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


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#1 InnerSphereNews

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Posted 21 October 2015 - 02:50 PM




Watch the Town Hall archive on YouTube,



WHEN: Tuesday October 27th, 6 PM PDT / 9 PM EDT / 1 AM UTC

It's almost time for another Town Hall meeting with Russ Bullock, President of Piranha Games!

If you have questions, post them in this thread, and as always we'll get to as many as we can.
See you there!


#2 Big Jeka

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Posted 21 October 2015 - 02:55 PM

When we have new mechs without pack (like Quickdraw or Orion mechs release)?

What about this mechs:

Annihilator
Pillager
Devastator?

When turrets are return in Assault game mode?

#3 Foust

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Posted 21 October 2015 - 03:02 PM

Faction warfare:
  • What are your plans, if any, to integrate solo and group queues into faction warfare?
  • Would you consider removing the cease fire windows and moving to a ticketing system for planet capture?
  • Scout mode (4v4) in faction warfare?
  • Logistics in faction warfare?
  • When should we expect the next map reset?

Other:
  • Stock mech mode in private lobbies?
  • New game modes?
  • Overlord dropships?


#4 Sereglach

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Posted 21 October 2015 - 03:02 PM

Thank you, good sir, for answering my question last time about Flamers. Is there any chance their reengineering will be completed for the rebalancing? So far pretty much everything from the PTS has been phenomenal. Thank you and keep it up!

Since this Town Hall was supposed to be primarily CW Related: Is there any chance we will see any sort of "Gating" mechanism (IE: Complete X number of matches, Have X number of mastered mechs) before people can enter CW?

Also, although I'm sure they'll be covered early on: How is Phase 3 coming along? 4v4 mode status? Further details on Merc and Lone Wolf involvement/differentiation?

EDIT: Since hit registration fixes have done an amazing job at improving hit quality in the game, is it possible we'll see an engine size increase for the Locust, implementation of the Flea w/MASC (maybe old engine cap and MASC = new Locust cap?), and the Dasher/Fire Moth?

Edited by Sereglach, 21 October 2015 - 03:14 PM.


#5 Cranky Puppy

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Posted 21 October 2015 - 03:04 PM

Alright....
WE NEED A 16 WEAPON ATLAS...OR JUST ADD 8 MORE WEAPON SLOTS ON THE ATLASES. Bring back the "KING of the BATTLEFIELD" GLORY TO THE ATLAS. More guns is good for all mechs.

UNIT COFFERS...when will those be able to be put into game play.
Can we buy the Egg shaped OVERLORD DROPSHIP with them. Maybe a Mobile Field REPAIR BAY.

Can we have INFERNTO LRMS, maybe INFERNOR HEAVY ROCKETS, LONG TOMS WOULD BE AWESOME
Lets have the AXMAN Mech so I can use the AX to hack up other mechs with melee attack.

What about 3 Teams in a match...36 mechs on the battlefield would be awesome and an upset can occur.

Edited by Cranky Puppy, 21 October 2015 - 03:12 PM.


#6 Domenoth

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Posted 21 October 2015 - 03:04 PM

Origins IIC Pack: No custom geometry. Would you consider allowing all Mechs in the pack to use that awesome exclusive camo as a consolation? I'm operating under the assumption that this would be zero extra work because I've heard the custom geo is what causes patterns not to work across (I) variants.

Additional Monetization:

Would PGI be open to the idea of providing 2 types of Premium offerings the way League of Legends does? Right now we have Premium Time but League of Legends also offers Per-Win boosts. I believe this additional product would appeal to a different set of customers like me who don't know how much in a given month/week/day they will get to play. This would alleviate complaints that Premium Time is always ticking because the non-ticking product would be a separate purchasable item (purchase whichever you can make the most of).

Other suggestions people requested I bring up:

Weapons (branded by lore manufacturers) that provide CBill, Experience, and Loyalty Point bonuses (absolutely no improved combat stats) as well as custom colors, geo, sounds, and particle effects. The MC price would be dependent on how large the boost is. They would hopefully be available for all weapon types (Machine Guns to PPCs) and would stack with Premium Time, Heroes, and Champions.

