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Town Hall Meeting On Twitch.tv With Russ Bullock - Archive On Youtube


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#121 Sean Ward

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Posted 23 June 2015 - 02:46 PM

Two seperate questions:
Q1
Is it a good idea in an asymmetric combat mode like attack/defend to have attackers get dropped in via dropships and defenders spawn in a hanger bay?

Q2
Can we have slightly higher loyalty point rewards for taking a mech variant that is associated with that faction? An example would be the dragon for Kurita.

#122 Big Tin Man

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Posted 23 June 2015 - 02:48 PM

Oh this again! I'll try to keep this to my top concerns:

1. Pilot skill tree, any hints at what a redesign may look like?

2. Class I/II jump jets, is there hope for some buffing?

3. Is there a checklist of 'must have' items in development before steam release? Can you share it, and can we help in any way? There are many who show concern that releasing in front of a large audience without x,y,z would cause PGI to miss a big opportunity to make a great first impression on a larger audience.

4. You had previously mentioned a Wolverine and Thunderbolt hero, and then they were gone. Any word on them?

5. Depth and meaning for CW? Something in the works?
5a. Any thought to buffing CW rewards for the losing side in order to buff CW populations? I'd bet you lunch if CW saw a significant rewards increase (significant defined as 30% or more) there would be a massive population shift.

6. Timeline on new mech select screen and UI scaling? Will we be able to view both IS and Clan mechs at the same time (this is really annoying for me)?

7. Patch notes included info for IS MASC, any IS MASC capable chassis or variants in the works?

Edited by Big Tin Man, 24 June 2015 - 09:33 AM.


#123 Tahribator

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Posted 23 June 2015 - 02:50 PM

Lately I've been putting off playing MWO due to long search times (3-5 mins) in the solo&group queue. Would you consider relaxing the matchmaker to decrease matchmaking times?

Bonus question: Do you think the Elo system has been effective in creating balanced matchmaking so far (=closer matches)?

Edited by Tahribator, 23 June 2015 - 03:32 PM.


#124 Asaru

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Posted 23 June 2015 - 02:52 PM

There have been several other games that have had a CW like mode that allowed territories to flip in real time without pausing the game. Can you talk a little bit about why MWO's CW has ceasefires and if any thought has been given to eliminating them?

#125 lpmagic

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Posted 23 June 2015 - 02:53 PM

Balance, we would love it, you would too, when will it happen, and how are you planning to get there? will you convene more secret squirrels, or openly ask the community, or even set up a star chamber of high elo players, please?

#126 DustySkunk

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Posted 23 June 2015 - 02:57 PM

Can we please revisit convergence? At the very least, will you consider a public test of a build where convergence isn't instant and analyze the results?

While the player base has become accustomed to playing with poinpoint convergence, there are many people who believe (including myself) that it will solve many of the complaints players have with MWO (e.g. Low TTK, pinpoint damage, heat scaling). A public test would at the very least put the debate to rest. There certainly has been enough of it:

http://mwomercs.com/...h?q=convergence

#127 Koniks

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Posted 23 June 2015 - 02:57 PM

What modes, other than the 4v4 scouting mode, are you considering for CW? It needs more diverse gameplay in addition to better rewards and depth.

I'd also like to know what PGI's willing to do to reduce the size and frequency of alpha strikes.

#128 DrRedCoat

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Posted 23 June 2015 - 03:02 PM

View PostDawnstealer, on 23 June 2015 - 11:52 AM, said:


Can we have melee so I can finally have my Hatchetman? Even just a punch button for mechs with Hand Actuators?



I just want to echo this. I would love to see the Hatchetman. He's bashed in a lot of cockpits for me on TT.

#129 Rushmoar

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Posted 23 June 2015 - 03:03 PM

View PostWolfBro, on 23 June 2015 - 02:25 PM, said:

Will we ever be able to do anything with the massive amounts of Mech XP we have that does not cost MC? Such as exchange it for CBills.


I was thinking the same thing. My question would be:

1) Could we convert mech XP for some other kind of money exchange like tokens. We would have 2 types, Clan Tokens and an IS Tokens. This way Clan tokens can only be gain through XP earned on Clan mechs and what ever is bought with Clan token can only be applied to Clan mechs. Maybe 10,000XP for 1 token and now these tokens could be used to buy 1 time only paint schemes for 25 tokens, or discounts on parts in the mech warehouse. Something like up to 50% off of engines for 10 tokens or 25% off engines with 5 tokens. End of question.

