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#1 ComradeHavoc

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Posted 11 July 2015 - 04:34 AM

Alright here goes...

How come the UI isn't integrated into the actual cockpit? Is there an option I'm missing?

How come the self status or the enemy status UI isn't customized per mech?
Posted Image

No self destruct or eject buttons? I keep finding places to get stuck on waiting to be killed.

Why does the forest colony map feel tiny? I feels like it should be 6v6, I always feel crowded on that map.

Where are the destructibles?

Why are the weapon models for lights and other classes so different? An AC/10 or an AC/20 look like snub sausages on my Urbanmech whilst on other mechs they look like ship guns.

Why are flamers garbage? I've tried a flamer loadout on the "firestarter", found an AFK commando and I couldn't take him down....

None of the maps feel objective based... at all, every match is just a Team vs Team deathmatch unless they can't kill the last remaining enemy mech for whatever reason.

I keep reading about some kind of timeline on the forums that dictates what mechs and mech weapons we can have, some people want to time skip, and apparently there's some kind of "Cave dwelling ancients" that hiss and scream whenever that's suggested?

Honestly Mechwarrior online is the only mech game that I've played where it feels realistic (none of that weird anime sparkle time), simplistic, and fun. But it's very simplistic to a fault.

Getting past the eyesore that is the UI, the game becomes simple with specific options and builds.

I'm really hating these "preorders", why do they have them? If it's to bring in revenue, fine, but why not mech skins, or letting people rent private servers (with not C-Bill or xp gain), weapon cosmetics?

Why is there such a gap between veteran players and new players? I'm talking about the consumable/module/upgrade gap? Older players can fart recon drones, have the ability to disappear from radar lock, have the ability to lower their heat, and rain fire from the sky with artillery and mortars... That doesn't seem very fair. I can understand when an older player beats a new one with skill, and with gaming logic you can provide skill substitutes to level the playing field, but when you give these tools to players that are already far advanced, and farther skilled... what is the logic?~
~I've tried to bring in other friends(3) to play mechwarrior, but they found themselves outmatched, outgunned, and feeling pretty useless. They played maybe 7 or 8 matches before giving up on the game.

Hell the only reason I even tried the game is because one of my friends forced me, then eventually invested me by purchasing a mech package for me, it was only after 40 or so games that I actually became nominal and enjoyed the game a bit. Which begs the last question.

Why does this game treat new players like garbage?

#2 El Bandito

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Posted 11 July 2015 - 04:56 AM

For your first two questions, the answer is the same--Minimally Viable Product.

There is an eject button. Look through your keyboard settings.

Forest Colony is one of the oldest map back when there was only 8v8. It is getting a bigger and brighter remake as we speak.

The destructibles such as trees and statues are implemented in the newest remade map--River City.

The weapon sizes are getting normalized, so you should expect gradual shrinking off the weapons into snub sausages for all mechs. -_-

Flamer sucks because PGI had forgotten about it completely, like a distant cousin.

Try Assault mode, it is more objective based than the rest. In solo-q anyway.

Current timeline is somewhere between 3050-3052. So most mechs/weapons/equipments present are likely to show up. Advancing the timeline was discussed but there is no hurry in doing so. The CW itself is still in beta.

MWO is made simplistic in order to lure larger player base--to my eternal chagrin.

Pre-orders are good way to save you money for the value it can get you. It can get tiresome if you are "gotta catch em all" type of player.

There is always a big gap between veterans and newbies in any game. MWO is not your average shooting game. A deep knowledge of mechs/weapons/equipment/modules is required. Newbies have immediate access to Artillery/Air Strikes and UAV consumables BTW. It only costs 40K C-Billls. Then there is pilot and mech trees, which are somewhat disappointing and further widening the gap between vets and newbies--which is just like most other FPS games' skill up trees.

Finally, MWO's new player experience is lacking, and the developers had indeed acknowledged it. Whether they are going to do something soon is anyone's guess.

Edited by El Bandito, 11 July 2015 - 05:12 AM.


#3 Hit the Deck

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Posted 11 July 2015 - 05:08 AM

Regarding the weapon sizes, there are two camps on this forum. Those who like that weapon sizes stay the same across all 'Mechs (PPC as big as 1/4 of a Locust for example) and those who like the sizes adjusted according to the 'Mech which mounts them.

Edited by Hit the Deck, 11 July 2015 - 05:09 AM.


#4 stjobe

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Posted 11 July 2015 - 05:11 AM

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

How come the UI isn't integrated into the actual cockpit? Is there an option I'm missing?

Mechwarriors wear a neurohelmet, the HUD is inside that.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

How come the self status or the enemy status UI isn't customized per mech?
Posted Image

Minimal Viable Product™

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

No self destruct or eject buttons? I keep finding places to get stuck on waiting to be killed.

