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Town Hall Meeting On Twitch.tv With Russ Bullock - Sept 10Th 5Pm Pdt


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#121 3CLIPZ3

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Posted 09 September 2015 - 11:49 PM

1. Is there going to be another tier to the Loyalty system than the current 20 levels? Many are maxed out and would like to continue to earn something for their Loyalty.

2. How hard would it be to add a chat to all friend's list tab. Sometimes I'd just like to ask everyone if anything is going on today just like in the unit or faction chat tab.

Edited by 3CLIPZ3, 10 September 2015 - 05:53 AM.


#122 Sarlic

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Posted 09 September 2015 - 11:52 PM

Curious!

Questions:

1. Dennis talked about in Devlog 13 about my question about custom mech cosmetics (think about more of the Atlas, more shields for the Centurion and so on).

A poll was set up and there's some great interest! When will you guys start working on plans for custom mech cosmetics?

2. When will the red glowing eyes of the Atlas come back? I have been speaking about this with you since a year ago. (Sept. '14) (Make it light up when a target and or lock is aquired and let it not loght up when there's no target)


Thank you..

#123 Speedy Plysitkos

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Posted 09 September 2015 - 11:54 PM

ups... i forget....

KODIAK, when pls ?

#124 Reno Blade

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Posted 09 September 2015 - 11:59 PM

Here are my questions:

Q1: What do you think of increasing LRM cooldown by 2x or 3x times, but increasing the damage by 2x also to make it more into a support weapon with big hit rather than spammable (relatively) weak weapon?
Currently they are more annoying than anything if you don't boat 40+ in one mech or have a lot of mechs with them and luck with the map and enemy ECM cover.

Q2: What do you think of increasing internal structure of all mechs by 50-100% to increase TTK (time-to-kill) and increase the importance of disarming compared to very quick destructions by Torsos/Legs?

Q3: What do you think of reducing all Ghost Heat limits to lower numbers (kicks in earlier) to reduce boating further? (compared to the recent increase of IS Large Lasers to 3 )

Q4: Are you implementing more meaningfull ways of sensors that depend on multiple variables (such as tonnage and equipment and ECM) to improve the importance of scouting and sensors and reduce the effect of ECM?
See ECM Feedback here: http://mwomercs.com/...ost__p__4567323

Thanks

#125 Anarcho

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Posted 10 September 2015 - 12:14 AM

Oculus rift support?



#126 Imigo Montoya

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Posted 10 September 2015 - 12:17 AM

What do you plan for Units that tagged a planet are they (the planets) of any use ?

What about the dropzones in CW is there a chance overwhelming teams can end counterattacks / Invasiondefenses in other ways then killing all enemys?

What about the scouting system, 4 vs 4 in CW any news on this?

what about plans to move on the timeline, maybe moving it 1 year in 6 months, so we will see new mechs and weapons?

what about plans to seee different starting conditions in CW, maybe we start the map right after the battle of tukayyid?

wht about plans for new Clan factions Diamond Sharks, Novacats, Steelvipers?

what about teh suggestions we made in the german and other forums, are they beeing recongized and are there any plans you have to change MWO because of this suggestions?

#127 Tarogato

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Posted 10 September 2015 - 12:17 AM

Would you consider adding multiple spawn point and objective configurations per map? The current spawns and cap zones are getting old, fighting tends to take place in the same locations every match and it's getting stale. It would be nice to drop into, say Alpine Peaks Conquest, and randomly get one of several different configurations that all focus on entirely different regions of the map.

Thread with carefully balanced mockups for new spawns and cap configs: http://mwomercs.com/...spawn-variants/

#128 Rebel Ace Fryslan

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Posted 10 September 2015 - 12:22 AM

Your giving CW a bit more attention: what will your aproach be for the future of CW.

10 clan vs 12 IS.
Other game setups
improved command options.
enforced gouping (no solo's)

Educated tutorial, included with CW tactics?


