechs. People turn their Cicadas into Hollanders, people turn their Stalkers into Supernovas, people turn their Banshees into Imps...
Theres plenty of ways to keep everyone and their brother from taking nothing but the best most awesome mechs.
And if your argument is that PGI is providing us good gameplay...youre ********.
Maybe, more lore based actually battletech based battletech games, might not do well. But this isnt doing well either, right now.
So you got hope, which might be a pile of feces, or just a pile of feces.
You might as well hope for MOAR LORE, since "gameplay" is clearly not PGIs strong point...either.
Look, you seem like a nice guy. Salty perhaps, but a passionate fan of the BattleTech universe. I dig that. I've liked the lore for a long time myself, even though I've never played TableTop, just both MechCommanders and all of the MW4 iterations. I just don't think you understand that your perspective just . . . doesn't work for an online PvP game. It never will.
If I was honest with myself, I probably would have preferred a single-player Mechwarrior game like that trailer showed several years ago, and maybe you would have too. But it wasn't marketable, so they went with online F2P. That was the developer's choice.
In this model, selling 'Mechs is probably PGI's main source of income. But they also can't make 2,400 individual models. In TableTop, it's fairly simple to add a new 'Mech and it doesn't even happen that often. They've had what, nearly 40 years to come up with new models? PGI would be doing well to get in all the timeline-specific 'Mechs. They also don't have 40 years to catch up. That's their cash cow, and they probably need to space out new 'Mech releases such that they maintain a fairly steady income stream.
This leads me to my next point. It's in PGI's best interest that all chassis be somewhat viable if they want to keep selling that chassis (and they do). It's in PGI's best interest that the chassis be somewhat balanced, or at least balanced enough to keep the playerbase happy. Now, balancing online PVP is like trying to hit a dartboard with a nerfgun from 50 feet away while riding in a speeding pickup truck on a dirt road while everyone else yells at you, so it's not easy and they're still working on it (and always will be).
The option to add 2,400 Mech chassis is not viable, never has been, never will be. Even having 240 total Mech chassis would be better than any other (official) MechWarrior game thus far, and THAT is definitely shooting for the moon. It takes too many resources.
Unlike in TableTop, where you can balance by numbers (Clan vs IS) and you can balance by economy (Battle Value, Repair and Re-Arm) or you just don't care about balance as long as it makes a good boss fight or campaign story, it is simply the worst possible idea to do so in an online F2P PVP game.
1) You want your F2P players to keep playing. Having them get run over by paying customers in fully kitted-out Omnis (even stock) with the full power of the lore-based Clans is a horrible experience. You can't balance by numbers when everyone is going to want to play the stronger faction and there's no reason to NOT play Clans outside of immersion if you go full-lore.
2) Repair and rearm costs punish new and especially F2P players incredibly heavily. One, they're not scoring as much damage, so their rewards are lower. Two, they're dying more often, so they're costing more.
3) Every single other online 'Mech game that was officially developed (yes, I'm aware of MWLL and the like) has had MechLab customization. (They're also not canon). People LIKE customizing their 'Mechs. The people who don't are . . . the lore-obsessed. The vast majority of people don't care that such-and-such model 'Mech wasn't released in 3052 so we shouldn't have it. The vast majority of people want to jump in a game and shoot stompy robots.
4) Frustrating the vast majority by having their stompy robot not only be inferior to someone else's stompy robot but vastly inferior and condemned to always be inferior is a hell of a way to retain your player base.
5) Shooting stompy robots is . . . fun. Having a wide array of weapons to choose from is . . . fun (if confusing at times). Having a wide array of stompy robots to choose from is also . . . fun (if confusing and very grindy at times). Getting to kit out your stompy robot is also fun. People like getting to make design choices if it's not too confusing and has some flexibility (see, every RPG and most modern FPS ever). There is a large percentage of the populace for whom it's as simple as that, and while that may not be you, their needs need to be catered to also. Especially since . . . they're the majority.
Now, you may know this already. You seem like a smart guy.
But the point that I want to drive home that I don't think you got the first time is that PGI needs to prioritize making good, fun, relatively-balanced gameplay that keeps players interested over the demands of adherence to lore, TableTop, or anything else but the success of MechWarrior online. Right now, we have a pretty decent game in terms of balance. Most weapons are viable and have their use. Most chassis are at least minimally viable, with some outliers. That's not nearly as terrible as you (and a lot of other lore-obsessed folks) would have us believe. It's even better than past MechWarrior games (ERLL and Light Gauss in MW4, anyone? Or laser spam in MW3?).
That's right, this game's 'Mech combat is amazing compared to previous MechWarriors.
In the end, maybe you're a guy who doesn't care about the realistic solution and you won't be happy until MWO is basically a 3-D representation of BattleTech, and you'll make forum posts to that end until the Spiders come home. That's your prerogative. But if you ever want to not be frustrated with this game, the first step comes with accepting that MWO is what it is: a F2P PVP game and the principles of making a good F2P PVP game trump everything else in terms of design priorities. Yes, MWO is set in the BattleTech universe, and yes, the BattleTech universe is awesome (and hopeless at the same time lol), but it is it's own thing, and keeping that going is more important than any lore, any rulebook, or any convention.
I've said my piece. You don't have to like it or agree with it, but that's pretty much the way things are and will be.
TL;DR Making a good game is more important than making a game that follows lore.
Edited by Harrison Kelly, 20 March 2015 - 02:40 PM.