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Townhall Show Notes Nov 13Th Session


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#21 Budor

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Posted 13 November 2014 - 10:16 PM

View PostZeece, on 13 November 2014 - 08:35 PM, said:

# Any plans for global help and chat tabs?

- Huge revamp of UI underway

- Smurfy Mechlab + Collapse Smurfy view

- Potential to drag weapons directly onto the mech

- Alot of work.. most after the New Year

- If going to go Steam 1st 1/2 of next years need a FTUE overhaul including help and new tutorials

- No ETA




I was so happy seeing my question asked as this topic is my number 1 issue since closed beta. Than i read through the answer and realised that it had nothing to do with the question at all :(

#22 Punkass

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Posted 13 November 2014 - 10:18 PM

View PostThomasMarik, on 13 November 2014 - 10:13 PM, said:


How would it be unplayable?

View PostZeece, on 13 November 2014 - 08:35 PM, said:

- Normal maps won't be included in CW intitially.. will need to be upgraded/overhauled to support new Invasion functionality




#23 Moonlander

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Posted 13 November 2014 - 10:29 PM

View PostZeece, on 13 November 2014 - 08:35 PM, said:

#Are you really dropping all the regular maps and going 100% invasion for CW?

- Changes in CW has made it harder to use the old maps and modes

- 2 Confirmed Maps... 3rd will be complete in early Dec Alpine theme, Canyon Network theme, Caustic Valley Theme

- 3 different lance dropzone for Leopard dropships

- Normal maps won't be included in CW intitially.. will need to be upgraded/overhauled to support new Invasion functionality



# Will Dropships be armed?

- Will be armed and customized with turrets.. Significant damage output to prevent spawn camping


# Set of Module of cost more mech with upgrades. Makes Dropship mode VERY expensive to outfit mechs. Will this change

- Maybe change modules system to that modules are cheap but are permanent additions to mech.

- Perhaps MC to remove them like WoT

- likes the expensive but interchangeable



# Will you force 1PV only for CW

- Sure it makes sense but He really doesn't care about forcing it



# Are you worried about player backlash on this proposal?

- Players have to accept things have to change for the betterment of the game. Something has to give.. cant get something for nothing.



# TTK Triple HP on all mechs to make everyone will more survivable?

- Match Length since Quirks has dropped only 15 seconds.

- Trying to find a good way track this better.

- Based on Match length the TTK probably has only drop a small amount.

- Might consider increasing Armor and HP in short term.

- Current Meta from their stand point is all MPL and SRMS now.

- Looking for balance... always going on



# Would you consider a longer release schedule because of the price point of mech packs?

- yes



# Urbanmech ETA?

- Alex has mocked up the Urbanmech



# Any plans for global help and chat tabs?

- Huge revamp of UI underway

- Smurfy Mechlab + Collapse Smurfy view

- Potential to drag weapons directly onto the mech

- Alot of work.. most after the New Year

- If going to go Steam 1st 1/2 of next years need a FTUE overhaul including help and new tutorials

- No ETA




# UI 3.0 when?

- You can call the above 3.0 if you want

- 1st 1/2 of 2015

- He will call it 2.5

- it will be wicked



# Plans to take smaller maps out of rotation, enlarge or revamp them?

- Been talking about reworking them

- Using them for FTUE to ease new players into the game in 4v4 games




# Any Re-flavoring of existing maps in the works?

- Possible

- Working on Time of Day functionality probably see it in CW Invasion maps first




# Would be nice to have a module swapper

- Much easier in new UI..

- will know what mechs they are on!!!!!!




# Map release schedule? How often?

- Fairly quickly AFTER CW

- Maybe as much as once a month for re-flavored maps

- 5 new maps this year... just sayin



# Custom Hangers for MC? Things to customize Hangers

- Great idea! Just need available resource





All this nice stuff. Excited about so much of it. Mech Hangars? HERE TAKE MY MONEY!

I don't even know what I want to comment on cause there's so much. Keep up the good work!

#24 Karl Marlow

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Posted 13 November 2014 - 10:51 PM

View PostPunkass, on 13 November 2014 - 10:18 PM, said:


Yeah and? How would the new map be unplayble after CW?

#25 Jonathan Paine

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Posted 13 November 2014 - 10:56 PM

Sorry I missed the meeting, amazing update!


#26 NextGame

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Posted 13 November 2014 - 11:17 PM

Elite: Dangerous, King Crab and now Community Warfare (looking like) getting released on my birthday, and a week off to play ALL the things (assuming targets are met).

Best. Year. Ever.

