

Is Anyone Sincerely Happy With The State Of This Game?
#61
Posted 25 October 2015 - 09:57 AM
Up until recently have I seen improvements? Yes.
Hopefully the town hall restores some faith that CW will be something players will want to participate in. And hopefully PSR is in Beta, because it in no way promotes sales of mechs.
Deeply worried about future funding of this game if it doesn't figure out more revenue streams. When Steam arrives all the meta and cool mechs will already be out for c-bills so no revenue there. If they don't figure out skins not sure how this game will survive.
#62
Posted 25 October 2015 - 10:05 AM
Astrocanis, laser doing +/-50% dmg. You can notice it at first Accademy launch.
#63
Posted 25 October 2015 - 10:08 AM
Here are some excellent suggestions by Juodas in this thread:
http://mwomercs.com/...nas-brainfarts/
Also, here are a few suggestions I conjured up in this thread:
http://mwomercs.com/...rove-immersion/
#64
Posted 25 October 2015 - 10:14 AM
Astrocanis, on 25 October 2015 - 09:54 AM, said:
No. But given that hits are registered server side and my client should have position updated when we are both stationary, that would point to even worse problems with their network code and host state rewind. If my reticle shows damage and ANY damage is recorded in the area that I'm shooting, given that I am showing damage at the client, the server should (given half-assed HSR) be able to at least approximate the damage.
In any case, it's not just that: go to one of the practice areas, Caustic, for instance, and shoot at the atlas or the cataphract. Tell me that hitreg is fine. Make sure to try a variety of weapons - my favorite for hits that show a hit in the reticle but record almost no damage is the PPC, but yours may vary.
In the testing grounds? Isn't that all client side?
#65
Posted 25 October 2015 - 10:19 AM
#66
Posted 25 October 2015 - 10:28 AM
But I also realize that 3-4 years is exactly what it takes for good games to be developed. Anyone who expected PGI to pull off a complete game after 12 months was fooling themselves, no matter what PGI's own flawed expectations led them to believe.
#67
Posted 25 October 2015 - 10:37 AM
#68
Posted 25 October 2015 - 10:39 AM
Gas Guzzler, on 25 October 2015 - 10:14 AM, said:
In the testing grounds? Isn't that all client side?
I don't know, but it's pretty doubtful. Why? Because if I were in charge of this, I would not have a completely separate set of code to deal with the training grounds.
Honour Warrior, on 25 October 2015 - 10:37 AM, said:
[Redacted]
Edited by Odanan, 30 October 2015 - 04:59 PM.
name and shame? (at least unconstructive)
#69
Posted 25 October 2015 - 10:48 AM
#70
Posted 25 October 2015 - 11:02 AM
However, I don't agree with some of the decisions that PGI has taken over the years and honestly, it feels as if PGI just keeps digging themselves deeper as they try to find a workable balance for the game.
Clan vs. IS. Debacle. No balance whatsoever and never has been. PGI is at a loss on how to balance this while making clans distinct. In lore, the clan weapons and tech were always more powerful. They were never balanced 1:1 vs IS mechs of a similar tonnage. This was balanced in TT by using battle value and varying the team size. The basic design of MWO though requires clan and IS to be balanced 1:1. This means that they need to bite the bullet and nerf clan weapons so that they DO balance and risk losing some of the player base or keep the game with a completely distorted balance and risk attracting and retaining players in the future who expect a balanced game.
Many folks think it was better balanced a few years ago ... I suspect this is mainly because at the time there was only IS weaponry.
At this point, I really don't know what to suggest to PGI except please don't let Russ make any design decisions whatsoever. He may be good a leading a company but he is not good at game design from what I have seen. The entire group queue tonnage limit fiasco is a good example.
Finally, basic weapon balance is all in the weapons.xml file that describes the basic behaviour of each and every weapon. Making balance changes to weapons is TRIVIAL. I have no idea why they don't tweak this every single patch or run separate sessions on the test server with significantly changed values just to see what happens.
#71
Posted 25 October 2015 - 11:11 AM
I just love the pace, the gameplay and the looks.
There are problems with the game (mostly balance and variety), but I understand that PGI has not as many people as bigger devs, and because of that progress will be slow.
But i have patience, and core gameplay is so fun and unique that i really have no problem waiting.
#72
Posted 25 October 2015 - 11:11 AM
Astrocanis, on 25 October 2015 - 10:39 AM, said:
I don't know, but it's pretty doubtful. Why? Because if I were in charge of this, I would not have a completely separate set of code to deal with the training grounds.
There is. Its why when they did the preliminary ghost heat changes to the AC2 and large laser, they didn't show up on the testing grounds at first.
#73
Posted 25 October 2015 - 11:15 AM
#74
Posted 25 October 2015 - 11:21 AM
Honour Warrior, on 25 October 2015 - 10:48 AM, said:
[Redacted]
Gas Guzzler, on 25 October 2015 - 11:11 AM, said:
There is. Its why when they did the preliminary ghost heat changes to the AC2 and large laser, they didn't show up on the testing grounds at first.
Sigh. And sometimes I wonder why the game is in the state that it is.
Edited by Odanan, 30 October 2015 - 05:10 PM.
Name & Shame
#76
Posted 25 October 2015 - 11:26 AM
Honour Warrior, on 25 October 2015 - 10:48 AM, said:
Why the hell would you shut down and not do anything. When I was a new player I ran around in a Dragon-1N (before quirks) ramboing and getting wrecked, but I typically did something to the tune of 100 damage at least. New player doesn't give you the right to shut down and do zero damage and be the last alive.
#78
Posted 25 October 2015 - 01:27 PM
Khobai, on 25 October 2015 - 04:51 AM, said:
But it was MUCH more fun in beta when we had 8v8, knockdowns, and weapons with some semblance of balance.
The concept of them was fun, but the actual implementation was terrible. The warping especially. One thing I really miss about them is the pride one felt as a Light Pilot who could avoid being knocked down. Guess I just genuinely miss the skill it took to simply maneuver about compared to what we have now.
#79
Posted 25 October 2015 - 01:43 PM
Astrocanis, on 25 October 2015 - 08:17 AM, said:
So you blame the game instead of yourself for being head capped four times. Good for you.

#80
Posted 25 October 2015 - 03:36 PM
If the creators love their game maby it will one day be what we dreamed it could be.
until then theres plenty of other things to do

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