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Ngng Video About The Pts And Why They Know It Was Fubar. Calm Down And Watch.


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#181 Noth

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Posted 16 September 2015 - 03:20 AM

View Postoldradagast, on 16 September 2015 - 03:11 AM, said:


Except that they didn't "go back to baseline" - they added insane structural quirks, movement buffs and debuffs, etc.

Again, this is nothing but backpedaling by PGI since their planned Unbalancing was a complete failure and resulted in a rightfully hostile response by the community.

Nobody "rebalances" anything by ignoring half the values of interest (weapon quirks), changing a majority into something random and unlike what's in production (movement and durability buffs / nerfs), only to claim to be testing just one other thing (sensors.)

No, this trainwreck was close to the final intended product. There simply is no other reason all that time would have been spent coming up with all those different quirk values and then releasing them. Now that reality hit PGI like a 2x4, they need to spin things away. Quick, buy a Marauder - maybe it will only have combat related buffs instead of sensor buffs!


They went to baseline on the weapons.

Did you watch the townhall? Russ flat out said that their would be issues, flat out said they wouldn't go to release without being ok'd by the community. Even said that they would basically play it by ear when it comes to releasing it off of the PTS. This was before the "balance patch" was put on the PTS. They did not expect it to be perfect or even ok. They expected to have to do revisions and changes. Best case was Oct 6th. That is best case, not a set or likely time.

Oh they also announced the Marauder before the PTS went live as well.

Pretty much all your claims of back tracking by them are proven false by the town hall.

You know what constructive posters did? They gave feedback that wasn't spewing vile towards PGI. They gave ideas for how to make infotech more meaningful. Ideas on how to balance aspect of weapons, information on bugs and possible mistakes. You know feedback about the test rather than insulting PGI at every chance.

Edited by Noth, 16 September 2015 - 03:23 AM.


#182 Thorqemada

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Posted 16 September 2015 - 03:40 AM

Firepower is King bcs fundamentally it is a multiplication process to Infinity (at least when you have energy weapons) while all Protection is a subtraction down to Zero.

Mobility enbales you to move into positions to apply/evade damage.

Infotech loses out bcs it offers neither Firepower nor Protection nor Mobility.
Infotech loses out bcs you cant afford the facetime to gather Info for the very low return it offers.
Infotech does not matter!

Edited by Thorqemada, 16 September 2015 - 04:55 AM.


#183 Noth

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Posted 16 September 2015 - 04:03 AM

View PostThorqemada, on 16 September 2015 - 03:40 AM, said:

Firepower is King bcs fundamentally it is a multiplication process to Infinity (at least when you have energy weapons) while all protection is a subtraction down to Zero.

Mobility enbales you to move into positions to apply/evade damage.

Infotech loses out bcs it offers neither Firepower nor Protection nor Mobility.
Infotech loses out bcs you cant afford the facetime to gather Info for the very low return it offers.
Infotech does not matter!


Right so instead of complaining that it doesn't matter or that PGI is stupid, offer feedback on how to make it better, how to make infotech relevant.

Edited by Noth, 16 September 2015 - 10:07 AM.


#184 Thorqemada

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Posted 16 September 2015 - 04:59 AM

PGI would like to release MWO to Steam b4 Holiday Season.
PGI has one last chance to balance MWO in a way that it does not tank hard on Steam release,
PGI does not have the time/ressources to add content that is any meaningful to any sort of Info-War.
PGI can only balance the game for the game modes that are currently ingame and leave the Window open for a future introduction of meaningfull Info-War.

Stall Infowar and make the game "right" for the game it is right now!!!

Edited by Thorqemada, 16 September 2015 - 05:01 AM.


#185 MADSix

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Posted 16 September 2015 - 10:46 AM

Been waiting for Information warfare since closed beta.

#186 oldradagast

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Posted 16 September 2015 - 02:51 PM

View PostNoth, on 16 September 2015 - 03:20 AM, said:


They went to baseline on the weapons.

