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I Haven't Patched In A Year, What Do I Need To Know?


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#21 CocoaJin

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Posted 12 May 2015 - 08:23 AM

View PostKobold, on 11 May 2015 - 05:27 PM, said:

Title speaks for itself. I know CW exists now (yay), but my unit is gone (sadface). Any significant changes in the actual combat mechanics that I should be aware of?


Do a fresh install. Use 64-bit option if you can. Don't come with expectations, give it a chance for what it has elbowed into...and enjoy it!

#22 Rebas Kradd

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Posted 12 May 2015 - 10:02 AM

View Postzagibu, on 11 May 2015 - 11:34 PM, said:

PGI is still focusing on new mechs and actual development progress, while it has picked up some speed, is still about what a student could do in his spare time. This is because the real developers are working on another project.


Uh, what? If you're talking about Transverse, that was cancelled.

#23 asdbnmrty

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Posted 12 May 2015 - 10:26 AM

Highlights:

- New Cockpit items available for MC purchase
- New Champion Mech available for MC purchase
- New Mech packs available for Pre-Order
- Old Mech packs still available for purchase
- New mech variants available for MC purchase, C-bill purchase locked out for a month.
- C-bill packages available for MC purchase

Probably coming soon:

- Purchase MC with MC, Pre-order now!

#24 Devilsfury

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Posted 12 May 2015 - 10:30 AM

View Postasdbnmrty, on 12 May 2015 - 10:26 AM, said:

Highlights:

- New Cockpit items available for MC purchase
- New Champion Mech available for MC purchase
- New Mech packs available for Pre-Order
- Old Mech packs still available for purchase
- New mech variants available for MC purchase, C-bill purchase locked out for a month.
- C-bill packages available for MC purchase

Probably coming soon:

- Purchase MC with MC, Pre-order now!

Thats awesome! Just about hits it all on the head. Oh, and by the way, there are about 4 mechs that are still utterly broken and another 4 that are overly overpowered. Same old same.

#25 Kobold

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Posted 12 May 2015 - 10:48 AM

Played a half dozen matches last night in my trusty old 3x5 Ilya. The dakka still dakka, and the pews still pew. What was fun before is still fun now. Though it turns out the single most important feature which I had been begging for since early early beta was added and NONE OF YOU SAID ANYTHING.

THANK GOD FOR VOIP.

#26 Kyynele

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Posted 12 May 2015 - 10:48 AM

View PostDubBucket, on 11 May 2015 - 06:49 PM, said:

Did a little digging and it looks like people agree with you. Damn, Community Warfare is still THE thing I want to work well in this game. The Mech combat was already really good, I just wanted a reason to fight.


At it's current state, officially "Beta 2" I think, you're not getting a reason to fight. Yes, there is a map for the Inner Sphere, and yes, there is a new game mode with new maps. But they don't matter. The most you can have is if you have a big enough unit you can get your unit's tag on the map, until that planet is contested again. That's it. Losing all planets means nothing, conquering all planets means nothing. Nobody gets anything or loses anything that would make a difference.

The only new thing that you actually do get from CW is loyalty points. They increase your rank, and there are 20 ranks per faction. You get decent prizes for achieving those ranks, like CB, Mechbays, GXP, and MC. The last ranks with the obviously best rewards are incredibly grindy, expect to play hundreds and hundreds of 48v48 games to get those. And even with these, only your battle performance in the match makes any difference. Losing a planet or conquering a planet or successfully defending a planet are worth 0. 0 anything.

There is no reason.

You fight because you get moneys for shooting enemies, to buy new robots to shoot more enemies.

Just to set your expectations where they should be. The actual game is in a good state, but CW is currently just game mode #4.

Edited by Kyynele, 12 May 2015 - 10:48 AM.


#27 bar10jim

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Posted 12 May 2015 - 10:48 AM

I'd also like to point out that PGI paid off IGP (which has since ceased operation), and is now self-publishing. Haters gonna hate, but the change in such thngs as meeting deadlines, new map development, and communication with the player bae is greatly improved.

#28 Rebas Kradd

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Posted 12 May 2015 - 01:25 PM

View PostKobold, on 12 May 2015 - 10:48 AM, said:

Played a half dozen matches last night in my trusty old 3x5 Ilya. The dakka still dakka, and the pews still pew. What was fun before is still fun now. Though it turns out the single most important feature which I had been begging for since early early beta was added and NONE OF YOU SAID ANYTHING.