No idea. In CW, there's an eject functionality, but not in the regular game.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Why does the forest colony map feel tiny? I feels like it should be 6v6, I always feel crowded on that map.

FC was one of the first map, back when the game was 8v8. It will be getting a make-over (like River City got) in the near future.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Where are the destructibles?

On the new River City map, and in any forthcoming maps. It's just been implemented properly.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Why are the weapon models for lights and other classes so different? An AC/10 or an AC/20 look like snub sausages on my Urbanmech whilst on other mechs they look like ship guns.

Because someone at PGI is obsessed with weapons being the same size, whether or not they're the same make, model, or mounted on a 20 or 100 ton 'mech.

Insanity, yes, but there you go. PGI.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Why are flamers garbage? I've tried a flamer loadout on the "firestarter", found an AFK commando and I couldn't take him down....

Because Paul.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

None of the maps feel objective based... at all, every match is just a Team vs Team deathmatch unless they can't kill the last remaining enemy mech for whatever reason.

Try the "new" Assault without turrets, or Conquest. Those are the least TDM game modes, although they usually boil down to TDM as well.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

I keep reading about some kind of timeline on the forums that dictates what mechs and mech weapons we can have, some people want to time skip, and apparently there's some kind of "Cave dwelling ancients" that hiss and scream whenever that's suggested?

MWO was supposed to launch in 2012 with a one-to-one timeline (i.e. July 11 2012, would be July 11, 3049) and advance through the Clan invasion in May 3050 (2013). They couldn't get that game finished, so we spent two years in a perpetual 3049 before the Clans arrived. Now it's 3050 forever (except for which 'mechs are okay to use, that's 3052).

It's a mess.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Honestly Mechwarrior online is the only mech game that I've played where it feels realistic (none of that weird anime sparkle time), simplistic, and fun. But it's very simplistic to a fault.

Yes, it's simplistic and getting more so as they remove features instead of fixing them. Again, Minimal Viable Product™.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

I'm really hating these "preorders", why do they have them? If it's to bring in revenue, fine, but why not mech skins, or letting people rent private servers (with not C-Bill or xp gain), weapon cosmetics?

Mech packs are PGI's main source of revenue, that's why we have them. They seem utterly disinterested in pursuing any other avenues of revenue making, so that's what we have.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Why is there such a gap between veteran players and new players? I'm talking about the consumable/module/upgrade gap? Older players can fart recon drones, have the ability to disappear from radar lock, have the ability to lower their heat, and rain fire from the sky with artillery and mortars... That doesn't seem very fair. I can understand when an older player beats a new one with skill, and with gaming logic you can provide skill substitutes to level the playing field, but when you give these tools to players that are already far advanced, and farther skilled... what is the logic?~
~I've tried to bring in other friends(3) to play mechwarrior, but they found themselves outmatched, outgunned, and feeling pretty useless. They played maybe 7 or 8 matches before giving up on the game.

Because PGI wouldn't recognize a New Player Experience or Gradual Progression if it up and bit them in the face. Throw the new guys in the pool with three-year veterans, sink or swim.

It's beyond idiotic, but... PGI.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Why does this game treat new players like garbage?

Nobody knows. We keep asking ourselves - and PGI! - the same question year after year, but nothing really happens.

#5 bad arcade kitty

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Posted 11 July 2015 - 05:13 AM

>None of the maps feel objective based

don't play squirmish, play assault and conquest

#6 Yosharian

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Posted 11 July 2015 - 05:15 AM

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Alright here goes...

How come the UI isn't integrated into the actual cockpit? Is there an option I'm missing?


It's a neat idea. I personally don't mind having a HUD. It's also not unrealistic IMO.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:


How come the self status or the enemy status UI isn't customized per mech?
Posted Image


Not sure that's necessary. As a pilot you want to be able to quickly identify weak points in the enemy's structure. Having different structure maps per chassis doesn't help you.


View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

No self destruct or eject buttons? I keep finding places to get stuck on waiting to be killed.


I haven't gotten stuck for months. Then again I don't play CW. Suicide button isn't important IMO.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Why does the forest colony map feel tiny? I feels like it should be 6v6, I always feel crowded on that map.


Map updates are in progress. Evidence: new River City map just came out.

I agree, Forest Colony needs work.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Where are the destructibles?


I agree destructibles are needed. Also in progress. See: recent update to trees.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Why are the weapon models for lights and other classes so different? An AC/10 or an AC/20 look like snub sausages on my Urbanmech whilst on other mechs they look like ship guns.


Weapon scaling is a point of contention at the moment. Suffice to say that PGI is in the process of undoing some very bad historical decisions on this particular point.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Why are flamers garbage? I've tried a flamer loadout on the "firestarter", found an AFK commando and I couldn't take him down....