Did you watch the townhall? Russ flat out said that their would be issues, flat out said they wouldn't go to release without being ok'd by the community. Even said that they would basically play it by ear when it comes to releasing it off of the PTS. This was before the "balance patch" was put on the PTS. They did not expect it to be perfect or even ok. They expected to have to do revisions and changes. Best case was Oct 6th. That is best case, not a set or likely time.



Nobody is denying that they removed weapon quirks. Now, how does that explain the random nonsense regarding movement buffs and nerfs, structural buffs and nerfs, etc?

As for constructive feedback, at this point, people are rightfully ticked with the whole process, and many of us no longer just believe whatever the official line is because we've been burned in the past doing that.

With regard to infotech, the community already floated about the only decent idea out there - slightly varying cones of fire - and that's about it. Anything else is either too powerful (invisibility mechs, etc.) or too weak (I can see you, but I can't kill you - yeah!)

Finally, there's the bigger frustration that nobody ever really asked for this. The game has basic issues that should be fixed (pinpoint damage, skill tree, modules are just free DPS, etc.), but nobody asked to suddenly have a pile of mechs turned into "scout mechs" or have another core game mechanic shoved in there between other ones that are still creaky. That's a big part of the frustration - many people would like to play a polished version of the current game, not a vastly different game.

#187 Noth

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Posted 16 September 2015 - 04:24 PM

View Postoldradagast, on 16 September 2015 - 02:51 PM, said:


Nobody is denying that they removed weapon quirks. Now, how does that explain the random nonsense regarding movement buffs and nerfs, structural buffs and nerfs, etc?

As for constructive feedback, at this point, people are rightfully ticked with the whole process, and many of us no longer just believe whatever the official line is because we've been burned in the past doing that.

With regard to infotech, the community already floated about the only decent idea out there - slightly varying cones of fire - and that's about it. Anything else is either too powerful (invisibility mechs, etc.) or too weak (I can see you, but I can't kill you - yeah!)

Finally, there's the bigger frustration that nobody ever really asked for this. The game has basic issues that should be fixed (pinpoint damage, skill tree, modules are just free DPS, etc.), but nobody asked to suddenly have a pile of mechs turned into "scout mechs" or have another core game mechanic shoved in there between other ones that are still creaky. That's a big part of the frustration - many people would like to play a polished version of the current game, not a vastly different game.


To balance the mechs themselves. That is why they have those quirks. Are they good? No, are they seemingly nonsensical? yes. That is why this went to PTS and not live. PGI is doing what the players have asked and putting a major change in the PTS instead of releasing straight to live like they have in the past.

If you are so ticked that you can only insult PGI, may I suggest stepping back and taking a break from the game because it is obviously too much for you if you get that upset at a test, something no even live. Players here feel burned when anything doesn't go the way they want. Saying you've been burned and using it as an excuse is not mature, constructive, useful or even healthy. I say that as someone who has been here since the beginning, felt burned, took breaks and came back multiple times. It is just useless to call foul and do nothing but complain that PGI isn't doing something that you want.

There's been more than one good ideas and they have been expanded on by the players and so forth. Just because they have already been stated doesn't mean you should suddenly seek out any chance you have to essentially slander PGI.

That bolded part I have to laugh at. Everywhere I've looked the balancing change was going to change the game drastically. Expecting it not to when it is meant to and complaining that it does what it was meant to (change the game) is the definition of ignorance.

The first PTS did not have the full effect that was ultimately desired and utterly failed in other aspects, but that is the point of them putting it in PTS.

#188 Mystere

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Posted 16 September 2015 - 04:41 PM

View PostNoth, on 16 September 2015 - 04:24 PM, said:

To balance the mechs themselves. That is why they have those quirks. Are they good? No, are they seemingly nonsensical? yes. That is why this went to PTS and not live. PGI is doing what the players have asked and putting a major change in the PTS instead of releasing straight to live like they have in the past.

If you are so ticked that you can only insult PGI, may I suggest stepping back and taking a break from the game because it is obviously too much for you if you get that upset at a test, something no even live. Players here feel burned when anything doesn't go the way they want. Saying you've been burned and using it as an excuse is not mature, constructive, useful or even healthy. I say that as someone who has been here since the beginning, felt burned, took breaks and came back multiple times. It is just useless to call foul and do nothing but complain that PGI isn't doing something that you want.

