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Which One Thing Needs Fixing Before Steam Launch?


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#21 Cyborne Elemental

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Posted 20 November 2015 - 07:22 AM

Hitreg.

Because in a FPS twitch shooter, nothing else matters.

#22 Dino Might

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Posted 20 November 2015 - 07:25 AM

View Postzagibu, on 20 November 2015 - 03:36 AM, said:

Weapon ordering in mech hardpoints. It will confuse the hell out of new players.


I would pick this as one of the easy fixes.
The weapons list in the HUD should be grouped by weapons in each component.
They already do this with arm vs torso. Now do it further with left arm, left torso, ct, right torso, right arm, head.
Will need to compress size overall, but having to change weapon groups one weapon at a time and test just so I get all my left arm lasers together drives me nuts whenever I do a total rebuild.

#23 MadLibrarian

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Posted 20 November 2015 - 07:28 AM

The website needs some love. Also, I think integrating the gift store with MC would be a good idea.

#24 Malleus011

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Posted 20 November 2015 - 08:54 AM

From another thread a while back:
  • Community Warfare is in Beta Phase 2. Beta Phase 3 will not be released in time for release. CWB2 has not proved to be popular with the current player base. Do you feel that new players should be launching into CWB2 with drop decks of trial 'mechs?
  • Do you feel it acceptable to launch to Steam with Autodetect: No still displayed on all in-cockpit monitors?
  • A major rebalance pass is slated to be patched in on December 1st. As with any gameplay changes on this scope, successive waves of corrective patches and changes will need to be made. Do you feel it wise to launch to Steam in the middle of a major rebalance pass?
  • Are cards and achievements prepared and ready for Steam? Steam users will expect this.
  • Collisions and teleporting are still significant issues in the game. Will these be addressed before Steam launch?
  • Hit registration with certain weapons (PPCs, SRMs) still raises regular concern on the forums. Are any further hitreg improvements planned before Steam release?
  • Is the Tutorial/New Player Experience thought ready for the influx of new players, even though there are no descriptions or flavor text in-game for the 'mechs, no CW tutorial, no Mechlab tutorial, no coverage of Jump Jets, ECM, AMS, or MASC?
  • Will the grind be adjusted for Steam? Buying three top-level Clan 'mechs is extremely time-consuming with Premium Time.
  • Will the skill tree be revamped and corrected before Steam release?
  • Will MWO prices undergo any changes before Steam release (and subsequent markups)?
  • Will chronic Clan/IS balance issues be corrected before Steam release?
  • Will Inverse Kinematics be re-implemented before Steam release?
  • Will Ghost Heat be documented or replaced with a better solution before Steam release?
  • Will scaling passes and variable geometry on older 'mechs be complete before Steam release?
  • Will obsolete areas of the website be updated with current information before Steam release?
  • Will any guidance be given to new players in choosing their faction, other than clicking on a colored badge?
  • Will any additional new or revised maps be released before Steam launch? Will all the older, smaller V1 maps (without destructible terrain, etc) be out of rotation before Steam launch?
  • MWO has very poor documentation. Will complete documentation be available to new players by Steam Launch?
  • Will anything be done to include Battletech lore and inform new players as to *why* they are fighting? Why the Clans are invading? Why the IS are resisting them? Any storyline content at all?


#25 C E Dwyer

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Posted 20 November 2015 - 09:52 AM

Skill buckets still far to big, need more of them and smaller

#26 Mauricio Gomes

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Posted 20 November 2015 - 10:46 AM