Because PGI can't balance competently on a timely basis. They don't have the experience/proper communication to do so. Thus they've abandoned balancing things like flamers for the time being.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

None of the maps feel objective based... at all, every match is just a Team vs Team deathmatch unless they can't kill the last remaining enemy mech for whatever reason.


I agree.

My personal feeling is that MAP SIZE and LACK OF MULTIPLE OBJECTIVES causes this problem.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

I keep reading about some kind of timeline on the forums that dictates what mechs and mech weapons we can have, some people want to time skip, and apparently there's some kind of "Cave dwelling ancients" that hiss and scream whenever that's suggested?


If you go here:

http://www.sarna.net/wiki/Timeline

you'll get an idea of the lore timeline that MWO is based upon. Simply put, there is an entire universe of lore upon which MWO bases itself, and it gets most of its ideas from that.

PGI are more or less currently in favour of following the current timeline (3050 or so) which means that only certain technologies are available.

Players want access to later tech because they are familiar with it due to playing tabletop (a game called Battletech).

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Honestly Mechwarrior online is the only mech game that I've played where it feels realistic (none of that weird anime sparkle time), simplistic, and fun. But it's very simplistic to a fault.


In some ways it's simplistic. In others not so much.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Getting past the eyesore that is the UI, the game becomes simple with specific options and builds.


Builds are one of the main reasons this game has such a following. To describe them as simple is a disservice to the game, IMO. Not many games have such variety in how player builds can affect gameplay.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

I'm really hating these "preorders", why do they have them? If it's to bring in revenue, fine, but why not mech skins, or letting people rent private servers (with not C-Bill or xp gain), weapon cosmetics?


It is to bring in revenue primarily.

Mech skins already exist: they're called 'camos' and you can buy them for your mech.

Private servers: a nice idea.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Why is there such a gap between veteran players and new players? I'm talking about the consumable/module/upgrade gap? Older players can fart recon drones, have the ability to disappear from radar lock, have the ability to lower their heat, and rain fire from the sky with artillery and mortars... That doesn't seem very fair. I can understand when an older player beats a new one with skill, and with gaming logic you can provide skill substitutes to level the playing field, but when you give these tools to players that are already far advanced, and farther skilled... what is the logic?~


Most modules don't have such a large impact on gameplay. Radar Deprivation is the most impactful one, with Seismic Sensor coming second, IMO.

Consumables: there I agree with you. I despise consumables.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

~I've tried to bring in other friends(3) to play mechwarrior, but they found themselves outmatched, outgunned, and feeling pretty useless. They played maybe 7 or 8 matches before giving up on the game.


I understand, but MWO is a fairly complex game and I wouldn't play it if it wasn't. The complexity which keeps me interested is partly what off new players.

As well as lack of diversity in match options, objectives etc which we've already covered and I agree needs a LOT of work.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Hell the only reason I even tried the game is because one of my friends forced me, then eventually invested me by purchasing a mech package for me, it was only after 40 or so games that I actually became nominal and enjoyed the game a bit. Which begs the last question.

Why does this game treat new players like garbage?


It's a complex question without a simple answer.

#7 Kiiyor

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Posted 11 July 2015 - 06:14 AM

View PostEl Bandito, on 11 July 2015 - 04:56 AM, said:

Finally, MWO's new player experience is lacking, and the developers had indeed acknowledged it. Whether they are going to do something soon is anyone's guess.


There's apparently a fairly epic tutorial in the works, with AI, voice work and the like.

#8 stjobe

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Posted 11 July 2015 - 06:22 AM

View PostKiiyor, on 11 July 2015 - 06:14 AM, said:


There's apparently a fairly epic tutorial in the works, with AI, voice work and the like.

That... would surprise me greatly. In a good way.

I'm not holding my breath though.

#9 Kiiyor

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Posted 11 July 2015 - 06:24 AM

View Poststjobe, on 11 July 2015 - 06:22 AM, said:

That... would surprise me greatly. In a good way.

I'm not holding my breath though.


It's been mentioned on twitter a lot (as something that would "knock our socks off") and in the town halls, where Russ mentioned that the voice work and AI work they put into the tutorial helped pave the way for them entertaining the thought of single player next year.

Heck, I would have been happy with crappy text overlays and moving targets in the training grounds, but whatever they are working on sounds great.

#10 stjobe

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Posted 11 July 2015 - 06:27 AM

View PostKiiyor, on 11 July 2015 - 06:24 AM, said:


It's been mentioned on twitter a lot (as something that would "knock our socks off") and in the town halls, where Russ mentioned that the voice work and AI work they put into the tutorial helped pave the way for them entertaining the thought of single player next year.

Heck, I would have been happy with crappy text overlays and moving targets in the training grounds, but whatever they are working on sounds great.

Yeah, that does sound fantastic.

However, I still remember "great things in July" said with the same enthusiasm, by the same people.

#11 Imperius

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Posted 11 July 2015 - 07:02 AM

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Alright here goes...

