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


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#41 A Dragon Armed With A Long Tom

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Posted 23 June 2015 - 11:48 AM

Hi there, me again

iv'e got many questions that i would like to ask you, feel free to answer as many as you want, so here goes.

1. is there any posibility that certain mechanics will get changed, updated or completly redone, so for inatsnce jump jets will get reworked, or hill climbing gets improved.

2, is there any hope that the map updates will remove that horible filter on certain maps, from what it looks like River City Village might be getting that brown filter removed, so will Forest Colony get the darkning filter removed during the update as well.

3. when do we expect the last mechs to get there dynamic geometry, so the Dragon, Awsome, Cicada, stalker etc. well that has already been answered, but still waiting on the stalker to get it's geometry

4. iv'e heard that the catapult might be getting geometry reworks (so the K2 PPC barrles, the extra Missle luanchers out the side of the arm). When could these be expected to show.

5. will there ever be more weapons and weapon variants, so Rotary Autocannons, HAG (Hyper-Assault Gauss) rifles, MRMs, Streak LRMs, Heavy/Light/Snub-Nose PPC etc.

6. will the Dragon 1-N's 50% AC/5 cooldown and the Hunchback Grid Iron's 50% Gauss Rifle cooldown ever be reduced to somthing more reasonible, as a how a gauss rifle works, firing a gauss that fast would overheat the coils and permanantly damage or destroy the gun and well the AC/5 on the Dragon is just too powerful right now.

7. since we are getting physics objects (knoking over trees and lamposts), will there be the posibility of a mech being able to crush cars or knock/crush weak, small fences or making mechs be able to knockdown other mechs.

8. finally, will inversekinematics be implemeted back into the game, so that when standing on a slope one foot is not hovering and the other is not inside the ground, that the feet are resting on the ground following the ground shape and contours.

that is all, thank you Russ and NGNG (including everyone who pickes out the questions) for your time, and i hope you have/had a great day.

see you on the battlefield

~Ender

Edited by enderassassin, 25 June 2015 - 09:54 AM.


#42 Peiper

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Posted 23 June 2015 - 11:48 AM

With so many mechs being ECM capable, especially after Wave III is complete, is there a plan to reduce the effectiveness of ECM, maybe to an individual - rather than blanket effect - or something else to prevent 12 mans from having 6 or more ECM cloaking bubbles in each drop in public/wave in CW?

LRM's should be a bigger part of the game, but with so many layers of cloaking devices, well, they'll be as unseen as the Marauder soon!

Maybe give 'command' mechs or command consoles the ability to create an anti-ecm bubble negating ALL ECM around them?

#43 MuonNeutrino

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Posted 23 June 2015 - 11:48 AM

1: Is there any possibility of revisiting the decision to put all sizes of groups in one queue? Right at the moment the group queue experience for small 2-3 man groups is often very negative, and there have been a number of suggestions to allow small groups back into the normal queue. This would also greatly benefit the new player experience by more easily allowing veterans to mentor newbies.

2: It's been suggested that expanding game modes will require that hard game mode selection be removed. If this does have to be done, could we please have a dialogue between the players and devs on most acceptable way to do it, rather than having a system implemented as final with no discussion? The previous attempt at a soft game mode selection system had severe mathematical flaws, but we had no chance to offer feedback on them before it was implemented.

3: Vindicators are still widely regarded as extremely sub-par (with only the partial exception of the 1AA, which is merely weak, instead), which is mostly because they have such extremely limited hardpoint layouts in addition to having no mobility quirks. Is there any chance of getting them another 1-2 hardpoints added, or barring that, major quirk revisions to make them usable?

#44 Psychosmurf96

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Posted 23 June 2015 - 11:48 AM

Will less played mechs recieve quirks to be seen more? an example being the commando

#45 Psimon Drake

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Posted 23 June 2015 - 11:49 AM

Polling the masses... could you include a Poll on login of the game to get the opinion of players? It feels as though only noisy players are heard.

You could change the question once per patch, and not show the question again once a player has answered.

#46 Juodas Varnas

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Posted 23 June 2015 - 11:50 AM

1. What is your reasoning for keeping Quickdraw's movement archetype Large, when majority of 60-65 (even one 70) ton mechs use Medium archetype?
Especially since Quickdraw is RENOWNED for its ability to climb steep angles:
A quote from Sarna (which can also be found in the technical readouts)

Quote

The second were its highly-articulate ankle actuators, which not only allowed the Quickdraw keep its footing more easily on difficult terrain such as gravel, mud and ice, but also traverse gradients up to 12° steeper than other 'Mechs of its weight class.


