Jump to content

Dev Vlog #9


190 replies to this topic

#101 AUSSIETROOPER4

    Member

  • PipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 180 posts

Posted 04 November 2014 - 11:54 PM

Just watching the vlog for once and it occured to me that their is a category of the player base that is being missed.

We have
(1) Private Drops (generally competitive scrim group drops)
(2) Public Matches (group drops that include anybody from the quick game after work (me) to the professionals who play 8hrs a day)
(3) Single drops (new players and clanners grinding for money)

Within the 2nd group are a player base that are not good enough ELO wise to play against 12 man professionals.
They are not clanners per sae. They are just casual beer n pretzel mates that like to drop together.
These guys are not going to be able to compete competitively because they are literally a bunch of friends with a huge variation in skill level. Generally from good to extremely poor. But not anywhere near expert.

These are the guys that are meat for the 12 man "this is my life and the only game I play" lifers.
Recently I witnessed an entire team I was on kill themselves by walking off the map (10 of them) in protest when faced with a 12man of the smoke jaguars. They were just sick of such lopsided battles and simply preferred to die and try again to get a better match. I talked to one of the team I was on in skype afterwards to find out why this had all happened as myself and my friend were at a loss.

My point is that if the ELO is not going to work and people are going to get smashed by top tier ELO players that perhaps some compensation to keep them playing is in order. Like a golf handicap give lower ELO players and ELO bonus for playing against Lifers.

In addition to this. How will ELO work for community warfare? In games like star citizen there will be sliders to determine how many AI NPC players are in your instance. In mech I would say community warfare means war against LORDs and smoke jaguars constantly. But thats life. I imagine it is going to be a very short war unless ELO can bring more mechs or re-enforcements on to equalise things?

P.S. In addition to this I was thinking that instead of trying to make all mechs the same and turning the game into "F1 racing" which takes all the character from the game and basically makes everything bland and the same. Give people huge bonus handicap points for taking lower rated chassis and builds. This way you may get some min max exploiters to challenge themselves with lower class builds. Maybe higher ELO and lower tier mech can = big bonus or just big bonus for any ELO I guess.

P.S. If those new mechs do not do anything new like melee combat or masc I probably will not shell out this time around. Getting a bit stale with no new features or mechanics to play with and a map once or twice a year. But tonnes of new chassis which equate to skin jobs or a slightly different look.

EDIT: Just watching the rest. Dropships bring in re-enforcements... perfect for ELO equalising.

Edited by AUSSIETROOPER4, 05 November 2014 - 01:31 AM.


#102 costi

    Member

  • PipPipPipPipPipPipPip
  • 560 posts
  • LocationPoland

Posted 05 November 2014 - 03:01 AM

No news about an UI update again?

#103 Kain

    Member

  • PipPipPipPipPipPip
  • 460 posts
  • LocationZenith-Jumppoint, Tukayyid

Posted 05 November 2014 - 03:03 AM

Wow, i was really impressed by the amount of time Russ Bullock needed to explain the quirks system..
12 minutes to explain and defend such a feature... :ph34r:
skip skip skip skip ...aaah CW update..

He could just have said: "We wanted to have all mechs viable, so we ranked them by a tier list and then we categorized them in classes by their role and hardpoints so we can give them positive and negative quirks based on those rankings.

Then they could have shown the remaining 11 minutes more CW, Maps, Mechs and Gamemodes :D

#104 Molossian Dog

    Member

  • PipPipPipPipPipPipPipPip
  • 1,393 posts

Posted 05 November 2014 - 03:37 AM

It is House "Maah-rick".
Not House "Mare-rick".

Say it right, Paul.

#105 Myke Pantera

    Member

  • PipPipPipPipPipPipPip
  • Storm
  • Storm
  • 836 posts
  • LocationAustria

Posted 05 November 2014 - 03:49 AM

Nice #Vlog as always.

King Crab looks really good in 3D, looking forward to seeing it on the battlefield.

Also looking forward to CW =) Could be awesome!

Swamp looks a little out of place to me, i have to admit. Hopping from treetop to treetop is a little like super mario galaxy, but the assets in there are nice.

#106 Kiryuin Ragyo

    Member

  • PipPipPipPipPipPip
  • 316 posts
  • LocationNorth Korea

Posted 05 November 2014 - 05:13 AM

Just a few questions: - What for KGC got winch on frontal armor plate? It's for draging killed mechs to his cave and eat them after?
Is it correct that KGC's hardpoints will be...