There's been more than one good ideas and they have been expanded on by the players and so forth. Just because they have already been stated doesn't mean you should suddenly seek out any chance you have to essentially slander PGI.

That bolded part I have to laugh at. Everywhere I've looked the balancing change was going to change the game drastically. Expecting it not to when it is meant to and complaining that it does what it was meant to (change the game) is the definition of ignorance.

The first PTS did not have the full effect that was ultimately desired and utterly failed in other aspects, but that is the point of them putting it in PTS.


This thread is moot and it's no use arguing with them. They've already made up their minds that it's all a cover up by PGI.

Edited by Mystere, 16 September 2015 - 04:42 PM.


#189 oldradagast

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Posted 16 September 2015 - 04:54 PM

View PostNoth, on 16 September 2015 - 04:24 PM, said:


The first PTS did not have the full effect that was ultimately desired and utterly failed in other aspects, but that is the point of them putting it in PTS.


No, the point of a public test server is to put your best foot forward and show something that makes sense, not slap-it-together garbage that is out of whack nobody can test it for anything.

As for the rest, if you really think "changing everything!" is good for the game, well... have fun with that.

#190 VorpalAnvil

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Posted 16 September 2015 - 05:20 PM

The following is an unloved post from Reddit. having discussed this article with a few friends who are more experienced with MMO's than I they and I think the author is onto something. PLease read at your own peril and terror:




My thoughts on the matter,
What we are seeing in PTS is not a rebalance. It is launch of Mechwarrior 2.0 and the reason is upcoming Steam release. Everything we know about mechs and how they play or any experience we gathered as players does not matter after this PTS stuff is pushed to live servers. The game has been fundamentally changed into a role based system, that no longer relies on the mech itself, rather what role is the variant of each mech slotted into.
They are generetic 5 to 8 basic mech classes within the game, depending on the way you want to count it up. These basic classes are such as:
brawler long range fire support medium range pushtype ecm support scout with "infotek" LRM support etc.
How they are achiving this is by taking a mech and its variant and slotting it to a role, lets use Thunderbolt as an example:
Thunderbolt TDR-5SS
https://dl.dropboxus...7115/tdr5ss.png
Tonnage 65 Max Engine 315
Quickdraw QKD-5K
https://dl.dropboxus...quickdraw5k.png
Tonnage 60 Max Engine 360
As you can see, these two variants are extremely similar. You can't realistically bolt 360 engine to the quickdraw, but you can bolt bigger than the normal STD300 ran by TDR-5SS, hence PGI equals out these engine differences on these two variants by boosting acceleration rates of the 5SS. Quickdraw gets addition structure points to make up the tonnage difference between these mechs in terms of pure HP survivability.
When you pilot either of these two mechs in Play Test Server (PTS) you can hardly feel any difference between the two mechs. They have been equalized to the point where they are the same in feel and performance while piloting. They have been slotted into a ROLE. Most likely, role of these two mechs is long to medium range firesupport platforms, as they get very little long range scan time penalty and have quit big target ACQ delay in seconds.
There is no longer Thunderbolt 5SS, its medium range fire support variant 5SS that plays the same as 4 other fire support variants in 4 different mechhulls and if we took the cockpit away, you would not know what mech you were piloting.
When you look at another thunderbolt variant, the 9SE, you notice that it has -15% turn rate and no mobility quirks, making it feel more like an assault than 5SS. It just looks like the same mech, but runs and acts like a completely different mech. 9SE has been quirked to be a sniper. It will feel like other heavy snipers.
You can find these combos all over the PTS hull quirks. Its is a massive equlization project where loser is the mechs and winner is the new steamy player, who ca now choose what mech pleases him asthetically the best, as it will have a variant that performs each of these pre-determinated gameplay roles in similar fashion.
This trend goes thru every mech and every variant of each mech. We are not being balanced by chassis, we are being balanced thru variants. You might be piloting a Quickdraw, Jeagar, Thunderbolt, or any other ~60 tonner and if that particular variant is long to medium range firesupport, it will survive, play, turn, shoot, feel and act almost EXACTLY the same.
When Russ Bullock claimed, that they have failed with rebalance if there is META after the rebalance, he really ment that. There will be no meta, there will be selection of variants from same tonnage (+10/-10 tons) that play in a role.
They want to get rid of distinct feeling of different mechs and replace that with roles and single role will include several different mechs with balanced out variants. This will level the playing field and make it easier for new player to come into the game, as there is no best mech or best build, there is just roles that mech can do. Its easier to grasp than current system, where normally a long range firesupport mech has a brawling variant that is not really any good at its brawling job.
For example, Stalkers. If we leave Misery out of the picture, Stalkers are hillbumping medium range support assaults. Their best role is shooting lasors peaking a hill, however only few variants do this well and rest of the variants are being played in sub optimal roles of LRM platforms or make-up brawlers outside Stalkers performance envelope. This is apparently seen as very confusing and makes some of the variants hard to play and hard to use.
Now, if they balance via mobility, survivability and firepower the brawler Stalker to act like Awesome AWS-8T that is 5 tonns lighter... like they have now done in PTS:
Stalker STK-3H
https://dl.dropboxus...5/stalker3h.png
Awesome AWS-8T
https://dl.dropboxus...5/Awesome8t.png
It is now the same mech, moves the same, has the same HP and acts exactly the same in the intended role, only model is completely different, but they do the same ROLE.
Want more mechs slotted into this role? Here you go BLR-1D:
Battlemaster BLR-1D
https://dl.dropboxus...lemaster-1D.png
As you can see, these 3 mechs and their variants are actually the same mech, with different profile. They will move, feel and act completely different than other variants in their family of mech, but feel same between different chassis.
This it not MWO the game we play now, This is MWO 2.0, the relaunch.
They are now attempting to go this route, instead of doing what alot of us wanted them to do:


  • Update balance and quirks often, even every two weeks with small balance fixed, iterating the process and listening to feedback.


  • Reduce the clan weapon systems, such as Clan Medium Laser a bit to bring clan and IS more together.


  • Do not for a second believe quirk system is "too hard" to balance, such systems have been used successfully in many modern games with vastly bigger playerbase and more complexity. We are only talking about ~200 mechs here.
Some of you claimed that weapon quirks "hurt" your ability to decide what to put on a mech and that weapon quirks gave too much soul to each mech.

I welcome you to your dream then, where it does not matter what mech you pilot, only thing that matters is what role it got quirked into. But hey, now you can slap what ever weapons on it and feel free like a bird..
I find this hugely distrubing. I liked my wolverines, the Dakka and Laser variant where good medium range platforms and it was always bit goofy to play the brawler wolverine with SRM's, because the platform was made to engange in medium range.
But I had no issues with this, mech can not be good outside its intended best envolope. For the community, this seemed to be too much, all variants had to be "good" and "atleast in top tier".
This is in the end result of you all not being able to accept the fact, that some variants and some playstyles just can not meet.
I personally like how MWO is right now alot. I have no desire to even see further what this equalized role warfare platforms bring. This is a bad idea. Its not Mechwarrior. No amount of power creep or PGIs choice of not doing constant incremental balance updates justifies this dumbing down of the game. They could control power creep with quirks&variants and leveling out the weapon differences between clan and IS. It just required more work and you can't put the game on autopilot like you can with this class system by applying minimum upkeep and manpower.
I'm pretty sure I'm not alone, when I say I did not want balance thru variants, and I did not want slotted role warfare where different mechs feel and do the same in similar fashion. Look at the quirks in PTS, connect the mechs in to their roles, try them out and notice how they run, turn and move the same when built up. It's very sad indeed.

The final GG takes place 10/6/15

Edited by VorpalAnvil, 16 September 2015 - 05:25 PM.


#191 Telmasa

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Posted 17 September 2015 - 09:04 PM

"control power creep with quirks and variants"

What is this nonsense?

