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Quirks, More Trouble Than They Are Worth


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#41 Spleenslitta

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Posted 23 May 2015 - 12:53 PM

I'll remain neutral and say this.
Quirks give individuality to each mech as an advantage but in return it is as the OP said- It becomes a very resource demanding task for PGI to balance all the mechs with their quirks.

The only other thing that could give individuality to each mech is removing convergence although it is to a lesser degree.
I made some alternate crosshairs for how things could work if convergence was gone. Here is the thread and the picture of the alternate crosshairs.
The explenation for how they work is in the thread.
http://mwomercs.com/...iscontent-poll/

Posted Image

#42 Sir Wulfrick

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Posted 23 May 2015 - 01:20 PM

1. Give clans access to all IS tech & weapons.

2. Give IS access to all clan tech & weapons.

3. Remove all quirks from all mechs.

Done.

#43 -VooDoo-

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Posted 23 May 2015 - 01:27 PM

Perfect idea actually. Not like IS doesn't stumble upon clan mechs from time to time to steal some tech etc...

#44 John80sk

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Posted 23 May 2015 - 01:41 PM

View PostJazz Hands, on 19 May 2015 - 11:03 AM, said:

The quirk system synopsis in my mind:

1. Will be in endless need of adjustment through its inherent circularity.
2. Will be totally unsatisfactory to a large percentage of your player base, whether quirks are positive or negative.
3. Steals developer attention from other far more important areas of the game.

1) Balance in any game is circular. This is healthy believe it or not, gameplay gets stale after some time and requires a shake up or people will lose interest.
2) A large percentage of the population will always be "unhappy", people complain a lot on issues that are beyond their control.
3) Some developers job is pretty much just balance at this point. The actual changes are just typing values into an .xml file. In other words it's not a very resource intensive process.

The truth is the quirk system is a good thing for IS balance right now, because internal IS weapon balance is pretty good. There is no other way to balance chassis that doesn't require changing mech geometry, which requires significantly more resources. Do I disagree with some individual implementation of quirks? Sure, but the system in itself is a good thing.

#45 -VooDoo-

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Posted 23 May 2015 - 01:45 PM

To my point earlier....why would a "chassis" make lasers shoot farther...etc.

#46 Fragnot

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Posted 23 May 2015 - 02:40 PM

View PostJazz Hands, on 19 May 2015 - 01:06 PM, said:

It's clear the game doesn't really follow the tabletop anyway in many aspects so just design a mech that's functional I guess is more my point instead of band-aiding everything.


The design of these Mechs was done many years before MWO. MWO is just bringing them to life in an FPS style video game. In order to stay true to original designs, while at the same time making an FPS game that offers a variety of playable Mechs to choose from, quirks are the way to go.

They recently gave the Orion a ton of positive quirks but it still wasn't enough for me to wanna play with all those low slung hardpoints. That's not PGI's fault, they didn't 'design' the Orion. Now if they gave that Orion shoulder mounted energy or ballistic hardpoints I bet a lot of people would want to play it even with no quirks; but would it still be an Orion?

Edited by Fragnot, 23 May 2015 - 02:48 PM.


#47 John80sk

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Posted 23 May 2015 - 03:07 PM

View PostJazz Hands, on 23 May 2015 - 01:45 PM, said:

To my point earlier....why would a "chassis" make lasers shoot farther...etc.

Asking for a logical explanation for anything in the battletech universe is ridiculous. Why is the range on every weapon system lower than that of weapons available a millennium ago? Why did they bother creating mechs in the first place?

Not to mention there are a plethora of possible explanations as to why a design could use a weapon system more efficiently. A better loading system for cooldown, more efficient heat dissipation system, the ability to structurally mount superior weapons (weapons, such as the AC-5 are just classifications of similar weapons, there are a variety of manufacturers and designs that fit the classification).

#48 -VooDoo-

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Posted 24 May 2015 - 03:28 PM

If you are only dealing with game mechanics like...heat dissipation is relative to only heat sinks and not any other dynamic....which it is, then that logic doesn't work. People keep trying to reach outside the game for reasons and explanations. Within the "game" itself...there is no justifiable reason why a particular "chassis" would make lasers shoot farther or change some other dynamic without a specific reason behind it like it has a super duper laser shootem box installed.



#49 John80sk

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Posted 24 May 2015 - 04:07 PM

View PostJazz Hands, on 24 May 2015 - 03:28 PM, said:

If you are only dealing with game mechanics like...heat dissipation is relative to only heat sinks and not any other dynamic....which it is, then that logic doesn't work. People keep trying to reach outside the game for reasons and explanations. Within the "game" itself...there is no justifiable reason why a particular "chassis" would make lasers shoot farther or change some other dynamic without a specific reason behind it like it has a super duper laser shootem box installed.
Your statement makes no sense whatsoever. The reason for quirks within the game itself is balance. What you're looking for is an outside explanation without any outside explanations.