Quote

KGC-000 B2-[RA/LA] E2-[RT] M1(1x15)-[LT]
KGC-0000 B2-[RA/LA] E1-[RT] M2(2x10)-[LT]
KGC-010 B4-[RA/LA] E2-[RT/LT] M2(2x10)-[RT/LT]
KGC-001 B4-[RA/LA] E1-[RT] M3(1x15, 2x10)-[LT]

Edited by Kiryuin Ragyo, 05 November 2014 - 05:19 AM.


#107 CyclonerM

    Tina's Warrior

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 5,685 posts
  • LocationA 2nd Wolf Guards Grenadiers JumpShip

Posted 05 November 2014 - 05:35 AM

View PostMyke Pantera, on 05 November 2014 - 03:49 AM, said:

Swamp looks a little out of place to me, i have to admit.

I say you are wrong! :P
Posted Image <-- there was a big version of this image but for some reason i cannot find it anymore :huh:
Posted Image

#108 Thanatos31

    Member

  • PipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 165 posts
  • LocationEnroute to Terra

Posted 05 November 2014 - 05:56 AM

I cannot seem to find the correct patch notes thread anymore :

Has there been an official notice regarding the Clan Laser Modules "creating" heat/ penalty making mechs less heat efficient?
Is it a visual bug or a real end user "penalty"?

#109 Strikeshadow

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • 213 posts

Posted 05 November 2014 - 06:10 AM

PGI, understand that you will never be able to balance all mechs especially as you introduce more mechs - don't waste too many resources trying. Some mechs are just going to be stronger in competitive play and some mechs will only be played because they are fun.

The community wants community warfare ("CW"). Spend the resources on it, not quirks or new maps. Introduce the new mechs, camo, and other profitable additions, but not new maps and quirks. Your concept team has the idea done well enough, now let it fly. If you can't do it profitably, then just tell us.

The mech lab needs a host of user friendly changes, like single click load-out changes and tab based information instead of page based. Generally reduced number of clicks to accomplish tasks, but that's not a huge deal and you shouldn't worry about it until you've introduced CW.

I started playing 2 weeks ago with great excitment because I love reading Battletech novels, played all the other MW video games, and I was a top 100 player in MW4 with about a ~15k/d, but this game is much different and frankly I am about to quit playing.

The mech balance is fine, but this game plays way too fast paced for my taste. 15min games fail to give me the time to feel the flow of a match. The strong armor ratios, group ECM, LRM shared targeting, massive terrain obstacles, map funneling and low visibility on most maps, ensure this game is generally a 400m or less brawl where tactical maneuvers are very difficult to successfully conduct in solo queue.

No respawn means that even if I've deduced the game flow, it doesn't really matter because the game has become a numbers battle. What I mean by a numbers battle is that once a team is down 3+ mechs they simply lose. I've played 100+ matches in 2 weeks and only once did a team rally after being down 3 mechs.

In short, this game lacks depth and tactical/strategic play, and reminds me of browser based games. You will not steal a significant number of twitch shooter players from games like Call of Duty. You need to find your own market niche and I suggest it is players like me who love Battletech lore and loved prior MW games like MW4, MW3, MW2, Mech Commander and the like. Remember, we are older and have vastly more financial resources than the teenagers and college students who play twitch shooters. Obviously, you need them too, but they will grow older and appreciate more tactics and less twitch shooting as they mature.

The competitive scene is a golden goose if you can get there, but first you need 10s of millions of players world-wide like League of Legends has. If you lose your core fan base, you'll never get there. With Transformers, Asian Meka games/movies, and Battletech, you have a very large base to tap. You especially need the Asian market because let's face it, they're are more of them (I noticed there hasn't been a single Chinese post since 10/21/14). If you can acquire licenses with Transformers and some of the Asian Meka in combination with Battletech you might do really well, but obviously you'd have to be careful not to alienate too many lore fans.

The business model I see working is as follows:

1. Retain the game you have with the 15min random matches being an Arena option inside 2 below. Arena battles are in BT lore.
2. Add a persistent universe similar to Planet Side 2, but with more RPG elements (but much less extensive than Lord of the Rings Online) for use by the vast majority of the fan base.
3. Introduce longer (30-60 min) set matches for teams, with respawning similar to League of Legends, for competitive play using a top down spectator feature. First person spectator viewing should only be used by individuals or in short segments by commentators. It is simply not spectator friendly.