#27 Xtrekker

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Posted 13 November 2014 - 11:26 PM

View PostWalluh, on 13 November 2014 - 09:05 PM, said:

All aboard the hype train.


Toot toot

#28 Javenri

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Posted 14 November 2014 - 12:31 AM

I missed the streaming due to time difference. Is there a link where one can watch/listen to it?

#29 Ursh

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Posted 14 November 2014 - 01:18 AM

Will believe each item when it actually goes live.

Best item though is that in game VOIP is on the agenda, but the stupid command rose isn't. I'm happy with that. People who insist that VOIP would be full of screeching teenagers, but somehow also think those screeching teenagers would ever pay attention to their cute little button commands, will surely be disappointed that PGI thinks a command rose is just as dumb of an idea as it sounds.

#30 Pale Jackal

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Posted 14 November 2014 - 01:33 AM

I must say I do find it annoying that CW prevents us from using the 'mechs we have paid real money for.

I understand Clan vs. IS is cool, but it'd be awesome if each account could have an IS and Clan aligned profile. Or some other way to allow us to play CW with buddies of the opposite faction.

#31 NextGame

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Posted 14 November 2014 - 01:44 AM

View PostPale Jackal, on 14 November 2014 - 01:33 AM, said:

I must say I do find it annoying that CW prevents us from using the 'mechs we have paid real money for.

I understand Clan vs. IS is cool, but it'd be awesome if each account could have an IS and Clan aligned profile. Or some other way to allow us to play CW with buddies of the opposite faction.


Solo or group queues will still exist.

There *may* also be a salvage system somewhere down the line. Lets see what this first iteration plays like first and can then build on it imo rather than QQ to the point that PGI feel they have to go right back to the drawing board again.

Edited by NextGame, 14 November 2014 - 01:45 AM.


#32 Lily from animove

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Posted 14 November 2014 - 01:49 AM

I doubt matches will only be 30 minutes.

Also the modules fixd on emchs only removeable with MC, that sounds not a good idea at all.

The rest is quite nice and soudns good, except the Unit only groups. how is this supposed to be "Community war"

Edited by Lily from animove, 14 November 2014 - 05:34 AM.


#33 Elizander

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Posted 14 November 2014 - 03:15 AM

Modules:

Cheaper to install for 1 shots, expensive to remove or small MC. Always include a c-bill option. Or like someone said, put a different module on it to destroy the old and replace with new. If the MC option allows you to place it elsewhere then it's good to keep alongside the other options.

Edited by Elizander, 14 November 2014 - 03:16 AM.


#34 xengk

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Posted 14 November 2014 - 03:20 AM

View PostJavenri, on 14 November 2014 - 12:31 AM, said:

I missed the streaming due to time difference. Is there a link where one can watch/listen to it?


It is recorded on twitch, still waiting for a youtube version.
Twitch loads too slow for me.
http://www.twitch.tv...gtv/b/588561454

#35 Javenri

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Posted 14 November 2014 - 03:27 AM

View Postxengk, on 14 November 2014 - 03:20 AM, said:


It is recorded on twitch, still waiting for a youtube version.
Twitch loads too slow for me.
http://www.twitch.tv...gtv/b/588561454


Thank you.

#36 Pale Jackal

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Posted 14 November 2014 - 04:00 AM

View PostNextGame, on 14 November 2014 - 01:44 AM, said:


Solo or group queues will still exist.


But if you have friends on both sides, you cannot do CW with both groups. Given that we have CW only maps, that is kind of lame. Also I have mechs I will never be able to use on those maps if I am aligned to a faction.

#37 Pjwned

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Posted 14 November 2014 - 04:52 AM

View PostZeece, on 13 November 2014 - 08:35 PM, said:

# What are the planned limitation on Group Creation in CW?

- None.. this is suppose to be hardcore mode
- Large Groups and Competitive teams are not going to be stopped by groups of Solo Players. The Counter for these are more of the same.
- Big groups want to see big rewards.
- Solo player support needs to be watched, as its going to be very hostile for these players, but there will be trade offs that will need to be evaluated.
- Probably very tough for Solo players


Sigh...there goes more of my enthusiasm then. I understand that the big groups of players need something to really satisfy them but I'm very likely not going to be interested in a large amount of group play so I hope solo player frustrations will be addressed sooner rather than later.

I just don't want to see such a huge feature completely dominated by competitive teams I guess.

Quote

- Battle Wheels and VOIP additions on the board to get into the game.


Well that should help somewhat.