PS: i Hope steam will bring more players to CW

#129 Varhait

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Posted 10 September 2015 - 12:32 AM

So... new town hall... then i will ask again

Greetings PGI,
On March 17 you injected Inner Sphere Resistance faction content packs. It is great, the new skins looks very impressive, colors and hanging items are also useful, sometimes. But! few days later you injected the Resistance collection badges and many players cannot understand why these badges
Posted Image

Suddenly turned into these
Posted Image


It looks like a case of unfair advertising. I mean it was YOUR decision to show these awesome badges on the Resistance collection page from the start of the sales. I know some people who bought Resistance collections only for the badges, this isn’t so much compared to 260$ for the gold skin. I think it is obvious that they are very disappointed by this sudden change and their confidence in MWO is shaken.

Therefore, I have decided to conduct a poll and find out if the players, who bought a Resistance collection, are satisfied with the new badges. I hope you will take the results into consideration just as you did with the Clan avatars.


Best regards.

BTW

I also want to remind you some words

View PostTina Benoit, on 13 April 2015 - 03:14 PM, said:

Hello!

Good news, we're going to be releasing these old versions of the Resistance Badges, on top of letting you keep the new ones you currently have.

We don't have an exact ETA on this yet but we'll try to release them to eligible Resistance owners in the next patch.


And where are they? Or at least some info?

Machinae Mortis even gave you pixel-art for them, yet still no word from you

http://mwomercs.com/...ost__p__4347034

View PostMachinae Mortis, on 08 April 2015 - 12:00 AM, said:

Posted Image

I'm no artist, but I thought I'd take a crack at it. This involved much painting pixel by pixel. At first I tried to color the flame, horns, wings, lightning, but decided the texturing was beyond my skills and it would probably be better to just color the bases. That turned out pretty well, but the slope of the V's at the bottom of the red and white need work.

Though that did preserve *somewhat* when sizing down to 16 x 16, I was trying far too hard to preserve respective scaling and form and found that to be crippling to the final product. I decided that instead of trying to preserve the bases in the tiny versions I'd just crop it and put them on colored backdrops.

I'm sure there are artists out there that can do better, but hopefully the intention of the idea is preserved well enough. :)

edit: Oh, the black box outlying each (even the black one) is an 18x18 box, so what's inside it is actually the 16x16 icon.


#130 Koshirou

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Posted 10 September 2015 - 12:35 AM

Have you given any thought as to strategic balancing of CW? Is it the declared goal of CW to have a "Clan invasion" happen, and if so, how can this be reconciled with the supposed goal of balance between Clan and IS factions? What is the goal of a faction like the FRR, when it is guaranteed to be practically obliterated by any successful Clan invasion?

#131 Nothing Whatsoever

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Posted 10 September 2015 - 12:45 AM

With the re-balance, are base systems, such as base weapon stats, heat capacity, heat dissipation and armor / structure to hitboxes being factored and open for adjustments?




When will HUD improvements begin to be worked on? Specifically, are HTAL, displaying important info differently (such as the Magic Doritos disappearing once a mech is visible and moving clutter to a corner of the screen) and resorting chat flow, on the table for consideration?

The first image is HTAL, the second is displaying only the Target Letter Designation over head of the target with the other info moved to the top right (for example when holding the default 'Q' key to bring up Call Letters, somethings get blotted out by the sea of blue and red), and the third is distributing the chat logs so that they are easier to keep track of and so that some info can remain persistent such as info from Team and Lance Chat.

Spoiler




Last question, can we at least have different static displays in mechs instead of Auto Detect: No being displayed. I can live with static digital lights and buttons over those screens.

Thank you.

#132 Cyborne Elemental

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Posted 10 September 2015 - 12:48 AM

1. Is there still hope for LBX/CAC ammo switching?

2. How many IS and Clan mechs are left that could viably make it into MWO.

3. Will we ever get selectable hardpoint priority for the mechlab during a build (choosing ourselves which HP to use)?

4. Any progress or intent in making UAC class weapons more reliable and balanced as far as jamming?

5. What are the plans to make CW more enticing to players?

#133 Lily from animove

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Posted 10 September 2015 - 12:52 AM

2 questions:

1st
Are there any plans to bring a proper chat system? The current one is very basic and incomplete.