I don't know all the technical details or financial requirements for such a model, but if you implimented it well, you could become as big as League of Legends or StarCraft. Someday soon, video game matches will go prime time just like basketball, football, baseball and hockey. Please ensure your game is a Prime Time game!

Edited by Strikeshadow, 05 November 2014 - 06:39 PM.


#110 AdamBaines

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,384 posts

Posted 05 November 2014 - 06:13 AM

View PostAlex Warden, on 04 November 2014 - 10:40 AM, said:

hehe, yea... looks nice so far... a little much fogg maybe... we´ll see how it plays...


I could not disagree with this more. We have way to many maps where viability is high. This adds a great level of immersion. Its like playing in San Francisco with the fog rolling in. Makes you rely on something other then your eyes. Cant wait to play it.

#111 BA Dillard

    Member

  • PipPipPipPipPipPipPip
  • 514 posts
  • LocationColorado Springs, CO.

Posted 05 November 2014 - 06:19 AM

Oh Dat Swamp Map is Brilliant! Love it! When?

The Community Warfare info is exciting as well!!

Edited by BA Dillard, 05 November 2014 - 06:20 AM.


#112 Strikeshadow

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • 213 posts

Posted 05 November 2014 - 07:56 AM

View Postelitewolverine, on 04 November 2014 - 07:34 PM, said:


I wish i could post on that video about 'where you aim is where you hit' not like in the tt where the dice did it. Actually this was rather explained or can be explained. You are a walking giant. That alone should mean that where i look vs where my gun is firing, are not the same thing. Run (since thats what everyone does in the game, there is no walk +1 or walk +2), with a 9mm and try to hit exactly pin point. Not only that the gun itself is not even that accurate, and certainly wouldnt be so at 500m+. Point being a cone of fire, meaning the game should check and say 'did you hit?', if it is a yes, then the cone of fire dictates at random where you hit, with some degree of pilot skill of where they do intend to aim. This is rather easy code or should be easy.



I agree and "liked" most of your post, but you're wrong in this paragraph. First, if you were an expert with a 9mm pistol you could hit a running person while you were running at full speed up to about 50 yards. Considering the effective range of a 9mm pistol is about 100 yards max, that's not bad. I've read Navy Seal books where they claim to run at full speed and empty an entire clip into a playing card at 25 yards.

The reason behind the die roll to hit in the board game was to allow for pilot skill, not weapon effectiveness. Pilot skill is not random in a first or third person shooter game, so weapon effectiveness does not need to be randomized. Also, remember that high tech battlemechs have computer targeting systems that make them extremely accurate. In real life, modern battle platforms like tanks, helicopters, ships, and airplanes move at very high speeds and are extremely accurate to hit targets many miles away.

Edited by Strikeshadow, 05 November 2014 - 07:59 AM.


#113 dr lao

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 278 posts
  • LocationWashington state

Posted 05 November 2014 - 08:07 AM

With a swamp planet you should think about BioMech's!!

Posted Image

#114 HlynkaCG

    Member

  • PipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 1,263 posts
  • LocationSitting on a 12x multiplier and voting for Terra Therma

Posted 05 November 2014 - 08:17 AM

View PostKiryuin Ragyo, on 05 November 2014 - 05:13 AM, said:

Just a few questions: - What for KGC got winch on frontal armor plate? It's for draging killed mechs to his cave and eat them after?


Yes, that is exactly what it is for. :ph34r:

Quote

Is it correct that KGC's hardpoints will be...


There is no official word on what variants we are getting or what their hard points will be. Those variants and hard-points are from your own post.

But as I said in the picture thread, I figure that we'll almost certainly see the following two variants as they are only ones actively being produced by the IS at this point in the timeline...
  • KGC-0000 Succession Wars (TRO 3025) variant w/ dual AC 20s, a Large Laser and a LRM 15.
  • KGC-001 Comguard (TRO 3050) variant w/ XL engine, dual Gauss, Large Pulse Laser. 2 SSRM 2s, and a LRM 15.
...with one or more of the following Star League era variants filling out the remaining "Mastery" slot
  • KGC-000 Original SLDF variant, same as Successor State variant only with FF armor and CASE
  • KGC-010 Alternate SLDF variant developed alongside the -000 and armed with 2 LB-10Xs , 2 PPCs, and 2 SRM6s.
  • KGC-000B Royal Variant, same as the KGC-000 but with DHS, and ArtemisIV.
All other canon KGC variants require weapons and or tech that is not in MWO yet (C3 Units, IS LBX 20s etc...)

Edited by HlynkaCG, 05 November 2014 - 08:27 AM.