Unique geometry. Have we shown enough interest yet? A Vlog mentioned the Atlas AS7-S head was a test and we failed to pick up on it.

EDIT:

And if you're ever feeling generous, some Mechs have a lot of variants now and starting a new <insert Mech here> all the way back at pre-Basic gets very tedious. Something I think that would help alleviate the grind would be activating* skill tiers if you have 3+ of that chassis already past that tier.

So Master 3+ of a given Mech, Basic and Elite tiers are activated* (but not unlocked therefore no Basic x2 <-- key point). If you Elite 3+ of a given chassis, just Basic tier is activated.

* By activated I mean you're Mech gets the performance boost in game whether the actual skill is unlocked or not. If you want double Basic multiplier, you would still need to gain the experience to unlock Elite but at least it's easier because your Mech performs better from the start. Also, since there is no tier above Master, there would be no way to activate Master tier. Completely leveling the Mech would still have value.

Edited by Domenoth, 22 October 2015 - 08:44 PM.


#7 ball0fire

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Posted 21 October 2015 - 03:09 PM

guys guys guys

you need to read the post a bit harder
it doesnt say post your questions in THIS this thread it says post your questions in the HIGHLIGHTED AND LINKABLE thread.

meaning NOT THIS THREAD ;)



edit: yes i did try to screw with ppls minds

Edited by ball0fire, 21 October 2015 - 03:10 PM.


#8 Y E O N N E

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Posted 21 October 2015 - 03:12 PM

1. When can we get the Raptor in-game? It's in time-line and I would buy it stand-alone for $40 if offered in a package like the Urban Mech. PGI, pls, take my monies!


2. Is there going to be a second IIC package and, if so, will it include the Locust IIC? Take my monies part 2, pls!


3. Are there plans for a more extensive weapon balance pass?

4. Would PGI consider changing some mechanics in ways other than the obvious (i.e. going from linear drop-off after optimal range to exponential or having a mechanic that reduces laser damage based on number of lasers fired together by a sliding percentage?)

5. Raptor, pls? This one is important!

Edited by Yeonne Greene, 21 October 2015 - 03:12 PM.


#9 FerretboysRevenge

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Posted 21 October 2015 - 03:13 PM

Will there be a Campaign Mode in the future, if not near future?

Will we see MFRBs?

Free for all Deathmatch?

#10 Levi Porphyrogenitus

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Posted 21 October 2015 - 03:25 PM

Is 4v4 a priority? If so, is there an ETA? Regardless, will it feature the first PvE elements in actual gameplay (fitting for either Recon or Raiding modes, really, and could be used in the event that no defenders show up in a timely fashion)?

Will the LB-AC line see a damage-per-pellet increase?

Will ammo be normalized for the LBX-AC (the standard AC10 has higher shots per ton now)?

Will SRM ammo be bumped up to 120/ton (it fits the missiles/ton to all three launcher sizes, and works just as well at the half-ton, while giving SRMs a small but needed boost)?

When can we expect to see the Javelin, Mongoose, Bushwacker, etc.?

When will ComGuard be a faction choice?

With the new, more aggressive PTS schedule, have you considered trying something like a fixed 40-heat cap with bumped up dissipation, say, SHS at -0.2 h/s and DHS at -0.3 h/s? If it proves untenable then it might shut a lot of people up, but if it proves to be helpful then maybe it could contribute to future balance passes.

I know in the past you have said that dynamic heat penalties don't work due to the server-authoritative nature of the game, but have you considered revisiting the concept to see if it could be made to work in a modified fashion? Many of the elements of such a system already exist in one form or another (shot deviation with JJs, speed reduction with legging [and the legacy system of extra reduced speed after taking damage while legged], fuzzy HUD/targeting data from ECM, etc.).

Have you considered fixing agility stats on a per-variant basis, divorcing them from engine rating?

Have you considered fixing armor range values based on variant stock levels, giving under-gunned variants and mechs that should be famous for their durability a reason to exist without resorting to hardpoint inflation and excessive quirks?

Edited by Levi Porphyrogenitus, 21 October 2015 - 03:38 PM.


