adamts01, on 17 December 2015 - 11:31 PM, said:
Well, mechanics have gotten polished, but I'd say the game is hurting. Having to result to dropping game mode choice to get enough players for matchmaker to work is proof enough of that. The problem I have is the lack of any game changing differences in 2 years. We've been waiting for something more, and absolutely nothing has been delivered. the long awaited CW was a complete flop, and left unfixed. Things like the universally hated clutter in the Bog haven't even been addressed in years. It's clear they care about mech sales, and not fixing things.
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I'm giving Eve a real shot. I don't really like it so far but I'm only 1 month in. I love the depth of it though. If only MWO could implement 1/10 of Eve's economy. Could you imagine rushing your lance of lights in o ambush a bunch of mining mechs, only to find out they had a Streak Crow and Cheetah nearby on patrol? Both sides call reinforcements and you try to get the salvage and minerals out before their hammer gets there? That would be too good.
Hi, just a couple of comments.
1) As far as I know the game mode choice was removed so that PGI could put in any additional game modes they want without hamstringing the matchmaker. Having three game modes with 7 possible combinations to select may be challenging for the match maker but if you add another game mode (which I believe they are planning) it gets unworkable. Future development options required removal of game mode choice especially since they had added the regional server option as well. In addition, the best time to make this change was before an influx of new players due to steam release. If new players never have a game mode choice then they won't know it was ever an option so it won't become a PR issue. A side effect or removing game mode choice is better match making on the low population servers. I never noticed any difference in match quality on North American or European servers as a result of the removal of the game mode hard select option.
2) I don't expect the basic game play of MWO to ever change. The reason it is "popular" with its fan base is because it is a MechWarrior mostly first person shooter. Mechs are heavy and slower, they have significant firepower and ablative armor on specific sections of the mech. Much of the game derives from Battletech (as did the previous MechWarrior titles) with suitable adaptations for a real time video game and a multiplayer online game.
However, the game does require additional game modes to provide interest and variety. In addition, and this comment has been made since closed beta, it requires additional "metagame" elements outside of each individual match that will get players to come back to the next match.
- CW is one example of persistent game play but it isn't perfect for the entire player base .. not everyone can afford longer matches, their are insufficient faction and overall rewards to make it feel like you are accomplishing something, they need to address on-going accomplishments across global map resets. It can be discouraging to work for your faction through a map cycle only to see the whole map reset. Factions need to be able to earn persistent rewards like owned planets or some other game element that persists between map resets so that there is more than "we won Tukkayid 37" as their claim to fame.
- they need ongoing leaderboards and tournaments ... features aimed at getting competitive folks to play the next match
- they need a meaningful and mech variant customized XP system so that the skill unlocked quirks can support role warfare and can differ from mech to mech. This will help with IS but particularly with clans where you can build pretty much the same mech around any center torso by swapping omni-pods ... the slight bonus XP rewarded for using all the omnipods of a variant gives insufficient reason to not min/max loadouts. On the other hand, if there were real skill trees that forced players to choose between options (as happens in most MMOs) then there might be significantly more interest in dropping in another match in order to optimize the skills for each variant. This also gives far more motivation for the requirement to have three chassis at the basic XP level in order to unlock elite.
- they could use PVE ... both solo and cooperative groups.The tutorial is moving in this direction.
- they could use a Solaris game mode allowing for individual and multiple group simultaneous fights. Anywhere up to 24 individual pilots ... though I think that might get very chaotic and might only appeal to a limited subset of the player base.
3) EVE is a great game but it is totally and completely different from MWO. MWO will never have the depth, breadth or economy of EVE. MWO is designed around small unit mech combat while EVE was designed as a sandbox space game. EVE has also had 12 years or more development, balancing and updating. EVE has also gone through its fair share of community issues and complaints about corporate direction.
However, I think you are correct about one thing there, MWO needs additional game structure outside of each match in order to retain players and get them coming back for the next match. Over the long haul, MWO gets very repetitive ... which is probably its greatest weakness.
As for EVE, it can be played as almost a solo PVE experience in hisec with ratting and mining (watch out for suicide attackers) to a massive group game or smaller roaming gangs in nullsec. Nullsec and wormholes are generally more fun in the long run depending on what you want do and whether you are concerned about losing stuff
... if you want to see all that EVE can be then I would recommend finding a newbie friendly corporation or alliance and explore some of the wide variety of things you can do in EVE. The PVP aspects are probably the most exciting in the long run but also the most intimidating since outside of high sec anyone can attack you. If you want to see the world of EVE though I would recommend training up interceptors since it will let you travel quickly, escape most gate camps, and is welcome in most fleets since tackle is always required to pin down opposing targets
Edited by Mawai, 18 December 2015 - 06:30 AM.