Something like this could be interesting. I only do the GXP exchange when it is on sale but I didn't even partake in this last conversion sale because I felt I did not even need the GXP. Sitting on 85,000GXP at the moment and I am starting to run out of mech and weapon mods to unlock.

#130 Medi0cr3

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Posted 23 June 2015 - 03:06 PM

We want to see player and unit statistics available via API!

#131 JeremyCrow

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Posted 23 June 2015 - 03:15 PM

View PostPeiper, on 23 June 2015 - 11:33 AM, said:

One big thing missing from CW is the lack of meaning. Taking planets does nothing for a faction.

To make CW work, an economy must be added to the game including:

Perks for taking planets.
Reasons to fight for planets.
Perhaps bonuses to rewards for clans fighting underweight (batchalls).
Perhaps extra money for mercs defending planets if a faction gets below 10 planets?
Turrets and tanks for defense, VTOL's and arty batteries for offense?
Salvage rights.
Black markets.
Discounts on faction mechs or equipment when fighting for, or attaining certain loyalty in said faction.
Non-faction mechs cost more to buy and maintain. (Variants produced by different factions.)
The higher loyalty in a faction, the less repairs/rearm costs.

Faction loyalists get fixed paychecks like regular army.
Mercs only get paid when they succeed.
Clan and IS tech (cross faction) availability based on certain criteria.

Could we get some comments on the progress of the stuff written above?


This would be a great start in having the game I sponsored a few years ago with the founders program.

#132 Dirk Le Daring

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Posted 23 June 2015 - 03:29 PM

G'day. Last town hall you mentioned mercenaries and community warfare (very briefly). Any update on any progress in this area ?

#133 imadoctor009

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Posted 23 June 2015 - 03:47 PM

I would like to ask when the Firestarters will be getting Flamer quirks? Also, will flamers be getting any changes eventually down the line?

#134 Ano

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Posted 23 June 2015 - 03:54 PM

View PostMarc von der Heide, on 23 June 2015 - 12:27 PM, said:

Is there a chance for:
-Strip all mechs function for modules/ cockpit item


This works now :) Try the strip button in the mechlab, it's glorious :)

#135 MechaBattler

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Posted 23 June 2015 - 03:55 PM

Has PGI given consideration to upping the bonus on premium time?

Has PGI considered a per battle C-bill and XP booster for players who can't justify $15 on premium time that ticks away regardless of whether they're on?

#136 Phellian

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Posted 23 June 2015 - 03:58 PM

What are the thoughts on having a "Stock" public queue and a "Modified" (what we have now) public queue?

Because right now there are two major groups in MWO that fall along these lines. When they mix there a terribly caustic environment is created. I know that splitting the "bucket" of players is bad, but I think that more players are lost because of this rift then would be lost if the groups were split.

Also in general these "stock" and "modified" players aren't really interested in playing against one another to begin with. In past town halls the idea of a 'stock' launch button for private queue has been mentioned. I think that this would be something very healthy for the community.

#137 BigZach

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Posted 23 June 2015 - 03:59 PM

Three questions/things I'd love to see:

When can we get community warfare maps in the private lobbies so units and other groups can practice on them?

Can we get damage per second, heat per second, etc. information displayed in the in-game mech lab so we can statistically evaluate our builds, with quirks and modules reflected in those stats?

And can you post your weekend & other events with more than barely a day's notice? Is a monthly calendar of events delivered with at least a week of notice feasible? The current notice you give for events is far too little for a large unit of players to plan operations that fit with the events.

#138 SVK Puskin

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Posted 23 June 2015 - 03:59 PM

Half of the year is gone and i remember how Russ mentioned that the next step in 2015 will be singleplayer. I know that this is out of topics but short answer would not hurt anybody. :)

#139 Skyraxx

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Posted 23 June 2015 - 04:00 PM

Are we ever going to see something on the screens inside the cockpit? They've said no (auto detect) for 3 years!

#140 Navid A1

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Posted 23 June 2015 - 04:03 PM

2 Questions: (more like requests)
  • 1- Can we have the first 10 double heat sinks on all mechs to be true 0.2 dissipation DHS? This will help clan lights specifically with locked engines. (You can only restrict to clan lights if you are afraid of IS OPness).
  • 2- Will clan mechs with only 1 upgrade be able to swap between FF and Endo?






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