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


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#101 Earthtalker

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Posted 21 October 2015 - 11:56 PM

When will you properly address the pinpoint alpha issue?

Right now, the first person reticle is pinpoint, like a laser. Where you mouse over is where the shot goes, regardles of wether you are standing still or moving at 150kph+. But in third person, it's the opposite. The reticle moves. It bounces, sways, and flows with the mechs movement, and it changes in severity depending on range. Why isn't it the other way around?

When you are in First Person, it's like you're buckled into your car. Sure, you move with the car, but you also move independantly of it as well. That same logic applies to your mech. The reticle should be moving in First Person, showing the pilot that the mech is trying to compensate for it's current position, orientation, and speed to give you the best firing solution it can.

When you are in Third Person, you now have a smaller, secondary targeting computer feeding your primary computer extra firing solution data, thereby reducing all the afromentioned variables to almost nil. This in turn gives you rock solid targeting, regardless of the mech's behavior.

This would partially solve the pinpoint problem, but not all of it as everyone would simply switch to Third Person to get their accuracy back. To stop that, while in Third Person, you cut weapons range by 20%, make the camera hip level, and increase deployment and recovery time.

EDIT
I just realized after posting this that I also just regulated Third Person to primarily scouting use as the afoormentioned drawbacks wouldn't really hurt most light mech builds, thereby promoting scouting. Yay.

Edited by Earthtalker, 25 October 2015 - 07:54 PM.


#102 Yellonet

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Posted 22 October 2015 - 12:31 AM

  • Are there any plans to release larger maps than we have now? Maybe about 4-8 times larger so that we get less arena shooter and more tactical gameplay where information warfare really matters.
  • Would you consider adding randomization (obviously with mechanics to make it fair) of spawn locations and cap points/bases on maps? This would make the matches different each time, now one can often predict how the match will turn out and where the fighting will be.


#103 Flitzomat

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Posted 22 October 2015 - 12:37 AM

Are you planing to indicate the spawn points of team lances on the minimap in the pre match screen?

#104 Dakkss

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Posted 22 October 2015 - 12:40 AM

View PostEarthtalker, on 21 October 2015 - 11:56 PM, said:

When you are in First Person, it's like you're buckled into your car. Sure, you move with the car, but you also move independantly of it as well. That same logic applies to your mech. The reticle should be moving in First Person, showing the pilot that the mech is trying to compensate for it's current position, orientation, and speed to give you the best firing solution it can.

When you are in Third Person, you now have a smaller, secondary targeting computer feeding your primary computer extra firing solution data, thereby reducing all the afromentioned variables to almost nil. This in turn gives you rock solid targeting, regardless of the mech's behavior.

This would partially solve the pinpoint problem, but not all of it as everyone would simply switch to Third Person to get their accuracy back. To stop that, while in Third Person, you cut weapons range by 20%, make the camera hip level, and increase deployment and recovery time.


Why not just skip the middle man and make both views the same (bouncing reticle) instead of having either one superior to the other?

#105 Greikhor

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Posted 22 October 2015 - 12:54 AM

At the end of your videos theres alwayse the logo of Cryengine 3. I want to know do you intend to implement it for use in the game in the future, because to me it looks likes this?

#106 Earthtalker

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Posted 22 October 2015 - 12:54 AM

View PostDak Darklighter, on 22 October 2015 - 12:40 AM, said:


Why not just skip the middle man and make both views the same (bouncing reticle) instead of having either one superior to the other?

.....
Why didn't I think of it that way?
Just scrap pinpoint holdover all together.
Let's go one step further and increase TTK even more.

Introduce a percentage based dispersion (NON RNG) mechanic that would make it so that when you would hit the mech, you wouldn't be gauranteed that exact spot you where aiming for unless you were standing still or moving very slowly. And even then, you might hit a little off of your aim point.

#107 TheCharlatan

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Posted 22 October 2015 - 01:00 AM

One simple question:

Is SRM hitreg being looked into?
Many people are noticing SRMs being very unreliable.

#108 Dakkss

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Posted 22 October 2015 - 01:04 AM

View PostEarthtalker, on 22 October 2015 - 12:54 AM, said:

.....
Why didn't I think of it that way?
Just scrap pinpoint holdover all together.
Let's go one step further and increase TTK even more.