2. Are you aware of the JJ visual error with the Quickdraw? That is, it having an unused modeled CT JJ port (no woosh - flames coming out, ya know?) Links to pictures illustrating my point:
http://i.imgur.com/4NNLePM.jpg
http://i.imgur.com/zabO79v.jpg

3. Is there any chance Quickdraw will receive Jagermech's and Blackjack's treatment and have its legs straightened out instead of having that awkward squat?

Edited by Juodas Varnas, 23 June 2015 - 10:18 PM.


#47 Serious Table

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Posted 23 June 2015 - 11:51 AM

It feels like at present, one particular playstyle has languished on the roadside since the introduction of the Clan Mechs, and that's Assault Brawling, especially on the Inner Sphere side. Is this on your radar? Do you have any ideas on how this will improve?

#48 Aidan

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Posted 23 June 2015 - 11:52 AM

1. Will PGI implement DX12, Vulcan, and/or Mantle? If so, when in the development pipeline will this be completed?

2. Will the new maps with Time of Day be Dynamic Time of Day or Static Time Day with the time of day starting at a different time each time the map starts being the static form? Will PGI still be baking static shadow maps into the MWO maps?

3. Will PGI implement and support Virtual Reality hardware such as the Oculus Rift. If so, when will this be complete?

4. Will MWO be compatible with Windows 10?

Edited by Aidan, 23 June 2015 - 11:57 AM.


#49 Dawnstealer

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Posted 23 June 2015 - 11:52 AM

Can we have destructible gates instead of shooting the gennies (in CW)?

Can we have AI tanks instead of turrets (in Assault and CW)? Ones that move around the base, target random bones, and so on?

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

One more - as opposed to CW-Assault and CW-Skirmish, can we have a mode similar to Conquest? Have there be waypoints you need to conquer in sequence, with each new one becoming the next dropzone? Or have a series of "Big Guns" that you destroy as you move across the map?

Edited by Dawnstealer, 23 June 2015 - 11:54 AM.


#50 Psimon Drake

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Posted 23 June 2015 - 11:55 AM

Simple CW for PUGs... Simple matchmaking based on faction. 12v12 matches that use the old and new maps and just drop a player in a match that advances the general goal of the faction.

#51 YUyahoo

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Posted 23 June 2015 - 11:56 AM

With the steam release coming soon are there any plans to offer tech support/customer service response 24/7? This will be a crucial addition as the community (hopefully) expands with steam launch and most issues happen on weekends during events (not Monday-Friday 9am-5pm Vancouver time). Also I don't think someone new to MWO will be as understanding as those of us who have been here a while if it takes 2-5+ days to get a response (other than a generic "your request has been received" email).

Something to consider for events that involve community warfare and a requirement to play "x" number of games of invasion and "x" number of games of counter-attack (or whatever the official names are for the two modes of CW we currently have). This type of requirement is extremely difficult to complete, not because a match score of 80 in CW is extremely difficult to obtain but because we the players can not choose what mode we want to play in CW (heck we can't even realistically be assured when we choose a defense game that we will play defense because we might end up playing counter-attack, and same for attacking because "hold territory", a mode that is played like a defense game is considered to be an "attack") unlike the public que where if we finish all the required games of a mode we can "turn off" that mode. It might be better to just require "x" number of games of CW in general so that this part of the even can be completed in a more reasonable time frame. I know challenges/events are supposed to be "challenging" but the random luck of what CW game mode you end up with is not testing any kind of individual skill. Also with regards to ghost drops (which do seem to happen less frequently now, thank you Devs), when they do happen is there any way you could default the match score to "80" rather than 9-12 so that if any of us do get stuck with one during an event we won't have a wasted game (specially since even after the wait for a team to be built there is another minimum 10 minute wait for an enemy to be found...it adds up to a lot of time wasted for no results even though the victory/game objectives are met flawlessly).

I was also going to mention the pugs vs large group drop issue (which seems to be about 95% of all the games I play in CW and the reason why I rarely play CW anymore) but I think enough others have already touched on the subject.

Edited by YUyahoo, 23 June 2015 - 12:30 PM.


#52 Kael Posavatz

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Posted 23 June 2015 - 11:57 AM

When can we expect to see some improvements to the Community Warfare UI?

-Member Management sortable by Player Name or Rank?
-Coffers that can be sorted by date, donation amount, player name (w/ donation history)?

#53 BarHaid

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Posted 23 June 2015 - 11:58 AM

The skill tree. The poor, poor skill tree. Any idea when it will be updated and/or expanded?

Also +1 for jumpjet revision. More shake, more thrust!