#115 Cimarb

    Member

  • PipPipPipPipPipPipPipPipPip
  • Caladbolg
  • Caladbolg
  • 3,912 posts
  • Twitter: Link
  • Twitch: Link
  • LocationA hop, skip and jump from Terra

Posted 05 November 2014 - 08:25 AM

View PostDaehoth, on 04 November 2014 - 09:23 PM, said:

Now is this a visual bug again????? or did the devs conveniently forget to let us know that range modules now add heat again?????

/rantRemoved

For your additional info....removing the Clan medium pulse laser range module increases my heat efficiency from 1.09 to 1.2.

However, removing the clan large pulse laser range module does NOTHING...heat efficiency remains at 1.09 with or without the range module... so....even their bugs are completely all over the place.

Which is it...range modules add heat now or not??

It is a display bug. Your heat is not changing. Now go cool off...

#116 Sarlic

    Member

  • PipPipPipPipPipPipPipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 4,519 posts
  • LocationEurope

Posted 05 November 2014 - 08:47 AM

View PostInnerSphereNews, on 04 November 2014 - 10:00 AM, said:

Posted Image




Transcript in Spoiler:
Spoiler


Thank you whoever is doing the transcriptions! Where do i send cake to? :)

Edited by Sarlic, 05 November 2014 - 08:48 AM.


#117 NocturnalBeast

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 3,685 posts
  • LocationDusting off my Mechs.

Posted 05 November 2014 - 08:50 AM

So, we are getting the FedCom as a faction finally?....And no, I would not switch factions to FedCom, I like being a Space Viking better. :-)

Edited by Ed Steele, 05 November 2014 - 08:51 AM.


#118 Myke Pantera

    Member

  • PipPipPipPipPipPipPip
  • Storm
  • Storm
  • 836 posts
  • LocationAustria

Posted 05 November 2014 - 09:57 AM

View PostCyclonerM, on 05 November 2014 - 05:35 AM, said:

I say you are wrong! :P
Posted Image


lol, yeah, no, it's not like i'm saying that Jungles don't exist in the Battletechuniverse. I'm totally fine with the theme per se, it's just that i didn't expect to be able to hop from treecanopy to treecanopy... Just reminds me a little of games like this:
Posted Image
Could still be an awesome map. I liked all the new maps they introduced since i'm here (last September), but Mining Collective got me more excited than this one i have to admit. Looking forward to it anyways.

#119 Cimarb

    Member

  • PipPipPipPipPipPipPipPipPip
  • Caladbolg
  • Caladbolg
  • 3,912 posts
  • Twitter: Link
  • Twitch: Link
  • LocationA hop, skip and jump from Terra

Posted 05 November 2014 - 11:29 AM

View PostMyke Pantera, on 05 November 2014 - 09:57 AM, said:


lol, yeah, no, it's not like i'm saying that Jungles don't exist in the Battletechuniverse. I'm totally fine with the theme per se, it's just that i didn't expect to be able to hop from treecanopy to treecanopy... Just reminds me a little of games like this:
Spoiler

Could still be an awesome map. I liked all the new maps they introduced since i'm here (last September), but Mining Collective got me more excited than this one i have to admit. Looking forward to it anyways.

If it makes you feel any better, they are plateaus, not tree canopies.

#120 Bombadil

    No Guts No Galaxy

  • Developer
  • Developer
  • 130 posts

Posted 05 November 2014 - 12:12 PM

View PostStrikeshadow, on 05 November 2014 - 07:56 AM, said:


I agree and "liked" most of your post, but you're wrong in this paragraph. First, if you were an expert with a 9mm pistol you could hit a running person while you were running at full speed up to about 50 yards. Considering the effective range of a 9mm pistol is about 100 yards max, that's not bad. I've read Navy Seal books where they claim to run at full speed and empty an entire clip into a playing card at 25 yards.

The reason behind the die roll to hit in the board game was to allow for pilot skill, not weapon effectiveness. Pilot skill is not random in a first or third person shooter game, so weapon effectiveness does not need to be randomized. Also, remember that high tech battlemechs have computer targeting systems that make them extremely accurate. In real life, modern battle platforms like tanks, helicopters, ships, and airplanes move at very high speeds and are extremely accurate to hit targets many miles away.

Not to mention, M1A1's can shoot targets with pinpoint accuracy at full speed in the year 2014. Stabilizing equipment, computers, etc.





6 user(s) are reading this topic

0 members, 6 guests, 0 anonymous users