2nd
Status update about player submitted decals?

#134 CyclonerM

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Posted 10 September 2015 - 01:13 AM

My questions:

'Mech Rebalance:

-Are you going to include a tech change for balance? Are there any plans for a more detailed and full critical system that could compensate for more negative quirks for damaged Clan XLs? Or maybe sensors or other game systems?

-Could the new BV system be used eventually to change respawns in CW to make them similar to War Thunder? Each 'Mech could require a different number of "spawn points" , like in WT's realistic ground battles mode.

CW Phase 3:

-Are you giving enough thought to the strategic dimension? Supply lines, logistics? Is space travel feasable? All of these things are very important in the lore, where it may take two weeks or more to send a relief force to help a planet under attack and a campaign's objectives must be chosen very carefully.



-A while ago Russ said that Phase 3 would not include planet factories with different prices for weapons/'Mechs for each faction. Is this a technical challenge or a design choice? I feel that a true economy of war with resources being depleted, factories needed to cheaply replace 'Mechs etc. is one of the few things that would give CW the meaning many players seek.

Of course an economy like the one Star Citizen will have is asking too much but i would love to see at least capturable factories with a dedicated game mode with direct in-game benefits, which would fit well along with a reintroduction of R&R (which could be paid with unit coffers to give more reasons for players to give money to the unit and not tax too much individual players).

-Are there any thoughts, if not actual plans, for more 12vs12 modes in CW, either with or without respawns?

I feel more variety is much needed; besides, destroying orbital cannons alone cannot give you control of a planet. My ideas are the ones that are always brought up: supply raids to depots or convoys (which could net you random items and lot of money), assaults on the capital city to conquer the governement palace, escort of government's VIPs, attacks to power plants (which could give in-game bonuses like the 4vs4 missions will), spaceport conquest (again with in-game bonuses), Attack on a Union Dropship/Evacuation, or a straight 48vs48 skirmish with supply depots and armor repair bays, the kind that often happen in BT novels. I feel most modes could fit well enough with the reworked group queque maps.


-Could we expect a big event when CW goes out of Beta when a Clans reaches Terra? Like a tournament Clan vs PGI and mercs? During Beta 2, the Wolves reached and encircled it but it felt pretty luckluster to me.

Oh, and the Clan that takes Terra first should have a unique "IlClan" badge in the forums and in-game plus a LP bonus.

After each Clan reaches it, each Clan has to decide what its goal are after the restoration of the Star League.

At this point it would also be nice to have new factions like Wolf-in-Exile and Ghost Bear Dominion (even if early, but since we are rewriting history, we can say these two Warden Clans understood their true mission and decide to defend the Inner Sphere). They would count as IS factions but could use Clan tech only, unless a salvage system is introduced.


-

View PostKoshirou, on 10 September 2015 - 12:35 AM, said:

What is the goal of a faction like the FRR, when it is guaranteed to be practically obliterated by any successful Clan invasion?

I thought its goal was clear.. Survive :P

#135 K19

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Posted 10 September 2015 - 01:54 AM

And it's le get the basics of the game as mech weapons. Locks on maps and destruction when a mech is coming up to 100kmh against another mech. Streak. er ppc by the velecidade in 1400 and 1500 have a lot to ask and many will cry. Gauss need cooldown more big green out.

#136 Thomas May

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Posted 10 September 2015 - 02:00 AM

On behalf of the Aseveljet unit, I would like to ask the following question regarding player retention and new player experience

Could you consider giving a free mech package to the players who complete the Cadet bonuses? "As a reward for becoming a certified Mechwarrior." I believe many new players currently quit the game because of the amount of grind to get the first mechs.