I think it should NOT go to Steam as it is now.
  • performance is not that good, some similar games has better performance.
  • I see lots of hitbox bugs, I see lots of shots that should have hit missing, and shots that should miss hitting, I play mostly with SRMs and PPCs, those clearly miss a lot, when they shouldn't. Also maps are clearly problematic, on the forest map I hit "ghost" trees a lot near real trees, on maps with canyons when trying to "peek and snipe" I just end hitting invisible corners, it is obvious why "jump sniping" is superior, by "jump sniping" you are guaranteed to hit, and hard to get hit, while "peek sniping" you might hit a invisible wall, while the enemy can still hit you if you have big hitboxes (like the catapult has... the catapult hits lots of invisible walls, while the enemy can still shoot its arms), or maps with decorations that incentive sniping but don't work (Example: metallic structures that you can see through, but can't even shoot a laser through it, or a building with a hole that you can see through, but can't shoot through it either)
  • The game has no server for some entire continents (no south america server, no africa server, no asian server), this compounds the hitbox bugs for players from those places (I am from Brazil, SRMs and PPCs work much better on testing grounds and academy than they work on actual matches, even when shooting AFK people that are stopped completely)
  • Lots of rubberbanding, teleporting and whatnot, even to people that live near the servers, this is problematic in community warfare (example: had a push fail because suddenly our slowest mech, that was in the front, rubberbanded from nowhere, and appeared in the middle of our team that was on a canyon, and suddenly everyone was stuck in place and could not move).
  • No text? Seriously? It is a game made by the people that made great lore, books and RPG, and has no ******* text, all planets (even Terra) have no description on CW, equipment description ins't good, sometimes it is outright wrong, mech chassis have no description either... although I played almost all mechwarrior games (even the SNES ones), I was a still a child that didn't knew english, thus I never "got" what some mechs do, I hoped this would change on MWO, but I have to keep asking other people, for example I had a match on CW where the commander requested everyone to use "Stalker" mechs, I have no idea why, the chassis has no description of its particulars, why it was interesting.
  • Skill system is excessively grindy, general XP takes forever to build, and "elite" skills are very expensive to unlock (either in time, by buying all the variants and levelling them all up, or in money, by using money to buy all the variants, for a price that is the price of a full high quality indie game).
  • No customization for poor people, people that can't pay stuff with real money must have bare cockpits and green mechs, not even some faction stuff is available to make easier to avoid team kills for newbies (ie: everyone has mechs of the same colour, when your interface misbehave, your allies and enemies look like each other)
  • Too few maps, to the point of CW being broken (in a snow planet you must still fight in hot maps, and in a volcano planet you still fight in the snow maps... to not say of forest map in desert planet)
  • Too grindy to get your first mech and toy around on the mechlab, with the 25 newbie bonus C-bills you can buy a cheap mech, and that is it... It takes a long time playing with a ****** mech before you can start changing weapons, putting artemis, or whatever... in my case my first mech was a Catapult-C1 with LRMs... I spent the price of a whole another catapult chassis to make it in a SRM mech...
  • No decent single-player or coop... this is a necessity for you to get used to your mech, the "testing grounds" is not a proper replacement, you walk around a lot before finding some enemy mechs, and they aren't moving at all, neither shooting back, so you can't train basic skills or test if your new mech actually work as intended.
  • No obvious way to test your weapons... I found that you can shoot some turrets in the tutorial and the game will report the damage done to them, I found this completely by accident, there should be a obvious weapons range, with a great variety of distances availble, so you can see how much damage your weapons do at each distance (even pro-players would like this, since I see even them speculating on the forums about if SRMs work or not at x ot y range, or what damage a PPC vs PPC-ER do at 800 range...)
  • Consumables are too risky, you can buy a UAV for 40k cbills, only to your team screwup and you don't get that money back when the match ends.
  • Real money stuff is too expensive, the few players that Is aw that spent real money, spent a LOT of money (example: people on a CW teamspeak channel were chatting, and discussing about their 100 mech chassis... while I have 2 that "took forever" to get), while everyone else don't spend anything, because even painting your mech costs the same amount of money that a brazillian spend to eat for two weeks.
  • I've read that some ELITE skill is broken... is that true? If it is I will be very pissed off, since the game start I am trying to get ELITE skills, thus buying only catapults, and trying to level them all up, it has been a lot of grind, and is frankly quite annoying, since catapults now are not that good mechs (they are very easy to kill, and slow... it has the speed of a assault mech, weapons of a medium mech, and armour of a light mech it seems...)
  • Community warfare is the centerpiece of the game, it is honestly much more interesting and fun than the pub matches, but it is horribly not done, not only the stuff I already mentioned (teleporting problems, missing text, whatnot), but has interface issues (why I Can't see the map while I wait for a match? I want to discuss the overall strategy with my faction! Also, if I click on a planet on the list, why when I close the match screen that is covering the map, the game immediately undoes the zoom, so I can't find where the godamn planet is? Frequently I have to manually zoom in and look planet by planet to see where the hell a planet on the battle list is...), lack of map issues, lore issues (what the **** is going on?), newbie issues (what are the rules? what are those red and blue squares aroudn a planet? what are the white squares over the blue and red squares? when a planet change hands exactly? where I shoot to open a door? I still don't found out the door one... How I kill a generator? How I kill the orbital gun? Last times I tried to kill orbital guns I just shot it a lot, and nothing happened...)
  • Physics is a bit wonky, hills are unclear when you can, or can't climb, or why, also some mechs get easily "glued" to the hill "edges" (ie: when going from a vertical to horizontal surface), and it is VERY easy to get stuck in that bog map, other players in the in-game chat called it the "velcro" map, I hate that map, when I play on it I don't hit anything (lots of ghosts hitboxes) and more than once I got stuck somewhere, and other players just ignored me, and left me the whole match there without having anything to do except desperately try to get unstuck... since not even the eject button is available I am obliged to stay there, and can't even spectate the rest of the match.


