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Retirement...?

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#41 Almond Brown

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Posted 12 February 2015 - 10:50 AM

View PostGhogiel, on 11 February 2015 - 04:16 PM, said:

iirc I got that IP from one of the devs. Same sort ofthing that happens when I tracert to www.mwomercs.com.

Unless I typed that wrong> since mwomercs is 192.99.109.192 not 129....


An FYI. I just traced both .129 and .192 and saved 7 hops on the latter. ;)

#42 Kristov Kerensky

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Posted 12 February 2015 - 11:16 AM

View PostMister Blastman, on 12 February 2015 - 08:19 AM, said:

Okay OP, on topic, here are my biggest beefs:

1. The awful matchmaker that allows rolls. Removing 12v12 and going back to 8v8 in the PUG queue would be a big positive start.

2. Game balance. It was getting a lot better a few months ago. Now it's bad again. Plus stupid things like ghost heat remain. Convergence what?

3. Hit detection. It's 2014... and we still have bad hit detection? What?

4. Lack of content. I'm not talking 'mechs, I'm talking about a severe lack of maps (we need 20 - 30 more like yesterday)--and deep game modes to go with it. Right now the maps are designed so deathball A meets deathball B, repeat. Yawn. How about game mode design allowing for emergent play like Mechwarrior Living Legends did.

Those are my biggest issues with number four being a huge one.


1 - I guess you forgot the rolls that happened 8v8? The matchmaker is the problem, not the 12v12. People do NOT get how the ELO system works in MWO, its not YOUR score that's setting who you face in a PUG, it's the AVERAGE ELO of all 12 players on each side, so you'll get very high ELO players mixed with very low ELO players on both sides, whichever side has the better players, which is NOT ELO rated, will be the winners. It's why most of us were totally against the ELO system in the first place and still are.

2 - agreed

3 - I think I see your problem with hit detection, your lag is so bad you are almost 2 months behind the rest of us! Kidding aside, yes, the BIGGEST problem with the actual game is the HSR and hitreg issues. These are being worked on but it takes time and a lot of work. Keep this in mind..

CryTek engines, ALL of them, are totally client side games for online play, the client sets the stage and determines what's going on. This leads to many issues, the largest of which is the ease with which the game can be hacked(remember all the aimbot talk when this was in closed beta..it wasn't bs, they exist for this engine in it's native state and work just fine). This is a really dumb and bad idea for an online game to be honest and many engines are totally server side due to this. Seriously, we're talking Quake style netcode, it's that out of date and out of step with the gaming world, but CryTek designs engines for SINGLE PLAYER GAMES first and foremost, client side is quick and easy so that's what they used.

PGI has had to refactor the engine to be a totally server side game for online play, the SERVER sets the stage and determines what's going on, NOT the client. This removes the hacks in general(I won't touch the other methods) and also removes the lag issues in general(some things can't be fixed, network conditions are beyond PGI's control). Problem is, refactoring is much harder to do and takes more time and a lot more work. It's working, which is a great achievement to begin with, it's just taking time to get it working properly. Push PGI to devote more time to this, see the entire game improve.

4 - the lack of maps was an IGP call, they couldn't sell the maps so they didn't see any reason to push them out, hence a year without a single new map. IGP is no longer part of the deal and we've seen how many new maps already with more in the works?

Game modes..like..what? Why do people keep mentioning MW:LL? That was a fun game, but it was FAR from popular, even among the MW fanatics like myself. Combined arms maps do NOT work without combined arms, and there's no such thing in MWO. People complain that Alpine is too big, what the hell would they say about the majority of the MW:LL maps which tend to be a LOT bigger? Pick something that actually HAD or HAS a lot of players, like LoL...oh..wait..the maps in MWO are already pretty closely based on those..hmm. Ok, how about BF4 or CoD(pick yer flavor), oh, yeah, again, similar in design already. So how about MW2 or 3 or 4? Hmm, those maps were actually all pretty much the same when it came to online play, ignore 75% of the map and get straight to a specific location so you could deathball it up, much like MWO maps get played, so..hmm.

CW has the Assault/Defend and now Counter modes, which seem to play out about the same as every other game mode in MWO, 1 team tends to find and decimate the other team OR they go for the fast cap win(objective destruction), there's not much middle ground there, and that is a purely player driven dynamic, nothing PGI can really do about it without seriously changing up how things work by giving us either unlimited respawns OR a few hundred tickets(lives) per team as the Battlefield and CoD games do. I'm all for that myself, it makes for longer games that are still fast paced. But it does mean a total revamp of how things work if they do that, essentially unlimited spawns means you get to take in HOW many different Mechs? Limit it to 4 total, just keep using them over and over? How would you deal with that issue, because I don't really know how to myself. I do maps and models for games, I don't design game modes, that's way above my pay grade.

#43 Violent Nick

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Posted 12 February 2015 - 04:12 PM

View PostEl Bandito, on 12 February 2015 - 07:56 AM, said:

I personally just got tired of playing the same old scrap. Grinding does that to people. Add to the fact PGI still has not given me anything worth investing money in. CW is still in BETA, and HAMIB is no where in sight.


Interesting to see another old hand feels like this..

#44 Stoned Prophet

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Posted 12 February 2015 - 06:01 PM

Op plays over wifi, somehow ping is pgis fault... lololololol. Try telling your dad to stop watching porn while you play.

#45 Fate 6

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Posted 12 February 2015 - 06:14 PM

There are 3 things I hate right now: terrible Clan ACs, terrible Clan ERPPCs, and hit registration against lights.

I won't even go into how bad PGI is at balancing quirks (and ultimately Clan mechs/weaponry), but that's a big issue for me too in terms of overall gameplay rather than game-to-game play.





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