Edited by Thomas May, 10 September 2015 - 02:00 AM.


#137 m

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Posted 10 September 2015 - 02:02 AM

Will positive/negative force be implemented to the weaponry? If so, when will it be implemented?

eg: --With an Alpha of 30 damage, a force of 30kph is applied in the opposite direction against the target mech and source mech for the duration of the damage applied
--With 0.08 damage, a force of 0.08kph is applied in the opposite direction against the target mech and source mech for the duration of the damage applied


The above are examples and are not intended to be taken literally as actual implementation figures, but if they are I would be open to it. The only reason I ask this question is because in the old Mechwarrior games there was knockdown. As there is no knockdown implemented in this game (I experienced the closed beta) I feel, as I believe others, that there should be some form of physics regarding recoil against a target and it's source, albeit sudden acceleration, sudden deacceleration, and little to severe inadvertent torso twisting from a projectile's force. If you do implement this feature you could consider removing the heat penalty as a high alpha would prove to be pointless for movement with keeping a reticule lock.


Here are some extra/separate questions in case the one above is struck down immediately:

Will you cosider reintegrating repair and rearm to just Community Warfare?

Will you consider an Invasion Game Mode for standard play (non-Community Warfare)?

Is there any intention to design a salt flats, desert flats, or flatlands type of map as a nod to the old mechwarrior games?

Would you consider to have special damage characteristics if the head of the mech becomes damaged?

Will you consider a level of experience within the friends list?

Will you consider having Sgt. Achilles (with or without Jim Belushi) to be a part of this game in some way?

Will you consider wiping the stats of the legacy Forest Colony and legacy River City maps or will you just add new stats for the new maps and keep both in the stats?

Edited by m, 10 September 2015 - 03:31 AM.


#138 LORD ORION

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Posted 10 September 2015 - 02:21 AM

Why are there so many bad mech quirks?

Seems to be 2 themes.
Mech quirks that make 1 variant useable, while they rest are obviously inferior trash. (eg: Drg-1N)
Mech quirks that would be better on another variant (eg: MAL-2P UAC quirk should be on the MAL-1P)

#139 Cashel

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Posted 10 September 2015 - 02:39 AM

Hi, thanks for taking the time to answer questions.

Have you (or will you please) consider allowing 2 person groups into the solo queue in order to better the new player experience without exposing Joe Newbie to the higher tier play currently experienced in the group queue? (With possibly mentor tags and a limit of one two man group on either side per group to minimise any impact, reduced rewards if necessary after 5 Mentoring matches in a day for the higher tier player in order to discourage newbie farming, perhaps also no effect on stats to prevent stat farmers)

Have you (or will you please) consider aligning the IS factions for the purposes of creating ease of getting attack groups vs Clans gathered for increased CW? (Liao & Marik, Davion & Steiner, Kurita & FRR - the lore supports it - Concord of Kapteyn, Federated Commonwealth, and The Ronin War) The biggest disincentive to playing CW is the inherent wait times and if this can be sharply reduced, the use of CW games will likely increase.

Have you (or can you **PLEASE**) consider an option for an additional harder game mode primarily utilising existing resources such as the Emerald Taiga CW map & the new River City & Forest Colony as an opt-in game mode choice such as the Avalanche idea detailed here... https://www.reddit.c...aiga_avalanche/

TLDR of the above - lances deploy close to enemy lances rather than friendly lances, forcing everyone to choose between a hard quick brawl (that you hope to win) before the enemy lance that chose to run to support their team instead of brawling hits you from behind.. as per what I hope will be visible here..

Posted Image

#140 PFC Carsten

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Posted 10 September 2015 - 02:44 AM

Just a very simple one: Is a CW relaunch considered?

oh - and another simple one:
When will we see PSR working as intended? Series of 12-1/2/3/4 and 1/2/3/4-12 are commonplace right now.

Edited by PFC Carsten, 10 September 2015 - 03:14 AM.






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