#11 Night Thastus

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Posted 21 October 2015 - 03:31 PM

Thanks so much you guys for doing another town hall! ᴱᵛᵉᶰ ᶦᶠ ᶦᵗ ᶦˢ ᵗᵒ ᵃᶰᶰᵒᵘᶰᶜᵉ ᵃ ᶰᵉʷ 'ᴹᵉᶜʰ ᵖᵃᶜᵏ, ᴵ'ᵐ ˢᵘʳᵉ⋅

1: When will Jump-jets be re-balanced?

Right now Jump-jets generate about 1/5 of the total height they would in the lore, and are a poor tonnage investment on heavies and assaults. Have you considered re-balancing them to be significantly more powerful, but generate more heat so pop-tarting isn't a concern? Or have the reticule shake continue while falling?

(Stock Victor 9B should be able to jump 120m, can only jump 24m in MWO, this trend varies, but is true for all 'Mechs with JJ's)

2: When will we see more of the available weapon/electronics/equipment in-game?

(Laser AMS, Long-Tom Artillery Cannons, Arrow-IVs, Inferno Ammunition/Launchers, Thunder LRMs, Silver Bullet Gauss Rifle, Triple Strength Myomer, Coolant Pods, Hardened Armor, Listen-Kill Missiles, Sniper Artillery, Thumper, rocket launchers, etc)

Any of these technologies would greatly improve the variety in our 'Mechlab. I understand you're undergoing a re-balance and adding new toys isn't exactly a fun idea, but please, it would go a long way to making 'Mech builds more diverse.

Miscellaneous questions:

When are we getting the new assault game mode?

Can we get a stock-'Mech mode? In either private match or public match mode?

When is 4v4 scout mode for CW?

What are decals going to be like, and when? (User-made? Or you guys?)

ETA on the new skill tree? We've been waiting since closed beta for "pinpoint" to be replaced!

Buffs to under-performing weapons? (LB-X, Flamer, MG, AC/2)

When will SHS be different, but more effective? Perhaps much higher heat capacity, but keep the 1.0 dissipation? Doubles get much lower heat cap, but 2.0 dissipation all around?

When will we get support to easily change in-game name? This is pretty standard in online games nowadays.

When are we getting new trial 'Mechs?

Could we get the 'Mech in the home screen to have an option to auto-rotate? Bonus points if we can choose the speed.

Could we get MASC to be more effective on mediums? A 10% boost isn't enough on the Wolverine or Shadow Cat.

Will future PTSs have rewards? It seems everyone leaves since they get no c-bills or XP.

When will the "AUTODETECT:NO" screens finally be replaced?

ETA on the 'Mech rescaling?

Edited by Night Thastus, 27 October 2015 - 09:20 AM.


#12 Will9761

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Posted 21 October 2015 - 03:37 PM

Will CW Phase 3 have any RPG Elements or enticements to make this mode thrive again like?:
  • Faction Rival Rewards consisting of doubled C-bill bonuses and Loyalty Points (Davion vs Kurita for example)
  • Different Loyalist Faction Rewards like Faction camo and colors
  • Notable Battletech Personalities as NPCs for each faction (Natasha Kerensky, Hanse Davion, Ulric Kerensky)
  • Cutscenes for Community Warfare akin to the Mechwarrior Training Academy
  • Conventional Forces (infantry, tanks, aerospace fighters, etc)
  • Game Modes: Protect/Destroy a factory, Ambush/Escort a convoy.

Edited by Will9761, 25 October 2015 - 07:13 PM.


#13 Lorian Sunrider

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Posted 21 October 2015 - 03:41 PM

Russ and co.,

There have been a few discussions about SRM's of late. This includes hit registration issues and overall damage as well. As a light pilot SRM's are pretty vital unless you want to run pure lasers. Can you comment on any potential changes or updates to SRM's as well as the hitreg issues?

While I may not agree with every change you make, I'm glad you make them because it means you haven't given up on making this game the best it can possibly be. Keep it up :)

Edited by Lorian Sunrider, 21 October 2015 - 03:42 PM.


#14 BladeSplint

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Posted 21 October 2015 - 03:48 PM

Russ,

Its been a while since I spent money on a mech pack. I want the Marauder and Warhammer but I'm not a dirty freebirth. When will we see the IIC versions go on sale?