How come the UI isn't integrated into the actual cockpit? Is there an option I'm missing?

How come the self status or the enemy status UI isn't customized per mech?
Posted Image

No self destruct or eject buttons? I keep finding places to get stuck on waiting to be killed.

Why does the forest colony map feel tiny? I feels like it should be 6v6, I always feel crowded on that map.

Where are the destructibles?

Why are the weapon models for lights and other classes so different? An AC/10 or an AC/20 look like snub sausages on my Urbanmech whilst on other mechs they look like ship guns.

Why are flamers garbage? I've tried a flamer loadout on the "firestarter", found an AFK commando and I couldn't take him down....

None of the maps feel objective based... at all, every match is just a Team vs Team deathmatch unless they can't kill the last remaining enemy mech for whatever reason.

I keep reading about some kind of timeline on the forums that dictates what mechs and mech weapons we can have, some people want to time skip, and apparently there's some kind of "Cave dwelling ancients" that hiss and scream whenever that's suggested?

Honestly Mechwarrior online is the only mech game that I've played where it feels realistic (none of that weird anime sparkle time), simplistic, and fun. But it's very simplistic to a fault.

Getting past the eyesore that is the UI, the game becomes simple with specific options and builds.

I'm really hating these "preorders", why do they have them? If it's to bring in revenue, fine, but why not mech skins, or letting people rent private servers (with not C-Bill or xp gain), weapon cosmetics?

Why is there such a gap between veteran players and new players? I'm talking about the consumable/module/upgrade gap? Older players can fart recon drones, have the ability to disappear from radar lock, have the ability to lower their heat, and rain fire from the sky with artillery and mortars... That doesn't seem very fair. I can understand when an older player beats a new one with skill, and with gaming logic you can provide skill substitutes to level the playing field, but when you give these tools to players that are already far advanced, and farther skilled... what is the logic?~
~I've tried to bring in other friends(3) to play mechwarrior, but they found themselves outmatched, outgunned, and feeling pretty useless. They played maybe 7 or 8 matches before giving up on the game.

Hell the only reason I even tried the game is because one of my friends forced me, then eventually invested me by purchasing a mech package for me, it was only after 40 or so games that I actually became nominal and enjoyed the game a bit. Which begs the last question.

Why does this game treat new players like garbage?


All valid points and stuff that many of us have passed on for a long time now. Things are in the works to fix some of the issues but sadly not all of them.

Minimum viable product limitations.

#12 Navid A1

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Posted 11 July 2015 - 09:41 AM

This is what i think:

- PGI was just living in their dreams and visions, flying high with a famous IP in their hands
- They realized the challenges when they stopped dreaming and started working
- PGI never done anything in such caliber before... so they began learning... on the fly.
- their learning experience was at the cost of player frustration
- The largest player base they were targeting was the people in their own office at the time (hence the lack of features and fluff), with a working beta version
- As a consequence of the previous point, They automatically assumed that every MWO player is a battletech loremaster, familiar with everything BT (lack of tutorials)
- They realized that an in-office alpha version can not keep the old timers involved constantly or attract new player and revenue... so ... mech packs were born...
- After 3 years of experimenting and learning, they are slowly starting to realize how things work
- we may see some pleasant changes in the near future as a result... or they will close shop.

#13 Shredhead

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Posted 11 July 2015 - 12:51 PM

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Alright here goes...

How come the UI isn't integrated into the actual cockpit? Is there an option I'm missing?

The HUD is integrated into your helmet.

Quote

How come the self status or the enemy status UI isn't customized per mech?
Posted Image

Because it's neither necessary nor helpful. All mechs have the same (€) 11 hitzones.

Quote

No self destruct or eject buttons? I keep finding places to get stuck on waiting to be killed.

There's an eject button for CW, default is 'K'. In public queue this would be bad because jerks could troll around ejecting.

Quote

Why does the forest colony map feel tiny? I feels like it should be 6v6, I always feel crowded on that map.

It was the very first map and designed for 8v8 proof of concept. An overhaul is already in the making.

Quote

Where are the destructibles?

River City. All maps will get destructibles and day/night cycle like that.

Quote

Why are the weapon models for lights and other classes so different? An AC/10 or an AC/20 look like snub sausages on my Urbanmech whilst on other mechs they look like ship guns.

Because it would look ridiculous being as long as the mech is high?

Quote

Why are flamers garbage? I've tried a flamer loadout on the "firestarter", found an AFK commando and I couldn't take him down....

Flamers are garbage because it's originally an anti infantry weapon and it's hard to give it a purpose without making it op.

Quote

None of the maps feel objective based... at all, every match is just a Team vs Team deathmatch unless they can't kill the last remaining enemy mech for whatever reason.

Try conquest.

Quote

I keep reading about some kind of timeline on the forums that dictates what mechs and mech weapons we can have, some people want to time skip, and apparently there's some kind of "Cave dwelling ancients" that hiss and scream whenever that's suggested?