Power Creep *exists in the form of* quirks and variants. Quirks & so on do not "control" anything, they make the situation far worse than it ought to be.

Balance in this game has gotten NOWHERE since the release of quirks, because the quirks quite directly obscure everything. Quirks have become all that matters to the majority of players, and that's obviously wrong - as PGI & Russ have themselves said in the townhall.

#192 Bloody

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Posted 18 September 2015 - 03:25 AM

if they do this Role warfare, i will try push for a refund on all my money i spent, as this is not the Battletech or mechwarrior i thought would be playing, this is COD but as a mech, you can rename all the mechs to assault, sniper , etc

#193 gloowa

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Posted 18 September 2015 - 04:28 AM

View PostBloody, on 18 September 2015 - 03:25 AM, said:

if they do this Role warfare, i will try push for a refund on all my money i spent, as this is not the Battletech or mechwarrior i thought would be playing, this is COD but as a mech, you can rename all the mechs to assault, sniper , etc

rofl.

#194 Bigbacon

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Posted 18 September 2015 - 06:40 AM

they need to figure out how to deal with the super high alpha laser vomit BS...That is the game killer right now...It is starting not to be a whole lot of fun if you don't use some meta laser vomit build because you have no chance really.

If they can get that balanced, that is where they should start and people have been saying for AGES to just start including heat scale issues to the mechs as their heat grows. People have been saying for AGES to make point of aim a variable thing.

I could see where they were trying to go with quirks and I do agree, it doesn't really work all the time but MAINLY because of the above although it did work in other areas where making a bad variant just a bit better and/or just more fun to play. Quirks shouldn't be dropped completely I think but just tone them down a bunch or really think about what you are doing with them

PGI really....this time take a step back and stop....think about it some more, don't put into play some other kind of balancing strategy without first trying to fix some of the big underlying issues that have been around forever.

Slow the game down if you need to, make us have a risk/reward for the build and have to mix/match weapons so we have to think about what we shoot, when we shoot, and how much heat we can deal with.

Now obviously all variants should be viable in some way but making them all the same based on a role is not the way to go. I like playing oddball builds, except they usually don't work well because of the current setup.

I will say this... I DO NOT WANT CoD DM with mechs but I don't want a full on simulator (although that would be awesome) there has to be balance to get more players and you can't fault PGI for wanting to find ways to get more people to enjoy it and stay when it launches on steam...but if the goal here is to dumb it down to the lowest common denominator of play style then...PGI you fail and just turned a good game that could be so much more into crap.

And here to hoping you NEVER re-implement R&R

nice video...but as always, never a bad thing to say by NGNG...ever.

Edited by Bigbacon, 18 September 2015 - 07:42 AM.


#195 Errinovar

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Posted 18 September 2015 - 07:55 AM

View PostTelmasa, on 17 September 2015 - 09:04 PM, said:

"control power creep with quirks and variants"

What is this nonsense?

Power Creep *exists in the form of* quirks and variants. Quirks & so on do not "control" anything, they make the situation far worse than it ought to be.

Balance in this game has gotten NOWHERE since the release of quirks, because the quirks quite directly obscure everything. Quirks have become all that matters to the majority of players, and that's obviously wrong - as PGI & Russ have themselves said in the townhall.


This is kind of odd.. it is almost like you are using what PGI and Russ said at the town hall to prove what PGI and Russ said at the town hall is true...

Honestly there was power creep before the clans and before quirks, power creep was a function of mech geometry, hard points and hard point location. Every time a new mech was released that had an advantage in any or all of these categories, that mech helped define the meta and pushed other mechs into obscurity. Mech scaling was constantly pointed out by the player base as a big issue to fix the geometry problems, but was ultimately ignored due to cost. Ghost heat and weapon balancing were attempts to neutralize the advantages a number of mechs had due to hard points and hard point locations leading to some absurd boating power. Clans made it worse because they added incredible durability and firepower to the mix. It took two series of quirks to bring the IS vs Clan into some semblance of competitiveness as well as bring a large number of those dust binned mechs back out into play, and has actually been successful in that.