THANK GOD FOR VOIP.


I'm as guilty as anyone, but a lot of people don't think VOIP was worth the development time. ;) Personally I'm happy it's in.

#29 Zordicron

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Posted 12 May 2015 - 03:29 PM

View PostKobold, on 12 May 2015 - 10:48 AM, said:

Played a half dozen matches last night in my trusty old 3x5 Ilya. The dakka still dakka, and the pews still pew. What was fun before is still fun now. Though it turns out the single most important feature which I had been begging for since early early beta was added and NONE OF YOU SAID ANYTHING.

THANK GOD FOR VOIP.

heh, i did miss that.

I think it is because I dont have a MIC, and in puglandia, not a whole lot of talkin going on anyway. Kobold, if you drop in solo, and arent afraid to speak up, please do so. we need more talkers in puglandia.

#30 zagibu

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Posted 12 May 2015 - 03:31 PM

View PostRebas Kradd, on 12 May 2015 - 10:02 AM, said:

Uh, what? If you're talking about Transverse, that was cancelled.

It's the only explanation I have for the slow development speed. If you have a better idea, let me know.

#31 Bilbo

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Posted 12 May 2015 - 03:32 PM

View Postzagibu, on 12 May 2015 - 03:31 PM, said:


It's the only explanation I have for the slow development speed. If you have a better idea, let me know.

Still a relatively small team.

#32 zagibu

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Posted 12 May 2015 - 03:38 PM

View PostBilbo, on 12 May 2015 - 03:32 PM, said:

Still a relatively small team.

We know the artists are busy with mech packs, but what are the programmers doing? Do they even have programmers?

#33 Bilbo

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Posted 12 May 2015 - 03:40 PM

View Postzagibu, on 12 May 2015 - 03:38 PM, said:


We know the artists are busy with mech packs, but what are the programmers doing? Do they even have programmers?

Looks over at the Public Test forum.....I Dunno.

#34 Rebas Kradd

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Posted 12 May 2015 - 04:02 PM

View Postzagibu, on 12 May 2015 - 03:38 PM, said:

We know the artists are busy with mech packs, but what are the programmers doing? Do they even have programmers?


Not a lot.

And that was a year ago. Karl Berg, Matthew Craig, and Jon Cunningham have all left since then. I don't know whether they've been replaced, but I do know PGI has no more hiring announcements on their website.

Edited by Rebas Kradd, 12 May 2015 - 04:03 PM.


#35 zagibu

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Posted 12 May 2015 - 04:07 PM

So they have 8 engineers working on non-mech aspects of the game. That's very hard to believe.

#36 Troutmonkey

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Posted 12 May 2015 - 04:10 PM

View PostRebas Kradd, on 12 May 2015 - 04:02 PM, said:

Not a lot. And that was a year ago. Karl Berg, Matthew Craig, and Jon Cunningham have all left since then. I don't know whether they've been replaced, but I do know PGI has no more hiring announcements on their website.


I knew it! They were letting programmers design the UI the whole time!
Dang it PGI, hire some actual UI specialist instead of letting programmers or artists create user interfaces. Artist will make it pretty and useless, programmers will make it clunky, hard to use and ugly. (Speaking as a developer myself)

#37 Bilbo

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Posted 12 May 2015 - 04:12 PM

I should feel bad that I found nothing particularly wrong with the various iterations of the UI, shouldn't I?

#38 Troutmonkey

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Posted 12 May 2015 - 04:13 PM

View Postzagibu, on 12 May 2015 - 04:07 PM, said:

So they have 8 engineers working on non-mech aspects of the game. That's very hard to believe.

Not really. PGI is a rather small studio. The low number of staff explains the really long turnarounds on a lot of stuff.

#39 Troutmonkey

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Posted 12 May 2015 - 04:22 PM

View PostBilbo, on 12 May 2015 - 04:12 PM, said:

I should feel bad that I found nothing particularly wrong with the various iterations of the UI, shouldn't I?

The UI is bad and you should feel bad.

As someone who has studied UI design as just a small part of my degree, MWO is a step by step guide on how NOT to design a UI

#40 Bilbo

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Posted 12 May 2015 - 04:26 PM

View PostTroutmonkey, on 12 May 2015 - 04:22 PM, said:

The UI is bad and you should feel bad.

As someone who has studied UI design as just a small part of my degree, MWO is a step by step guide on how NOT to design a UI

At least I know I "should" feel bad. I just can't though, they all seem perfectly functional to me.





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