3050-52 currently, and there's a metric crapton of heavily imbalanced weapons on the horizon that are bad news for game balance.

Quote

Honestly Mechwarrior online is the only mech game that I've played where it feels realistic (none of that weird anime sparkle time), simplistic, and fun. But it's very simplistic to a fault.

Getting past the eyesore that is the UI, the game becomes simple with specific options and builds.

The UI is ok, and the game is definitely not 'simple', especially regarding builds.

Quote

I'm really hating these "preorders", why do they have them? If it's to bring in revenue, fine, but why not mech skins, or letting people rent private servers (with not C-Bill or xp gain), weapon cosmetics?

Because they have to make money, skins are called camos and already get sold and private servers are bad and will never happen, because they can't give away the server builds to avoid hackers and every player playing on a private server doesn't contribute to the core game, it's that simple.

Quote

Why is there such a gap between veteran players and new players? I'm talking about the consumable/module/upgrade gap? Older players can fart recon drones, have the ability to disappear from radar lock, have the ability to lower their heat, and rain fire from the sky with artillery and mortars... That doesn't seem very fair. I can understand when an older player beats a new one with skill, and with gaming logic you can provide skill substitutes to level the playing field, but when you give these tools to players that are already far advanced, and farther skilled... what is the logic?~

We told them consumables are a bad idea when they introduced them, but alas. They (IGP back then) wanted an additional money sink.

Quote

~I've tried to bring in other friends(3) to play mechwarrior, but they found themselves outmatched, outgunned, and feeling pretty useless. They played maybe 7 or 8 matches before giving up on the game.

That's a pity, but the skill gap is much higher than the gap in equipment. This game punishes bad positioning on the spot, and new players don't really have a protected place to make their first steps. PGI promised to rework the whole new player experience before the steam launch, so maybe then you can invite your friends back and offer a better experience for them.

Quote

Hell the only reason I even tried the game is because one of my friends forced me, then eventually invested me by purchasing a mech package for me, it was only after 40 or so games that I actually became nominal and enjoyed the game a bit. Which begs the last question.

Why does this game treat new players like garbage?

See above. Plus despite all the things you said (this game being oh so simple and such) MWO has a very steep learning curve. I hope it gets better soonTM.

Edited by Shredhead, 11 July 2015 - 01:30 PM.


#14 stjobe

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Posted 11 July 2015 - 01:03 PM

View PostShredhead, on 11 July 2015 - 12:51 PM, said:

All mechs have the same 8 hitzones.

11 hit locations actually. You forgot the three rear torso locations.

Head
Left torso front, left torso rear
Center torso front, center torso rear
Right torso front, right torso rear
Left arm, right arm
Left leg, right leg

People have also been asking for a HTAL (Heads, Torso, Arms, Legs bar graph) display instead of that paper doll display since closed beta, but no joy so far.

#15 Shredhead

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Posted 11 July 2015 - 01:29 PM

View Poststjobe, on 11 July 2015 - 01:03 PM, said:

11 hit locations actually. You forgot the three rear torso locations.

Head
Left torso front, left torso rear
Center torso front, center torso rear
Right torso front, right torso rear
Left arm, right arm
Left leg, right leg

People have also been asking for a HTAL (Heads, Torso, Arms, Legs bar graph) display instead of that paper doll display since closed beta, but no joy so far.

You're right, 11, sorry. And HTAL is something different than what OP asked for, but yeah, I wouldn't mind it, though I'd never use it myself.

#16 Light-Speed

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Posted 11 July 2015 - 01:36 PM

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Why is there such a gap between veteran players and new players? I'm talking about the consumable/module/upgrade gap? Older players can fart recon drones, have the ability to disappear from radar lock, have the ability to lower their heat, and rain fire from the sky with artillery and mortars... That doesn't seem very fair. I can understand when an older player beats a new one with skill, and with gaming logic you can provide skill substitutes to level the playing field, but when you give these tools to players that are already far advanced, and farther skilled... what is the logic?~
~I've tried to bring in other friends(3) to play mechwarrior, but they found themselves outmatched, outgunned, and feeling pretty useless. They played maybe 7 or 8 matches before giving up on the game.


There is something of a enormous learning curve (positioning, building, how to use this function and this mech etc etc) in this game... took me months to get past that. I actually was pretty happy when I got my first kill 2 weeks into the game XD. The fact that I didn't know where to start and blindly jumped into lrm boating didn't really help though (not to mention lrm boating didn't help me learn anything in the long run).



Concerning building, can I see what you built?
Personal Reasons: curiosity but also because I want to help new players, if I have a bit of time. I will not laugh at you or anything.

#17 InspectorG

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Posted 11 July 2015 - 01:58 PM

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Alright here goes...

