

Importing Smurfy's Builds To Mwo
#1
Posted 05 November 2014 - 12:29 AM
So with awesome new quirks for IS mechs a lot of us have plenty of mechs to redo and tweak. Which on it's own is pretty cool but also underlines many flaws of current mechlab.
Mechlab improvements are a little bit lower on priority list right now so I don't think we'll see any of them earlier than Q1 2015. A lot of players is using smurfy's mechlab to workaround MWO's mechlab but it's still necessary to go trough the mech rebuilding process in the game which is a little annoying. I remember that importing builds from smurfy's mechlab to MWO was mentioned before but since it would require communication between services it would be a potential security risk and strain on the servers.
Therefore I was thinking how we could eat a cookie and have a cookie at same time by replacing handshakes between services with player input and came up with this, simple I think idea.
My old Centurion build saved in smurfy looks like that: http://mwo.smurfy-ne...fee829be8b7d542 the later part of this link- i=28&l=f753204daff293833a4b9ab96fee829be8b7d542 looks like checksum of this build.
So MWO's mechlab could have text box where players would be able to paste those checksums and game would read it and recreate mechs using our in game inventory. There still will be some technical challenges to solve, probably existing mechs build would have to be stripped, often game would have to ask if we want to buy 20 items we don't have in inventory. But it still would be easier to implement this than communication with actual smurfy's mechlab or fully functioning mechlab in game.
PS: smurfy if you are reading this, I'm sorry for talking about your amazing tool without you. I hope you would not mind such integration of your mechlab with the game.
#2
Posted 05 November 2014 - 12:35 AM
#3
Posted 05 November 2014 - 12:38 AM
#4
Posted 05 November 2014 - 09:54 AM
#5
Posted 05 November 2014 - 10:23 AM
#6
Posted 05 November 2014 - 10:45 AM
#7
Posted 05 November 2014 - 11:24 AM
#8
Posted 05 November 2014 - 02:09 PM
Captain Stiffy, on 05 November 2014 - 12:38 AM, said:
You would be amazed at the players that don't think this is needed.
To me, it's a core function of the mechlab and has been since Mechwarrior 2 / NetMech for DOS.
The UI 2.0 Lab would be much less of a hassle if I could just select a saved config and click the apply button.
Edited by Kill Dozer, 05 November 2014 - 02:09 PM.
#9
Posted 05 November 2014 - 02:21 PM
Kill Dozer, on 05 November 2014 - 02:09 PM, said:
You would be amazed at the players that don't think this is needed.
To me, it's a core function of the mechlab and has been since Mechwarrior 2 / NetMech for DOS.
The UI 2.0 Lab would be much less of a hassle if I could just select a saved config and click the apply button.
I think one large problem with it is that favorites puts you less than 500 clicks away from engine swaps, etc... strip all, load favorite. Strip mech every time you finish a match and switch to a new one. It runs totally contrary to their marketing goals which involve generating desire in their market base and to them in some way this means pricing things at a point that seems 'too difficult' for c-bills. This includes things like making it more difficult to swap weapons and equipment.
They're on record as saying they don't want it to be "too easy".
Edited by Captain Stiffy, 05 November 2014 - 02:27 PM.
#10
Posted 05 November 2014 - 03:45 PM
#11
Posted 05 November 2014 - 03:51 PM
wait...
convenience?... in UI2?... madness..!
Even the size of the buttons are designed for the sole purpose of torturing the user.
#12
Posted 05 November 2014 - 03:52 PM
I say what I said back when it first came out on the PTR.
Too busy
Too many clicks
To much data not enough information.
Too hard to find anything.
I have played some since then but not the hours per week like I used to before UI2.
#13
Posted 05 November 2014 - 08:07 PM
Bront, on 05 November 2014 - 09:54 AM, said:
TOTALLY agree relice the current horror show with a direct copy of smurfy , far better all round. (wither permition from smurfy )
#14
Posted 06 November 2014 - 01:00 AM
However, I'd like to think that building mechs in-game like in Smurfy's would already be a huge improvement, especially a timesaving one for the player, and probably less hard to achieve for the devs. That way they wouldn't need to work on both the game and the tool.
The thing I dread most about UI 2.0's mechlab is having NO overview of your total mech when building and the constant switching between mech body parts just to put something in it. Not to mention the need to keep switching between the other lists (weapon types, ammo, equipment, bla bla bla LISTS LISTS LISTS; lists everywhere!). Just writing about it now already makes me frustrated. That's how much the constant swapping between lists, rather than having everything visible in one window like in Smurfy's, irritates me. I'm sure others who need the mechlab a lot feel the same way. Clan mates have expressed the same annoyances with the UI 2.0 mechlab as I have and would also prefer a Smurfy-like approach.
Edited by SharpEye4XX, 06 November 2014 - 01:13 AM.
#15
Posted 06 November 2014 - 02:19 AM
Hexenhammer, on 05 November 2014 - 03:52 PM, said:
I say what I said back when it first came out on the PTR.
Too busy
Too many clicks
To much data not enough information.
Too hard to find anything.
I have played some since then but not the hours per week like I used to before UI2.
It helps if you just NEVER EVER click on 'select mech'.
#16
Posted 31 May 2015 - 08:37 PM
#17
Posted 31 May 2015 - 08:45 PM
Bront, on 05 November 2014 - 09:54 AM, said:
it's because it doesn't scale
also the new mechlab is about to be patched.. it still seems meh but it's significantly better
Edited by bad arcade kitty, 31 May 2015 - 08:46 PM.
#19
Posted 31 May 2015 - 10:17 PM
#20
Posted 01 June 2015 - 09:31 AM
bad arcade kitty, on 31 May 2015 - 08:45 PM, said:
it's because it doesn't scale
also the new mechlab is about to be patched.. it still seems meh but it's significantly better
Not that you're wrong, but I made that comment back in November, when it was still a pipe dream.
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