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I Like The Mechlab, But Lack Of A "save Loadout" Feature Has Made Me Finally Snap


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#1 Felicitatem Parco

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Posted 06 November 2015 - 03:13 PM

Yeah, I like the mechlab. It's fun to tinker, it's fun to build. It's fun to optimize, etc. Fun.

Do you know what's not fun? Having to replicate the same ******* builds over and over again whenever I want to drop in a different loadout. Does PGI honestly expect me to buy duplicates and triplicates of my variants just so I can have different loadouts ready to go? That IS NOT going to happen.

I have been waiting several years for a "Save Loadout" button, and this needs to be in before Steam. It also has to be in before I buy anything else. Sure, tell me to take my money elsewhere of ask if you can have my stuff. I am just sick and tired of wasting so much time in the mechlab.

Free to play games stay alive because free players populate the servers and let paying players fight against someone. I am a paying player, for God's sake, and I am being kept out of the servers because of this wasted time spent replicating my builds.

TL;DR: PGI, please let me spend more time in matches. Let me save my loadouts.

Edited by Prosperity Park, 06 November 2015 - 03:15 PM.


#2 Tyler Valentine

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Posted 06 November 2015 - 03:19 PM

This is on the list of things that PGI could fix in, like, 15 minutes, if they cared about the customer at all (right up there with being able to save multiple CW drop decks). No graphics needed, no text needed, just the ability to save a loadout. Jesus PGI... take one day off from your next cash grab and program some basic functionality.

#3 Impyrium

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Posted 06 November 2015 - 03:29 PM

Definitely something PGI should look into since it's a convenience feature that would save a lot of hassle.

View PostTyler Valentine, on 06 November 2015 - 03:19 PM, said:

This is on the list of things that PGI could fix in, like, 15 minutes


Ah, yeah, no. Saving would probably require a decent amount of work in order to store the data of multiple loadouts. Never assume that just because it's a simple button press on the front end, it's going to be easy to develop.

#4 CDLord HHGD

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Posted 06 November 2015 - 03:33 PM

Of all the things, THIS is what made you snap? :D

#5 Bishop Steiner

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Posted 06 November 2015 - 03:35 PM

View PostDingo Red, on 06 November 2015 - 03:29 PM, said:

Definitely something PGI should look into since it's a convenience feature that would save a lot of hassle.



Ah, yeah, no. Saving would probably require a decent amount of work in order to store the data of multiple loadouts. Never assume that just because it's a simple button press on the front end, it's going to be easy to develop.

especially when it has to ascertain your inventory, and if you don't have something (or are swapping Enod/Ferro/DHS/Artemis) it has to assess the cost...and be able to warn you when you don't have enough.

The base architecture for all that is there, but it' snot a 15 minute job.

#6 Zordicron

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Posted 06 November 2015 - 03:56 PM

before they can add a feature like this-

First, they have to optimize the way the game deals with how it "loads" your inventory. I have lots of mechs. When I log in for a play session and it gets to the "connecting" screen, I get up, go upstairs and make a sammich, grab an RC Cola, and then come back. Sometimes it is even done connecting and I can continue play!

Saving mech loadout.........................................................................................................................................................................................................................................................

Yeah so that does the same thing.

basically, so far as I can tell, any time you modify your "inventory" be it a mech loadout or selling whatever, the game takes your entire inventory of stuff and loadouts and sends it as one giant file.


If you want to ever see a "active" vs "storage" or "armory"(mothball) sorting for your crap/mechs, or a loadout save feature, then first PGI is going to have to set the code up different so it isn;t sending MEGAPACKET every time you hit save anything. They should do it regardless of any new feature IMO, itmight not seem an issue if you have a 60mbps cable line and 20 ping, but in Frontiernet where I am with 1997 era DSL and 300 ping, saving a mech loadout.... dear lord.

So, good thought OP! But we need some more basic groundwork first.

#7 Monkey Lover

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Posted 06 November 2015 - 04:03 PM

I just buy a few of the same mechs. I have 3, 5ss mechs with short range , long range and mix. I can go to any of them as we need it during drops.

#8 KahnWongFuChung

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Posted 06 November 2015 - 04:04 PM

before they can add a feature like this-
------------------------------------------------------------------------------------------------------------------------------------------------------
Prosperity is right many players and units have asked for this feature since day 1 of MWO there must be 1000 threads of this topic alone in K-town. So good luck bro when we played Mecharrior4 we had everything every option MWO is just a hollow shell still after 3 years and man let me tell you if 1990 coders can do it in MechWarrio4 MWO coders must be very lame not to be able to add this one little feature.

If you don't believe me go download a copy of MechWarrior4 Mercenaries Demo for free on the net and play it its totally awesome except for graphics and net code even still today.

Edited by KahnWongFuChung, 06 November 2015 - 04:05 PM.


#9 Troutmonkey

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Posted 06 November 2015 - 05:26 PM

View PostTyler Valentine, on 06 November 2015 - 03:19 PM, said:

This is on the list of things that PGI could fix in, like, 15 minutes, if they cared about the customer at all (right up there with being able to save multiple CW drop decks). No graphics needed, no text needed, just the ability to save a loadout. Jesus PGI... take one day off from your next cash grab and program some basic functionality.

While there are quite a lot of things PGI could fix in 15 minutes, this isn't one of them. As a developer I would quote about 3-5 days for design, implementation and testing. It would require the work of at least one UI artist as well.

Edited by Troutmonkey, 06 November 2015 - 05:27 PM.