#27 CDLord HHGD

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Posted 20 November 2015 - 10:51 AM

Skill trees for both the pilot and the mechs... Would like more options/pathing (three skill paths but can only choose one or two).... That sort of thing.

#28 Johnny Z

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Posted 20 November 2015 - 11:54 AM

The hideous, obscene, offensive giant green "PLAY NOW" button.

#29 Lugh

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Posted 20 November 2015 - 11:58 AM

Remove Ghost heat crutch mechanic.

#30 zagibu

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Posted 20 November 2015 - 12:04 PM

View PostDino Might, on 20 November 2015 - 07:25 AM, said:


I would pick this as one of the easy fixes.
The weapons list in the HUD should be grouped by weapons in each component.
They already do this with arm vs torso. Now do it further with left arm, left torso, ct, right torso, right arm, head.
Will need to compress size overall, but having to change weapon groups one weapon at a time and test just so I get all my left arm lasers together drives me nuts whenever I do a total rebuild.

I am talking about something completely different. When you put a small laser, a large laser, and a PPC into a torso with three E hardpoints, the actual hardpoint the weapons will occupy is not evident. You also can't reorder them on some mechs.

#31 cSand

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Posted 20 November 2015 - 12:06 PM

CHOOSING WHICH HARDPOINT YOUR F****ING WEAPON GOES ON

#32 Tuis Ryche

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Posted 20 November 2015 - 03:46 PM

The ******* vote system.

#33 Davegt27

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Posted 20 November 2015 - 05:06 PM

Steam does not seem that big of a deal to me

But if asked I would say CW needs work/help
Can't say what should be done just that the more fun people have the more they will tolerate any deficiencies



#34 adamts01

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Posted 21 November 2015 - 12:31 AM

Quick and Easy Fix: Stop mixing tiers in matches so badly. I feel bad for half the people I get dropped against.

Probably Easy Fix: Get that ECM nerf out there. That will singlehandedly give missiles a competitive role and give people a reason to run something besides lasers.

Seriously Easy Fix: Lower the real money cost of stuff. I buy a few packages here and there, some MC when it goes on sale, maybe $100/year total. If camo and paint were 1/3 the cost, every single mech if mine would be tricked out instead if maybe 4 chassis out if 30 or so. And if individual mechs were $2-$4 I'd probably have every chassis by now. I don't mind logging on and dropping $3 on a chassis I want to try, that's less than a beer if I go out, I'd spend that a few times a week probably.

#35 Deathlike

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Posted 21 November 2015 - 07:55 AM

Here's two things that need fixing (all contained in the same section no less):

1) Displaying and Configuring Chain Fire in Weapon Groups - yes, it's Lostech

2) Showing what sections the weapons are firing from (weapon-position listing and its visual position of the weapon on your mech) in Weapon Groups - another Lostech component

Edited by Deathlike, 21 November 2015 - 07:56 AM.


#36 TLBFestus

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Posted 21 November 2015 - 08:11 AM

This one is easy.


Management

#37 Makenzie71

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Posted 21 November 2015 - 08:26 AM

If we could fix the thing where all the players ***** about balance that would make the game and community about 3x better.

#38 Malcolm Vordermark

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Posted 21 November 2015 - 08:42 AM

If one thing could be fixed before steam, CW would be it. Their ideas of scouting, voting on attack lanes, and fewer attackable planets would go a long way. Probably need to throw in a map reset, too.

#39 DjPush

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Posted 21 November 2015 - 08:43 AM

Collisions

#40 Sarlic

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Posted 21 November 2015 - 08:55 AM

Do you know what makes me tiredsome to see?

Player launched solo que
- 3 minutes expires -
Player get killed
Player disconnected.

>> Player disconnected << is the problem.

He does not stay, he does not watch he does nothing. Just select a other mech and launch another boring same match.

It makes me sad to see that i am feeling one of the few who stays to watch the game end. I mostly stay to view other actions and perhaps help if needed.

I think we need to have more tools as well to improve teamplay. Or gamemodes to let people work more together.

For example: Escort the VIP, Capture the Flag and real mech waves (like zombie modes as we call it) bases to defend and setup tactics.

Something to improve the quality of playing together instead of pulling the plug after you die. Just anything to make it more worthwhile to stay.

Edited by Sarlic, 21 November 2015 - 08:58 AM.






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