#54 Peiper

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Posted 23 June 2015 - 11:58 AM

View PostPsimon Drake, on 23 June 2015 - 11:49 AM, said:

Polling the masses... could you include a Poll on login of the game to get the opinion of players? It feels as though only noisy players are heard.

You could change the question once per patch, and not show the question again once a player has answered.


If so, could we disable the polls when the masses from STEAM, not knowing a thing about Battletech/Mechwarrior come in and trash the game design not understanding that this game is meant to be a team based, tactical, long lasting slug match with rich storylines, faction loyalties, with battlemech designs that only make sense through the eyes of old sci-fi nuts?

#55 TFun90

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Posted 23 June 2015 - 11:59 AM

If you can detect aim botting, why not give client side laser hitreg? It's ridiculous to have registration problems with a hitscan weapon. If you lase a sprite, that should be the end of the conversation, you did your job.

#56 Domenoth

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Posted 23 June 2015 - 12:00 PM

Any plans/are you open to expanded Premium Time offerings? League of Legends does both Duration Boosts and Per-Win Boosts. Per-Win Boosts don't expire but don't pay out as well if compared to marathon play. For example, a 10 Win Boost costs the same as 3 Days Premium Time but you could easily get 20+ (more than double) wins in one weekend with the 3 Day boost (not to mention Duration Boosts apply to losses too).

Edited by Domenoth, 23 June 2015 - 12:11 PM.


#57 Hawk819

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Posted 23 June 2015 - 12:00 PM

1) How close are we to getting new weapons systems? i.e. Inner Sphere ER Lasers, Streak Missiles, etc.

2) Any possibility of getting Clan AC Modules soon the same way as they are with LB-x and UAC modules? It would make a big difference in our builds. Cause Clan AC's are lacking something terrible, and it doesn't make sense to not have modules for them.

3) Speaking of Clan AC's: any chance of having both the UAC's and AC fire shorter burst rounds? Instead of five rounds per burst. IMO, they should be firing 2 to 3 bursts or even 4, not five. Just saying.

Edited by Hawk819, 23 June 2015 - 12:05 PM.


#58 RaKa

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Posted 23 June 2015 - 12:03 PM

I have various questions so Tina / NGNG feel free to piCWm any/all.

* Will we ever see more modules such as MASC cool down / JJ cooldown?

* Will MWO ever have a PvE experience? As in co-op campaigns, or a "Firefight" esque gamemode which pits the player (or players) against AI. Think Halo's Firefight gamemode or Mechassaults "Grinder".

* What is the next big mech pack for MWO? Clan Wave 4? Resistance 3?

*In mechs such as the summoner, Timber wolf, executioner and kitfox, why should they have hardlocked JJ's? Take the executioner for example. With its hardlocked jj's that take away its available tonnage, it limits build viability and user control in a bad way. As you have removed the hard locked flamer from Adder mechs, are you willing to do the same for mechs which have hardlocked JJ's?

* Can you address the community's concern about diminishing returns when you equip 1 JJ versus a greater number of JJ's.

* Can you give an update to what you believe is the intended purpose / goal for unit's coffers. What role will they play in CW?

* Although I'm sure a vast majority of the community would be against this, have you considered Consoles? Since you are preparing for the eventual steam release.

* Its a dead beaten horse, but will MWO ever see the return of mech collisions?

* When will the screens inside the cockpits of mechs have a functionality, if ever at all?

* As you have announced before on your plans for European and Oceanic servers, would you also consider one in other regions? Namely Asia, or Africa, or South America?

* What's the word on when Clan UAC'S and LBX's will able to interchange ammo types on the fly in game.

* Will Bitching Betty ever have more lines in MWO? For example, when your mechs health is at x%, or other such things?

* Will there ever be more additions to the New Player Experience in MWO?

#59 Xavier

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Posted 23 June 2015 - 12:04 PM

1) When/if will there be incentives for joining an in game unit. IE CW rewards

2) This game has a large learning curve for new players and units can help with information transfer but until unit information is publicized in some way IE public unit list(s) some pilots will never know this as an option get frustrated and leave the game. Units have an incentive to retain pilots which would align with PGI's goals as well. Any plans for a unit registry?

#60 StalaggtIKE

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Posted 23 June 2015 - 12:06 PM

A while back you promised a discussion on ECM and supporting tech. When will this be happening? Many would like to see a revamp of information warfare tools (ECM, BAP and Command Console) as well as LRM and Streaks.


Thanks!

Kanajashi's Information Warfare revamp suggestions:

Edited by StalaggtIKE, 23 June 2015 - 01:30 PM.






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