How come the UI isn't integrated into the actual cockpit? Is there an option I'm missing?

How come the self status or the enemy status UI isn't customized per mech?
Posted Image

No self destruct or eject buttons? I keep finding places to get stuck on waiting to be killed.

Why does the forest colony map feel tiny? I feels like it should be 6v6, I always feel crowded on that map.

Where are the destructibles?

Why are the weapon models for lights and other classes so different? An AC/10 or an AC/20 look like snub sausages on my Urbanmech whilst on other mechs they look like ship guns.

Why are flamers garbage? I've tried a flamer loadout on the "firestarter", found an AFK commando and I couldn't take him down....

None of the maps feel objective based... at all, every match is just a Team vs Team deathmatch unless they can't kill the last remaining enemy mech for whatever reason.

I keep reading about some kind of timeline on the forums that dictates what mechs and mech weapons we can have, some people want to time skip, and apparently there's some kind of "Cave dwelling ancients" that hiss and scream whenever that's suggested?

Honestly Mechwarrior online is the only mech game that I've played where it feels realistic (none of that weird anime sparkle time), simplistic, and fun. But it's very simplistic to a fault.

Getting past the eyesore that is the UI, the game becomes simple with specific options and builds.

I'm really hating these "preorders", why do they have them? If it's to bring in revenue, fine, but why not mech skins, or letting people rent private servers (with not C-Bill or xp gain), weapon cosmetics?

Why is there such a gap between veteran players and new players? I'm talking about the consumable/module/upgrade gap? Older players can fart recon drones, have the ability to disappear from radar lock, have the ability to lower their heat, and rain fire from the sky with artillery and mortars... That doesn't seem very fair. I can understand when an older player beats a new one with skill, and with gaming logic you can provide skill substitutes to level the playing field, but when you give these tools to players that are already far advanced, and farther skilled... what is the logic?~
~I've tried to bring in other friends(3) to play mechwarrior, but they found themselves outmatched, outgunned, and feeling pretty useless. They played maybe 7 or 8 matches before giving up on the game.

Hell the only reason I even tried the game is because one of my friends forced me, then eventually invested me by purchasing a mech package for me, it was only after 40 or so games that I actually became nominal and enjoyed the game a bit. Which begs the last question.

Why does this game treat new players like garbage?


UI, well there are blank screens in the cockpit to be used...but im weary with my 20FPS

Paperdoll, who cares? Needs to be VERY simple and obvious for quick glances and readouts.

EJECT for CW only to manage your dropdeck with team tactics. In Solo it would be abused for farming or cowardice...
Anyhow, how to 'eject' in a Solo ESC > QUIT MATCH

Forest colony is the next map up for Redux. Should be good. likely will kill my FPS...

Weapon models? 2 camp of thought. Ease of implementation(for PGI) vs Aesthetics for players. RE GAMEPLAY vs AESTHETICS. I value GAMEPLAY more on my potato...sorry.

FLAMERS??? HAHA. Yes, with MGs are pretty pointless. There are no infantry and STARTING FIRES for environmental tactics is not in this game. Enjoy your Lore mandatory weapon, comrade! Use to kill enemy pixels for glorious Faction!!!

OBJECTIVES? YES, better and perhaps moar are needed. Main strategy is KILL ALL ROBOTS!!! Needs to change and PGI should be looking into simple boardgames for this, SPECIALLY for CW.

PREORDER PACKS? How they make $. Seems CHEAP on their part but, TRY RUNNING YOUR OWN BUSINESS, personally i can forgive them the 'cash grab' if it means better gameplay and CW.
This complaint amounts to 'why do fast food companies charge so much for drinks???' Because people will pay 1.50$ included in a 'meal' for a drink that cost .005 cents to make.
MWO is the only current BT/MW MMO running at the moment. And it is DECENT. Not great but decent. Players, i cant blame them, WANT TO SEE THE MAXIMIZED POTENTIAL of what MWO COULD BE. Unfortunately...not likely.
Just enjoy the game and when its no longer enjoyable...leave. No real need for feels, here. Just enjoy. Make friends. Blow up robots.

WHY IS MWO SO HARD FOR BEGINNERS???
Its a Niche product from a small company, dont expect much support...they simply cant.
Join a DECENT UNIT and PRACTICE. THERE ARE GOOD UNITS/PLAYERS WHO WILL HELP YOU IF YOU ARE WILLING TO LEARN. "But i dont have time", sorry, on your own. Research the 10,000 hour rule. Boils down to physics and neurophysiology. /not sarc...science.
IMO, new players in MANY games are a bit 'soft'.
Seriously, join a High School wrestling team. Boxing. My 1st year of Wrestling i lost ALL BUT 2 MATCHES, you know, getting beat up and pinned. Not just losing pixels on a game.
Learn from each match, honestly ask yourself what YOU did wrong, spec good players on youtube/twitch.