#50 -VooDoo-

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Posted 24 May 2015 - 04:16 PM

If you bothered to actually read the thread you would see what I wrote was a response, not a stand alone statement. People are assigning imaginary reasons for quirks...when you are correct they are just a balancing tool. The real argument is if it's necessary, at least in its current implementation.

#51 John80sk

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Posted 24 May 2015 - 07:37 PM

If you had bothered to read my post, I had already addressed why it was necessary. Then you wanted to take us down the road of why it "made sense". To reiterate, there is no other way to balance individual chassis outside of changing mech geometry. Multiplayer games require balance, nobody likes playing a punching bag.

#52 -VooDoo-

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Posted 24 May 2015 - 08:10 PM

You have completely missed the point. In any case I will leave it to someone else if they want to continue the conversation.

#53 Anjian

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Posted 24 May 2015 - 08:24 PM

View PostFragnot, on 23 May 2015 - 02:40 PM, said:


The design of these Mechs was done many years before MWO. MWO is just bringing them to life in an FPS style video game. In order to stay true to original designs, while at the same time making an FPS game that offers a variety of playable Mechs to choose from, quirks are the way to go.

They recently gave the Orion a ton of positive quirks but it still wasn't enough for me to wanna play with all those low slung hardpoints. That's not PGI's fault, they didn't 'design' the Orion. Now if they gave that Orion shoulder mounted energy or ballistic hardpoints I bet a lot of people would want to play it even with no quirks; but would it still be an Orion?


The original Battletech artwork was never meant to be an FPS. Adapting them to an FPS creates a fundamental problem. This was something that should never have been done in the first place. Battletech as a digital FPS needs a total overhaul and why without, other game houses won't even touch it. This is like taking a car from the sixties, mod it, and try to make it compete against a modern 2015 car purposedly built for racing.

Bullock and Weisman had the perfect opportunity to say to the fan base, "Hey we will rebuild and reboot this franchise, redesign things from the ground up, to make it fit the gaming demands of the 21st century." This didn't happen, and we are still dealing with fundamental issues stemming from a heavily outdated franchise design. Don't try to satisfy the old fans, create a new generation of fans instead.

The wise thing that should have been done, is from the beginning, to create artwork neutral hitboxes, or have the artwork done with hitboxes in mind. If they failed to do this initially, this should have been caught in the beta stage, not way past the Saber packages. They should have raised the arms a little, so it bends with a 30 or 120 degree instead of a 90 degree elbow position. Gun barrels should have been placed on the upper part of the fist, raising the point further, and making the mech look like they are holding a gun in a natural position. Instead of putting the barrel below the forearm (see Battlemaster) and making the problem even worst. I would have said completely no to all breast mounted weapons, any weapon located on the torso goes to the shoulder. It is just awful to see mechs with "barrel nipples", like guns coming out from their boobs or something --- even the Japanese anime industry eliminated boob weapons in mech artwork decades ago.

The result of trying to "faitfhfully" incorporate lore designs into a geometrically sensitive game, designs that are not meant for this purpose, has resulted in breeding weaknesses that are not in fact part of the narrative lore. The Awesome is supposed to be after all, Awesome. In games that don't rely on geometry, such as MechCommander, the Awesome is a force to reckon with, just like in the lore. But in this game, its just a joke. Even quirks have not returned its vaunted reputation. Its clear you can't have both, the game should have prioritized which part of the lore it would rather preserve.

Quirks add a new layer of complexity in balancing, already worsened by modules. We are also seeing it create new imbalances that are not part of the lore, like the energy superiority of Thunderbolts. The Stalker doesn't have any geometrical weaknesses, and in fact, its probably one of the most perfect geometrically superior mechs in the game, yet one variant is gifted with particularly strong quirks. So the idea of quirks trying to repair geometric imbalances falls apart there. Not only has the idea has its problems, but it also a big failure point --- its very execution. The fabric of lore always dictates there will be certain imbalances, that is simply part of the narrative. The game must have these imbalances, otherwise it won't be "this" that is essential to its identity, and so long we keep the lore imbalances under a measurable control. However, what we do not need imbalances that are not part of the lore fabric, and that, thankfully for quirks, is what has been created.

#54 Cola

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Posted 24 May 2015 - 08:39 PM

Prolly the main reason I stoped playing is the querk system. Clan and Inner sphere were never ment to be ballanced at this point in the time line. If they really want ballance they should come out with IS omni mechs and clan Standard mechs, theres crap tons of options. Clans VS IS was better tech VS pure numbers, and in the context of lore numbers won out. I would have no issue if they striped all the querks and changed CW to be 10 clan Vs 12 IS, thats how the clans ballanced there better tech against the IS in formal chalanges. A Binary Vs a company. The game suffers as many games based off a preexisting IP do, handed off to developers that had no understanding of the source material. But hey now we have all these features that no one asked for, thats something right?





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