Based on my experience, quirks did not cause the issues of power creep.. power creep has always been there. And maybe you should consider the fact that players care about the quirks because they realize through experience that a number of their favorite mechs will become garbage once again, and I'm not even looking at the top tiers (although the tops tiers are mostly dominated by clan mechs currently which are not being affected by the current changes in any meaningful way).

#196 Livewyr

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Posted 18 September 2015 - 12:48 PM

View PostBloody, on 18 September 2015 - 03:25 AM, said:

if they do this Role warfare, i will try push for a refund on all my money i spent, as this is not the Battletech or mechwarrior i thought would be playing, this is COD but as a mech, you can rename all the mechs to assault, sniper , etc


Aight, you got me.

BAHAHAHAAAA

Good one!

#197 Mogney

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Posted 18 September 2015 - 04:09 PM

Yeah refund wont happen, if they did that they would need to give everyone who ever quits playing and asks for it their money back.

#198 oldradagast

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Posted 18 September 2015 - 04:50 PM

View PostVorpalAnvil, on 16 September 2015 - 05:20 PM, said:


My thoughts on the matter,
What we are seeing in PTS is not a rebalance. It is launch of Mechwarrior 2.0 and the reason is upcoming Steam release. Everything we know about mechs and how they play or any experience we gathered as players does not matter after this PTS stuff is pushed to live servers. The game has been fundamentally changed into a role based system, that no longer relies on the mech itself, rather what role is the variant of each mech slotted into.
They are generetic 5 to 8 basic mech classes within the game, depending on the way you want to count it up. These basic classes are such as:



That is what it looked and felt like. And, if you only have a half-dozen actual different mechs in the game (in a way via roles), its a lot easier to "balance" it. Sure, the game becomes generic, stale, and pointless - and nothing like Battletech - but if some market researched showed them that the next target audience wants that vs. more historical mechs with character... well, it's all about the money. And besides - they probably figured out that they are running out of nostalgia mechs to sell anyway, so before they are releasing mech packs full of forgotten junk, they'll just move on to MWO 2.0, push it on Steam, and, hey, thanks for funding the new game, guys!

Alas, though - no, you cannot get your money back, as they reserve the right to change anything at any time. But one doesn't have to spend anymore money if this is what the game becomes.

#199 Bigbacon

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Posted 19 September 2015 - 09:53 AM

View PostNoth, on 16 September 2015 - 04:03 AM, said:


Right so instead of complaining that it doesn't matter or that PGI is stupid, offer feedback on how to make it better, how to make infotech relevant.


he is correct though, the game, as it is now and will continue to be, infotech just isn't relevant at all. DPM is and will continue to be what is important. You can kill and lay out damage without even needing to use infotech if you don't want to. If you know the mechs well enough you know where to shoot first and could care less about the targeting information.

this is the problem with it. It really doesn't have a place in the grand scheme of things unless PGI is going to do some major 180 on the way the game is fundamentally played, which I HIGHLY doubt is going to happen because then it isn't accessible to a lot of people, they'd be put off that they can't just run and pew pew.

Look at CW as another starting point of what the game will continue to be and where they lost a chance to make it something different. I mean in almost a year now CW has gone NO WHERE. It still isn't fun, it is still meaningless, it didn't change anything about the way the game is played. They mashed out CW before the holiday/end of year just to say they did it and now it looks like they will mash out another game defining change that will ultimately do nothing to help it.

In the end...they could care less who stays and who goes as long as lots of new steam people find it fun and spend some money. The long term players/backers are meaningless because they still want a game that will never be and aren't the ones they want money from although we've all spent quite a bit i assume.

Edited by Bigbacon, 19 September 2015 - 09:58 AM.


#200 gloowa

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Posted 19 September 2015 - 01:01 PM

View PostBigbacon, on 19 September 2015 - 09:53 AM, said:

Look at CW as another starting point of what the game will continue to be and where they lost a chance to make it something different. I mean in almost a year now CW has gone NO WHERE. It still isn't fun, (...)

I beg to differ. CW gameplay is vastly superior to regular drops, in my opinion.





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