Also, what is the status of 4v4 CW matches? It has been a while since we heard about those and I'm very much looking forward to smaller team game modes.

#15 xX PUG Xx

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Posted 21 October 2015 - 03:53 PM

Do you have any information on the development of Community Warfare on any of the following?

1. What planned (realistic) features that you hope to include in either the next phase or a future phase?
2. An estimated release of the next phase.
3. Is there plans to expand on the LP awards system to include things such as Unit affiliation awards (camo patterns, colours, cockpit items) for Loyalists with longterm loyalty (ie. 6 months or more)?
4. Have you considered utilising repair and rearm in CW, coupled to an appropriately tweaked CBill boost and linked to Unit earnings/coffers? I can expand on this idea but it may turn into a TL:DR moment, however it may have the potential to differentiate between Loyalist and Merc Units.

Genreral question; where do you see MWO and PGI in a years time? Do you have longterm goals that you want to achieve by this time next year?

#16 Lucity

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Posted 21 October 2015 - 04:01 PM

Decals, when?

#17 Dracol

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Posted 21 October 2015 - 04:06 PM

Are you happy with the current pace of game development? If not, what steps are you taking to achieve a pace you find acceptable?

In regards to the recent, second play test, was the team happy with the number of participants? If not, have you considered a promotion for play testers to receive rewards for their accounts on the live servers?

Final question I was curious about. What influenced the design team to increase the health of components on the second play test?

Edited by Dracol, 21 October 2015 - 04:13 PM.


#18 Alistair Winter

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Posted 21 October 2015 - 04:06 PM

  • When are you going to change Streaks?

MWO isn't a rock, paper, scissors game. So why do we need a weapon that essentially wipes out any light mech in 15 seconds flat? It doesn't add fun to the game, it just drives players away from the light mech queue and back to the heavy mech queue, because light mechs can't compete with Streakcrows or StreakTimbers.
  • When can we expect the new skill trees?
  • When can we expect different career paths for Mercenaries, Lone Wolves and Loyalists?
  • When can we expect 4v4?

Edited by Alistair Winter, 21 October 2015 - 04:28 PM.


#19 White Bear 84

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Posted 21 October 2015 - 04:17 PM

What is PGI's strategy for managing numbers and factional balance in CW?

This includes dealing with issues such as PUG v 12 player groups, lack of substantial reward etc etc.

Can PGI provide an overall game plan for the next phase, that players can digest and provide feedback on?

#20 Sickening Spying Scheming Eunuch

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Posted 21 October 2015 - 04:20 PM

Community Warfare is a great game mode, however it is being killed by PUG drops. Those are really unorganized groups of people and lack of organization do not allow those people to witness the full potential of CW. This is a great problem, because people join the CW game and get easily discouraged.

I'm glad that the game have implemented the voice chat and possibility to take a role of the commander, showing people what to do by making markers on the battlefield, however in practice those options are not used to often. Regardless, those are not enough to solve the problem of cooperation.

I think the goal should be encouraging players to become a part of a group: their faction or their unit, so they could identify with the community and have a reason to care about loses and wins of their group, to feel connected with the side of conflict they are representing.

At the moment, it doesn't really matter if your faction lose a planet or two, because it have no impact on anything but the map visuals. It's not surprising that players are more interested in normal games than CW right now. Playing CW have no goal, so being a member of a faction or unit haven't got much sense either.

Here are my questions about this matter:
  • Can we expect some kind of faction goals, like faction initiatives but more regular, giving people reason to participate in Community Warfare?
  • The same question goes with Units, when can we expect weekly goals for Units, requiring their members to participate in events together?
  • Community warfare engine picking random planets to attack and defense do not allow members of factions to play in politics and to plan their moves on a greater strategic scale. Do you plan to give players or units vote pools so they can decide what is the next destination of the faction?
  • Factions could be more versatile by giving their members bonuses for playing battlemechs lorewise produced or used by a faction. Like giving for example House Liao additional loyality points for using Ravens, Vindicators or Cataphracts. What's your thoughts on that?

Edited by KruczekIIV, 22 October 2015 - 01:36 AM.






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