Introduce a percentage based dispersion (NON RNG) mechanic that would make it so that when you would hit the mech, you wouldn't be gauranteed that exact spot you where aiming for unless you were standing still or moving very slowly. And even then, you might hit a little off of your aim point.


I and many others have also suggested large-caliber weapons to cause recoil to the torso of the mech to further hinder pinpoint. Also weapon impact, where getting hit with such weapons will jerk a mech's torso to a direction forcing the player to really put effort into targeting an enemy. It's how the older games were and it's how MWO should be. Lasers might need to generate more heat otherwise no-one would want to use recoilling weapons in this scenario.

In this scenario every weapon has it's own pro/con, alongside reticle bob.
Lasers: Unlimited ammo, but high heat
LRMS: Non-LOS fire, but needs locks
SRMS: High-damage, but high spread.
PPC/Gauss/AC10/20: High damage, but high recoil.

And weapons other than those are bad enough that they don't need a con.

Edited by Dak Darklighter, 22 October 2015 - 01:08 AM.


#109 BSK

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Posted 22 October 2015 - 01:10 AM

1. Since mounting air strike and artillery strike exclude each other, why cant I set the same ingame button for both?

2. Regular testservers or even professional testers?

3. Obviate ghost drops when cease fire started?

4. Deactivate hit animation beyond max range?

5. Pirate jump points for lone wolfs on factions without clan invasion border to enliven CW and ease entry?

6. As the leader of a unit that brings founders back into the game who took a long break, I have met many who knew inmatch chat but not ingame social tab. Can we get a one time message box with a little description?

#110 Earthtalker

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Posted 22 October 2015 - 01:11 AM

View PostDak Darklighter, on 22 October 2015 - 01:01 AM, said:


I and many others have also suggested large-caliber weapons to cause recoil to the torso of the mech to further hinder pinpoint. Also weapon impact, where getting hit with such weapons will jerk a mech's torso to a direction forcing the player to really put effort into targeting an enemy. It's how the older games were and it's how MWO should be.

I agree. Not having my mech twist with the recoil of incoming/outgoing weapons fire has been a bit of a downer. When I fire an AC/20, I want to feel my mech compensating for the shot, not just here a "BOOOOM" and that's it.

Another TTK increaser could be location assignment for LRM's. Since they come in multiples of 5, you could assign a missle to a section of the mech. LRM5=1 each to RL/LL/RA/LA/CT LRM10=2 each, LRM15=3 each, LRM20=4 each. I know it's not perfect, but it would allow the damage per missle to be increased to just under LRMPOCALYPSE levels.

#111 Snowseth

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Posted 22 October 2015 - 01:12 AM

I have way too much GXP sitting around and waiting ... So:

Is there still a planned update to the Skill Tree?
If so, is there an ETA or is it a "future project"?


Is there still a plan to release more Modules and/or release more Module Levels?
If so, is there an ETA or is it a "future project" as well?

#112 K19

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Posted 22 October 2015 - 01:14 AM

Fix game? :angry: Dont work. :( And stop using standard weapons in the mech gets ugly. When these numbers will come true simulator 60% 40% fun. It is possible to disclose the data on the money the PGI turnover with this game, and you hear downtown players to play because of your decisions. And we need the guys working on this game has more pride in what they are working. Because what is going on and just want money. Good luck and need ;)

#113 Warchild Corsair

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Posted 22 October 2015 - 01:14 AM

My question:

Have you thought of any idea (gamemode or sth) to give us players with 100+ Mechs reasons to keep and play them? Especially the so-called "non viable chassis"? Any reason besides PokeMech?

#114 Amerante

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Posted 22 October 2015 - 01:14 AM

I remember, Russ said that accuracy is important fot skill based game, and they want weapons to be accurate.
But:

Have you considered removing pinpoint accuracy, or tie it to information warfare?

Many of us would love to see that happen.
http://mwomercs.com/...le-its-amazing/

#115 Black Ivan

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Posted 22 October 2015 - 01:42 AM

What will happen to CW. Will it become more non group player friendly or will Solos or Pugs exluded from it.

