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Just Curious But The Biggest Mistake...


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#1 Darian DelFord

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Posted 11 May 2015 - 04:38 PM

I am just curious to know if others share my sentiment. I personally feel that the release of Clan Mechs was the biggest mistake IGPGI ever did.

Had they stuck with the IS then come out with CW then release the Clans in a sequel after most of the bugs were worked out I think MWO would be in a much better place.

Once again I am just curious if others share this.

#2 bad arcade kitty

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Posted 11 May 2015 - 04:45 PM

i think a few people like clan tech and would prefer to have it and some bugs than is tech only and... still some bugs since all bugs never can be fixed

#3 Bilbo

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Posted 11 May 2015 - 04:46 PM

Their biggest mistake has always been giving dates or date ranges for deliverables and not actually delivering.

#4 MoonUnitBeta

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Posted 11 May 2015 - 04:47 PM

I'm just upset with how clans were announced/released... It was just another mech pack, and loyalty was purchasable for $500. (which was reworded to no longer imply that about a couple weeks afterwards). The majority of the effort put into the clan release was the website. Clan release was basically just an overhyped store page covered in glitter.

That's my only gripe. Clans were coming regardless. But the entire process was underwhelming to say the least.

Edited by MoonUnitBeta, 11 May 2015 - 05:40 PM.


#5 Tor6

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Posted 11 May 2015 - 05:05 PM

A lack of concrete artistic vision that lead to over-promising and under-delivering, combined with poor community relations that squandered TONS of community goodwill.

#6 Mechwarrior Buddah

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Posted 11 May 2015 - 05:07 PM

View PostBilbo, on 11 May 2015 - 04:46 PM, said:

Their biggest mistake has always been giving dates or date ranges for deliverables and not actually delivering.


Though technically monetizing mechs and therefore never being able to make clan mechs at their full power would be my suggestion

View PostTor6, on 11 May 2015 - 05:05 PM, said:

A lack of concrete artistic vision that lead to over-promising and under-delivering, combined with poor community relations that squandered TONS of community goodwill.


this, and niko snow (IE transverse and Reddit)

Truthfully, theres a LOT of biggest mistakes in this crew

#7 Bilbo

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Posted 11 May 2015 - 05:10 PM

View PostMechwarrior Buddah, on 11 May 2015 - 05:07 PM, said:



Though technically monetizing mechs and therefore never being able to make clan mechs at their full power would be my suggestion



That's a balance/game design issue. Both of which can be rectified in time. You can't repeatedly promise things, not deliver, and expect not to suffer for it.


#8 Mechwarrior Buddah

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Posted 11 May 2015 - 05:10 PM

View PostBilbo, on 11 May 2015 - 05:10 PM, said:

That's a balance/game design issue. Both of which can be rectified in time. You can't repeatedly promise things, not deliver, and expect not to suffer for it.


hence the last line on what I posted

Quote

Truthfully, theres a LOT of biggest mistakes in this crew

Edited by Mechwarrior Buddah, 11 May 2015 - 05:11 PM.


#9 Bilbo

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Posted 11 May 2015 - 05:13 PM

View PostMechwarrior Buddah, on 11 May 2015 - 05:10 PM, said:



hence the last line on what I posted

That bit wasn't there when I posted.

#10 Tastian

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Posted 11 May 2015 - 05:22 PM

There are BT fans that love the 3025 era. BT fans that love the struggle of IS vs the initial Clan Invasion. And fans that love the IS push back of the clans and later tech. And fans that love every timeline. Fans that love stock and fans that love full customization. PGI could easily set drop modes for every fan and gauge the response to each.

#11 Nothing Whatsoever

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Posted 11 May 2015 - 05:25 PM

For me Clans was symptom to the earlier problem, with balance and having to double values all over the place.

Had a different approach been used, than introducing Clans could have been better.

#12 Mechwarrior Buddah

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Posted 11 May 2015 - 06:05 PM

View PostTastian, on 11 May 2015 - 05:22 PM, said:

There are BT fans that love the 3025 era. BT fans that love the struggle of IS vs the initial Clan Invasion. And fans that love the IS push back of the clans and later tech. And fans that love every timeline. Fans that love stock and fans that love full customization. PGI could easily set drop modes for every fan and gauge the response to each.


Too many buckets not enough fish

#13 Escef

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Posted 11 May 2015 - 06:44 PM

I think the biggest mistake was Infinite Boat Anchor torpedoing everything that could not be directly monetized. Maps? CW? Bug fixes? IGP could not see that delivering on features and providing quality of play would indirectly augment income, so they cockblocked it.

It's been about 9 or 10 months since Piranha was rid of them, and we've gotten game balance passes, loyalty rewards, CW, minor map revisions, major map revisions on the way, frequent giveaways and events, new player experience in the works, UI updates in a month or so, and significantly better communication from TPTB.

IGP may have gotten this boat into the water, but damned if they had any idea how to sail it.

Edited by Escef, 11 May 2015 - 06:46 PM.


#14 Darian DelFord

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Posted 11 May 2015 - 06:46 PM

Now to get rid of the quirks and go to a specialization skill tree based on Mech XP system :>

#15 Lord Ikka

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Posted 11 May 2015 - 07:06 PM

Honestly I would have been much happier if the game was set in 3039. Still starting to get some of the more advanced weapons but without the Clan issues.

Edited by Lord Ikka, 11 May 2015 - 08:07 PM.


#16 MechaBattler

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Posted 11 May 2015 - 07:27 PM

Nah. At least they're trying. Despite what people seem to think.

#17 Lord Ikka

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Posted 11 May 2015 - 08:07 PM

Not disagreeing that they are trying, just a personal preference towards 3039 for me.

#18 Zordicron

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Posted 11 May 2015 - 08:11 PM

It might seem so, however you need to consider:
If clans hadn't released, and sold ooga booga number of packs, PGI might not have generated enough cash to buy our IGP.

IMO, if IGP was still involved, MWO would have collapsed before CW beta came about.

It is one of those things, you know, it feels slow all the time when you have a game you love and see potential, and the devs see it too. I think they have solid plans for the game. I am not sure if they have enough time at this pace, but the pace is dictated by money.

Steam release and an influx of players will make or break MWO. Either they get a chunk-O-money coming in and can hire more help and really kick it into gear, or the influx will sputter out and progress on the game will start to crawl. I think PGI knows this too.

#19 Tastian

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Posted 12 May 2015 - 04:53 AM

View PostMechwarrior Buddah, on 11 May 2015 - 06:05 PM, said:


Too many buckets not enough fish



They could easily have a 'special' queue that rotates each week. "Stock Only", "3025", "3050", "Clan v Clan", "IS v IS" etc. It would be like a weekly event that just keeps going. I bet it would be a huge success.

#20 MeiSooHaityu

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Posted 12 May 2015 - 05:06 AM

It probably was the biggest mistake, but not really the mechs themselves but the way they were rolled out.

The ultra expensive packs and thw $500 gold mechs were just terrible PR when so much negativity was swirling around the community. Worse yet, the community manager failed to do any damage control leading the forums and such to go completely out of control. It caught IGP/PGI by surprise.

Clan mechs were going to create a balance issue, but that is something PGI deals with all the time regardless of whether clans existed or not. It does make things harder, by I don't feel it was a mistake to have clans.

The way IGP/PGI managed the launch, that was as the true debacle.





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