#18 stjobe

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Posted 11 July 2015 - 02:05 PM

View PostInspectorG, on 11 July 2015 - 01:58 PM, said:

Learn from each match, honestly ask yourself what YOU did wrong

This is damn good advice, and is all too often forgotten.

Remember, the only constant in your matches is you.

#19 Narcissistic Martyr

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Posted 11 July 2015 - 05:51 PM

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Alright here goes...

How come the UI isn't integrated into the actual cockpit? Is there an option I'm missing?



Because it's integrated into the neurohelmet which lets your brain control the mech's balance.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:


How come the self status or the enemy status UI isn't customized per mech?
file:///C:\Users\CHRIST~1\AppData\Local\Temp\msohtmlclip1\01\clip_image001.png



Because it requires less developer time to do this. In universe a simple paper doll model provides an easy to understand quick reference in the heat of battle while a bunch of bars or a complex 3D model doesn't.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:


No self destruct or eject buttons? I keep finding places to get stuck on waiting to be killed.



You can just disconnect, or ask someone on your team to give you a quick pump. Currently when 2 mechs collide the back end of the game moves them slightly which is enough to unstick you a lot of times. This is a remnant from the closed beta knock down system that had to be removed because the fall location of the mechs didn't sync up on everyone's game. That and one of the devs got trolled by the goons.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:


Why does the forest colony map feel tiny? I feels like it should be 6v6, I always feel crowded on that map.



It was a quickly done map designed for testing purposes in closed beta. Back then weapon ranges didn't extend as far past what is now their optimal ranges, there weren't as many long range weapons (no Gauss, no ERLL, no ERPPC), and battles were 8v8.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:


Where are the destructibles?



Cry engine's net code is all client side authenticated so to prevent cheating PGI had to write their own server side authenticated net code from scratch. They underestimated how hard that’d be to get working. Hell, they only now got hit reg working, so it's safe to say that writing the code for destructible buildings/terrain has been a lower priority. I suspect that PGI is using the tree knock down to work on the back end code for mech knock down, melee combat (atlas punch puny warhawk face in) and possibly destructible/deformable terrain.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:

Why are the weapon models for lights and other classes so different? An AC/10 or an AC/20 look like snub sausages on my Urbanmech whilst on other mechs they look like ship guns.



It's a balance thing mostly. Personally I'd be fine with my AC20 raven having a properly sized gun.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:


Why are flamers garbage? I've tried a flamer loadout on the "firestarter", found an AFK commando and I couldn't take him down....


PGI doesn't want flamers to be able to disable mechs to prevent trolling. So... their primary niche was removed and no new role was created for them. Frankly it's probably just a low priority thing to work on.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:


None of the maps feel objective based... at all, every match is just a Team vs Team deathmatch unless they can't kill the last remaining enemy mech for whatever reason.



Correct. It's something I've been harping about forever. Partially the maps are too small and partially killing people is what the player base likes. There is however one exception to the everyone death blob rule. That is Terra Therma Conquest. It is the only map that has the cap points spread out enough that ignoring them will cause you to lose even if you kill most of their team. Alpine used to be the same way but they changed it because people didn't like it. How dare you make us have to consider the objective! The changes do however force you to avoid fighting on the hill which is nice.

Additionally a lot of the maps are kind of small (Forest Colony, Frozen City, and old River City) so there aren't a lot of places to place the kind of objectives that would force teams to split up to attack/defend them.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:


I keep reading about some kind of timeline on the forums that dictates what mechs and mech weapons we can have, some people want to time skip, and apparently there's some kind of "Cave dwelling ancients" that hiss and scream whenever that's suggested?



The game is currently in year 3050 for community warfare purposes. This is because the clan invasion is one of the most interesting times in battletech lore. We're technically in 3052 for tech/mechs according to a twitter feed. Anyways, the big reason we don't just skip ahead is because community warfare isn't done yet. Once that's complete I suspect we'll restart the clan invasion which is the biggest event in battletech lore. After we do Tukkayid again, we'll probably skip ahead a bit. Possibly to 3058 for task force bull dog and task force serpent (eliminating the smoke jaguar clan) which would introduce a number of popular mechs (bushwacker, Sunderer, Pillager, etc).

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:


Honestly Mechwarrior online is the only mech game that I've played where it feels realistic (none of that weird anime sparkle time), simplistic, and fun. But it's very simplistic to a fault.

Getting past the eyesore that is the UI, the game becomes simple with specific options and builds.



The game is less simple when you have 2 organized teams fighting each other. But... even then more tactically complex moves often fall to good old fashioned massed fire. Part of this is the high amounts of alpha mechs can put out. This is partially due to the heat curve and the pin point accuracy of weapons. However, I gave up on a lower heat ceiling, longer cool downs on hard hitting weapons, and adding a small amount of randomness (a degree or two at most) to weapons fire. As such, you see the prevalence of weapons boats to get maximum alpha damage out with minimal face time. Combine with relatively high acceleration of heavy and assault mechs for ridge humping or corner poking and well you end up where we are.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:


I'm really hating these "preorders", why do they have them? If it's to bring in revenue, fine, but why not mech skins, or letting people rent private servers (with not C-Bill or xp gain), weapon cosmetics?