What are the plans to make it more attractive to the greater public?

#116 padebra

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Posted 22 October 2015 - 01:46 AM

Hello

1) Do you plan to iterate again to improve game modes (Assault, Skirmish, Conquest) or are you happy with them right now?

2) Do you plan to add :
- feedbacks (ie: friends loadout or role indicator),
- incentives (ie: unknown enemy spawn position)
- facilitators (ie: No more than 200m between players at spawn)
to improve teamplay and role warfare in solo/small group drops ?

3) Are you thinking about ways to provide exciting and varied experiences for players at the lowest possible cost for you in the long-term ? (this exclude new mech, maps, camo, balance, featurettes)
(ie: Full or partial procedural map generation, CW maps and advanced rules customization for loby, Faction/Unit strong difference/appeal, Lore drama, CW with meaningfull battles and consequences)

4) With up coming Steam release, do you plan to work more on player acquisition or retention? (IMO good retention drives good, long-term, strong acquisition)

Thanks for your time

Edited by padebra, 22 October 2015 - 06:04 AM.


#117 Dakkss

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Posted 22 October 2015 - 01:50 AM

View PostAmerante, on 22 October 2015 - 01:14 AM, said:

I remember, Russ said that accuracy is important fot skill based game, and they want weapons to be accurate.
But:

Have you considered removing pinpoint accuracy, or tie it to information warfare?

Many of us would love to see that happen.
http://mwomercs.com/...le-its-amazing/


Oh man, that is a sexy idea in the link. I would love it with reticle bob as well but I'll be damned if that isn't amazing on it's own.

Edited by Dak Darklighter, 22 October 2015 - 01:53 AM.


#118 Sickening Spying Scheming Eunuch

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Posted 22 October 2015 - 01:57 AM

By the way, the longer targeting time means that the targeting mechanics aren't reliable anymore. You and your enemy won't stand still just looking at each other for 2 seconds doing nothing, it is going to make weapons which can avoid targeting phase present in meta, while everything else is going to be considered weaker (you get another factor which have to be fulfilled if you want to be effective, it's better to use something skipping that annoying phase).

Another thing to consider is the fact, that sooner or later the game is going to be released via Steam and we are going to have a zerg of newcomers here. Horrendous waiting time for your targeting systems isn't appealing for new players at all. They are just going to learn playing without using it, which means they will get a habit of ignoring information about enemy mech and always shoot at the certain part of it (in a best case scenario) or just shoot it in a random way, now knowing how to kill the enemy effectively. It's just like scrapping this part of game mechanics for everyone.

Also, the fact that information warfare is considered as an equal of for example firepower is disturbing. With that attitude information warfare is going to be a stat dump for mechs, pretending that crappy mechs are equal to their counterparts having 2 times more raw damage or slightly better placement of hardpoints. Even less mechs are going to have a niche.

Information mechanics idea is a fun one if you want to buff scout mechs, in reality its nerfing everything which was weak already.
  • What do you think about information warfare now, after all the feedback from players?


#119 Husker Adama

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Posted 22 October 2015 - 02:42 AM

View Postpadebra, on 22 October 2015 - 01:46 AM, said:

Hello

1) Do you plan to iterate again to improve game modes (Assault, Skirmish, Conquest) or are you happy with them right now?


2) Do you plan to add
- feedbacks (ie: friends loadout or role indicator),
- incentives (ie: unknown enemy spawn position)
- facilitators (ie: No more than 200m between players at spawn)
to improve teamplay and role warfare in solo/small group drops ?

Thanks for your time


Yes, it would be very interesting to re-think objectives of the different game modes.
But, don't you think about give at least the oportunity to manage lances before the drop and choose spawn point ?
It's a real problem now.

thx

#120 Sergei Pavlov

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Posted 22 October 2015 - 02:54 AM

Has PGI tried to implement Windforce's convergence at infinite idea to solve balance issues in the game?

If you are not familiar with the concept, it basically means all weapons converge at infinite unless a target is locked. This would drastically reduce PPFLD and increase TTK.

Many of us in the community feel this idea would dramatically improve MWO's gameplay and balance.





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