#10 Impyrium

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Posted 06 November 2015 - 05:43 PM

View PostBishop Steiner, on 06 November 2015 - 03:35 PM, said:

especially when it has to ascertain your inventory, and if you don't have something (or are swapping Enod/Ferro/DHS/Artemis) it has to assess the cost...and be able to warn you when you don't have enough.

The base architecture for all that is there, but it' snot a 15 minute job.


Heh... as a relative youngster who is currently starting to study databases, servers and all the fun stuff that entails, I'm starting to appreciate the work that has to go into storing all the little bits and pieces of data a game like MWO uses. :P

#11 Sable

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Posted 06 November 2015 - 10:16 PM

well i don't think they expect you to buy multiple mechs to have different loadouts.... but then again how hard is that really? I have 97 mechs, most of them with full modules and several duplicate variants specifically for different loadouts. It just takes time but it's really not that hard.

#12 sycocys

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Posted 06 November 2015 - 10:24 PM

Ask yourself if you would spend 300 MC per additional loadout?

If the answer is no, then it doesn't make financial sense for them to spend the money on it.

If yes, then they will probably consider the option.

#13 Triordinant

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Posted 06 November 2015 - 11:19 PM

'Tis a consummation devoutly to be wished...

#14 Equalizer

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Posted 07 November 2015 - 04:23 AM

I think the smartest way to do that that would require the least effort is to store mech loadouts locally in a simple XML file, so you could switch and review them in-game quickly. When you find the loadout you want, then just hit the Save button, which would virtually work the same as it does now - displaying the additional costs confirmation box and so on. That's basically what we do tinkering in the mechlab, only it wouldn't require dozens of clicks, but a single one.

And yes, as mentioned above - they should really think of a way to optimize loading inventory and saving loadouts - I've had up to 40-ish sec save times with 160+ mechs, which is very annoying when you need to re-design several of them at a time.

#15 Sabazial

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Posted 07 November 2015 - 07:01 AM

Yeah we've been asking for the ability to do this since like.. closed beta? It doesn't seem to be on their list of priorities.

#16 Seal Farmer

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Posted 07 November 2015 - 07:04 AM

View PostTyler Valentine, on 06 November 2015 - 03:19 PM, said:

This is on the list of things that PGI could fix in, like, 15 minutes, if they cared about the customer at all (right up there with being able to save multiple CW drop decks). No graphics needed, no text needed, just the ability to save a loadout. Jesus PGI... take one day off from your next cash grab and program some basic functionality.
I suspect they don't want to fix it. if they did then you wouldn't need to buy multiples of one mech to host those varied load outs. As it is people buy multiples of the same mech to carry varied load outs, which is a cbill/MC sink for them.

Edited by Seal Farmer, 07 November 2015 - 07:04 AM.


#17 MechWarrior3671771

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Posted 07 November 2015 - 07:08 AM

Its my fault. They were thinking of adding the feature, then they learned that idiot Fen guy had bought 10 Raven 3Ls so he wouldn't have to strip and rebuild for each preferred loadout.

Yah. I'm up to 10. I need to get help. Someone stop me before I have a dozen...

#18 Makenzie71

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Posted 07 November 2015 - 07:09 AM

I like, and want, the ability to save loadouts...but you have to accept that it's much more involved than people tend to want to believe. Saving a loadout is subject to so many variables. It's not just a rearrangement of weapons. What happens if loadout B requires a gun you currently have mounted on another mech? What happens if Loadout A requires a swtich from a standard structure to an endo structure, which would require a monetary exchange and confirmation? The most immediate solution is not allow upgrades and modules to change and only alter physical loadout, but even then to prevent petty conflicts you have to have the entire loadout saved and not accessible for other mechs...and, at that point, instead of having 10,000,000 bucks locked down you may as well just have a second mech with your preferred loadout (why I have tbr prime, C, and C(C) in my case).

You can thank the fact that our mechs are so customizable for the lack of this feature...it's too dynamic and you're talking about total halt in other development just to try and address it. I'd rather have my marauder.

#19 TexAce

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Posted 07 November 2015 - 07:11 AM

View PostTyler Valentine, on 06 November 2015 - 03:19 PM, said:

This is on the list of things that PGI could fix in, like, 15 minutes, if they cared about the customer at all (right up there with being able to save multiple CW drop decks). No graphics needed, no text needed, just the ability to save a loadout. Jesus PGI... take one day off from your next cash grab and program some basic functionality.


First someone has to plan it, then someone has to code it, then someone has to make the UI for it and then someone has to QA it. And then they have to hotfix it and change it because all the whiners QQ because reasons.

This is not a 15 minutes thing. Its a at least 5 man-days work thing. If you calculate one manday with 500-750$ you get to roughly 2500$-3800$ for it, but with all the whiners that could already triple.

And now you want the same for CW drop decks, so multiple it by 6.

At the end we speak of an 5-10k$ invest by PGI for this feature. Go figure what else they could do with it.

View PostFenrisulvyn, on 07 November 2015 - 07:08 AM, said:

Its my fault. They were thinking of adding the feature, then they learned that idiot Fen guy had bought 10 Raven 3Ls so he wouldn't have to strip and rebuild for each preferred loadout.

Yah. I'm up to 10. I need to get help. Someone stop me before I have a dozen...


And then you have guys like him showing them they dont need to invest 5-10k they can even EARN money with not doing it ;)

#20 Xoco

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Posted 07 November 2015 - 07:15 AM

Wow..I'm glad I only have 8 or 9 mechs. Didn't realize how the game handle the inventory. It would be hell to have lots of mechs then, strangely enough.





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