Because it's a huge source of profit from the whales (people who spend hundreds on this game). This works better in MWO than in a lot of F2P games because a huge swath of the player base either grew up on the table top game or played mechwarrior 2 as a kid. As such the average player age and disposable income is quite high compared to most F2P games.

PGI does allow you to create your own matches. If you want to run fewer than 12 players per team you need to have premium time.

PGI also let's people do camo. However... I think they made a mistake when deciding on pricing. The one shot camos are cheap which encourages people to acquire a few MC and then when they're almost out they decide they want more MC. This is fine. Where they went wrong is not making camos unlock for all mechs when you purchase the unlock for 10x the one shot price. Someone who already has enough mechs that it makes sense to buy an account wide unlock of a pattern is also likely to buy more than one pattern. Heck they might buy 4 or 5 patterns since they can apply them to all mechs. As is, no one buys the unlock option except new players who think it's an account wide unlock which makes it a lost profit opportunity and a source of frustration in the community.

The reason for not having say different laser colors and the like is that it provides a tangible in game bonus. I identify what kind of laser vomit I'm dealing with based on color. By changing the cosmetics of the weapons fire you affect everyone's ability to determine what's being shot at them.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:


Why is there such a gap between veteran players and new players? I'm talking about the consumable/module/upgrade gap? Older players can fart recon drones, have the ability to disappear from radar lock, have the ability to lower their heat, and rain fire from the sky with artillery and mortars... That doesn't seem very fair. I can understand when an older player beats a new one with skill, and with gaming logic you can provide skill substitutes to level the playing field, but when you give these tools to players that are already far advanced, and farther skilled... what is the logic?~



Modules are the end game content. It gives you something to grind for once you master your mechs. Personally I don't even run modules on a lot of my mechs, no real need to. Most players however, run seismic and radar deprivation because they're super useful. Seismic negates light flanking pretty much outright if you're even half awake. Light pilots complained bitterly when it came out and we did manage to get a slight range decrease on detection range but it wasn't enough frankly.

Consumables came later and again a good chunk of the player base complained bitterly but in the end to keep up at high ELO levels you often need them. Personally I use a UAV as a light since I don't need the cbills but not everyone is so lucky. Frankly every light mech should probably get a free UAV each match to help with scouting in magic jesus box land.

View PostComradeHavoc, on 11 July 2015 - 04:34 AM, said:


~I've tried to bring in other friends(3) to play mechwarrior, but they found themselves outmatched, outgunned, and feeling pretty useless. They played maybe 7 or 8 matches before giving up on the game.

Hell the only reason I even tried the game is because one of my friends forced me, then eventually invested me by purchasing a mech package for me, it was only after 40 or so games that I actually became nominal and enjoyed the game a bit. Which begs the last question.

Why does this game treat new players like garbage?


Ah the new player experience. This game has one hell of a steep learning curve and no real tutorial. The pace of movement is slower so mistakes are often fatal, the controls are different from a generic FPS, and to really tap a mech's potential you need to elite 3 of a chassis.

The champion trial mechs, however, are generally quite good so new players aren't too badly out gunned (10-15% with modules). The bigger problem is constantly getting that damage on the target while minimizing damage taken through movement and torso twisting. These things just take time to get down and there really isn't a good way to teach them except by having someone privately teach you.

Another problem with bringing friends into the game is that if you want to play together you have to play in group queue where people tend to be more organized and of a higher skill level. The only way I was able to get my friends up to speed quickly was by giving them a lot of tips (turn mouse sensitivity all the way down, put back against wall when fighting lights, etc) and personally training them in a private match (I have premium) while using raidcall/teamspeak. For someone who starts out without a friend who knows the game and is honestly pretty good at it (46th/400+ in oxide tournament) this game just isn't approachable without some serious determination.

What can be done? Well... I'd eliminate the current mech skill and module system and replace it with something like borderlands' bad ass ranks (get XP and then get a very small upgrade to one of the various in game things). I'd also give new players a free mech of their choice (from a selection of good mechs) preconfigured into a good build after completing their cadet bonus. A more in depth series of tutorials that cover tactics (ridge humping, pop tarting, effective JJ use, shooting moving targets, how to fight lights, etc) would be excellent as well. Give people who complete the tutorial a couple million cbils and we're in business.

#20 Ace Selin

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Posted 11 July 2015 - 06:01 PM

Sadly lots of the little things that are nice to haves take time to code and thus take time away from the actual important game parts that are yet to be done or to be corrected.





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