Quote

# Set of Module of cost more mech with upgrades. Makes Dropship mode VERY expensive to outfit mechs. Will this change

- Maybe change modules system to that modules are cheap but are permanent additions to mech.


I like this, please do something like this.

Quote

- Perhaps MC to remove them like WoT

I can't stress enough how thoroughly I dislike this idea though, please DO NOT limit basic features like that behind a paywall, that's a fantastic way to piss people off a great deal.

Quote

- likes the expensive but interchangeable


Assuming that this means Russ likes the way it is now, there are advantages to it but the modules are too expensive now.

Quote

# What were your takeaways from the Weekend Challenge with Weight Limits to help Group Queue MM

- Keep 3/3/3/3 in UI make it more restrictive 2 - 1/1, 4 1/1/1/1, 8 2/2/2/2, 9 3/2/2/2


Not the answer I was hoping for at all, limiting groups by weight class is lame.

Quote

- Provide Small Handicap to Small groups... with tonnage restrictions 2 man 60 - 175 3man 120 -230tons 12man 480 - 720


Well that's...better, I guess.

Quote

- Match up group sizes on each side
- Layer in Average ELO for groups


This wasn't already done?

Quote

- Reintroduce Game Mode voting with ability to veto ONE and Only One Mode


So can you still set a game mode that you prefer? For example, prefer conquest, assault not preferred but would still play, and veto skirmish, is that something that could happen?

Quote

# When will these changes be made?

- After Christmas


Hopefully that doesn't mean like 3 months after Christmas.

Quote

# Any plans to fix JJ animation on certain mechs that allows them avoid/spread damage?

- Aware of issue but not near future fix.. 2015


This is really the sort of thing that should have been fixed sooner rather than later if you ask me.

Quote

# TTK Triple HP on all mechs to make everyone will more survivable?

- Match Length since Quirks has dropped only 15 seconds.
- Trying to find a good way track this better.
- Based on Match length the TTK probably has only drop a small amount.
- Might consider increasing Armor and HP in short term.
- Current Meta from their stand point is all MPL and SRMS now.
- Looking for balance... always going on


I really don't want to see another armor/structure increase, especially considering light mechs will likely get screwed as a result. There are many other ways to address this sort of thing properly, like fixing heat or toning down some builds with quirks if necessary; maybe even add more consumable stuff aside from strikes to address this sort of thing.

Quote

# What was the result of the community outreach on ECM?

- Still committed to attacking the ECM problem with directed Town-halls
- Probably post Christmas
- wants to talk ECM, Ghost Heat


Fair enough, I wish it was more thoroughly addressed sooner though.

Quote

# Do you have plans to review mechs that have fallen short of the mark on Quirks?

- already have a list building
- probably no changes until Dec 16th build at the earliest and even then will be small to start


I would just like to comment that something like +10% range on SRM4 launchers (only +5% with SRM2 or SRM6) is really pitiful, if you want to add range quirks like this then at least make the range boost actually worth something.

Quote

# Any plans for global help and chat tabs?

- Huge revamp of UI underway
- Smurfy Mechlab + Collapse Smurfy view
- Potential to drag weapons directly onto the mech
- Alot of work.. most after the New Year
- If going to go Steam 1st 1/2 of next years need a FTUE overhaul including help and new tutorials
- No ETA

# UI 3.0 when?

- You can call the above 3.0 if you want
- 1st 1/2 of 2015
- He will call it 2.5
- it will be wicked


Again, this should have been addressed sooner. From what I understand the UI 2.0 was still helpful on your end to be able to do stuff you couldn't before (e.g achievements and easy redeeming of rewards) but the UI is such a mess that in a number of ways even 1.0 was better.

Quote

# Plans to take smaller maps out of rotation, enlarge or revamp them?

- Been talking about reworking them
- Using them for FTUE to ease new players into the game in 4v4 games


Sounds neat.

Edited by Pjwned, 14 November 2014 - 04:56 AM.


#38 Zeece

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Posted 14 November 2014 - 05:03 AM

View PostThomasMarik, on 13 November 2014 - 10:51 PM, said:

Yeah and? How would the new map be unplayble after CW?


They are not unplayable... more that incompatible with the new mode.

#39 knight-of-ni

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Posted 14 November 2014 - 05:03 AM

Excellent note taking, Mr. Secretary.

#40 VirtualSmitty

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Posted 14 November 2014 - 05:30 AM

View PostZeece, on 13 November 2014 - 08:35 PM, said:


# Urbanmech ETA?

- Alex has mocked up the Urbanmech




My body is ready





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