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New Year, Same Old Low Hanging Fruit Suggestions For Pgi


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#21 Bishop Steiner

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Posted 12 January 2016 - 10:44 AM

View PostStaggerCheck, on 12 January 2016 - 10:11 AM, said:

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#22 Mechwarrior1441491

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Posted 12 January 2016 - 11:20 AM

People spending MC on faction camo they already own for those mechs is working as intended. I couldn't conceive it being anything but.

#23 Felbombling

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Posted 12 January 2016 - 11:46 AM

You're a good egg, Steiner. o7

View PostxMADCATTERx, on 12 January 2016 - 11:20 AM, said:

People spending MC on faction camo they already own for those mechs is working as intended. I couldn't conceive it being anything but.


Charge twenty people twice, and two will pay twice.

#24 Lostdragon

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Posted 12 January 2016 - 11:48 AM

The ability to search for equipment and save loadouts would make the game much more enjoyable for everyone.

#25 5LeafClover

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Posted 12 January 2016 - 12:06 PM

1. Default the select mech filter to: All Owned Mechs Displayed. Better yet, instead of drop down lists, present each chassis as a separate stack of "cards". Waving the cursor over the edges of the stack could be used to highlight the variants.

2. Allow modules to be bought/managed in the pilot trees. This would be so much more transparent for new players who are often confused about needing to unlock AND buy, and more convenient for vets as a one stop shop.

3. Don't interrupt, wipe or lose in game text chat.

4. If I try to return to my group game manager page, but forget to exit the pilot/mech trees first, please just do it for me.

#26 Threat Doc

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Posted 12 January 2016 - 12:10 PM

I agree that classifying all of your modules in one easy-to-read list would be nice, but I would ask for that to be done with other lists, too. I want to see where all of my weapons are, where all of my electronic components are, etc. Being required to go 'Mech-by-'Mech is just another in an extremely long and unforgiving line of backwards-assed things PGI have done with this game.

View Post5LeafClover, on 12 January 2016 - 12:06 PM, said:

2. Allow modules to be bought/managed in the pilot trees. This would be so much more transparent for new players who are often confused about needing to unlock AND buy, and more convenient for vets as a one stop shop.
Why isn't there a Pilot Tree expansion window -roll over- with each 'Mech? The way things are set up, now, everything should be able to be done from the 'Mech Lab, including inventory and pilot trees.

#27 Big Tin Man

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Posted 12 January 2016 - 12:37 PM

View PostTheArisen, on 12 January 2016 - 09:01 AM, said:

This, the fact pinpoint hasn't been replaced by now is painful.

Other "low hanging fruit".
- Ability to "pass" group lead to another
- Ability to select the exact location a weapon goes on a mech
- Let us save multiple dropdecks for CW that we can switch to while waiting for a match/before a drop.
- Ability to send "mail" in game. Messages that can be read once the recipient logs on.


THIS. And stripping modules by module type (weapon, mech, consumable) from all mechs.

Can we get the module unlock screen revamped so it doesn't take 10,000 clicks to unlock 10 modules to level 5? Should take about 12.

And... for the love of god... keyboard shortcuts for all menus. At the very least shift + S for save and enter for ok.

edit: interconnection of mechlab and pilot skill would be nice as well, but I wouldn't call it low hanging fruit.

Edited by Big Tin Man, 12 January 2016 - 12:38 PM.


#28 Suko

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Posted 12 January 2016 - 02:33 PM

Here's my ripe, juicy, low-hanging fruit suggestion:

My group members have a purple Doritos instead of teal. This way, no matter where they are or how many teal Doritos I see, I can easily identify which one is my buddy at a glance. This can't be that difficult, can it?

Quote

  • Signature Weapon Hardpoints that give weapon quirks to weapons mounted in them, but not elsewhere in the Mech chassis with similar hard-points. This would hopefully eliminate situations where the Hellbringer or future Warhammer may have their arms stripped of weapons and armour for migration of weapons originally mounted there into the torsos and their higher weapon hard-points.


I REALLY like this idea. I'd love to see it implemented.

Edited by Suko, 12 January 2016 - 02:36 PM.


#29 ColdPsyker1

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Posted 14 January 2016 - 10:22 AM

View PostStaggerCheck, on 11 January 2016 - 06:18 PM, said:


snip


This would require like... actual programming and working for like an hour...

Edited by ColdPsyker1, 14 January 2016 - 10:23 AM.


#30 Felbombling

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Posted 14 January 2016 - 12:20 PM

View PostColdPsyker1, on 14 January 2016 - 10:22 AM, said:

This would require like... actual programming and working for like an hour...


Dare to dream...

#31 Mannson

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Posted 14 January 2016 - 12:48 PM

You know what could be also handy? MW4 guys might remember these lil' mechlab buttons: Substract armor - Add Armor

What they did? They added or removed a point from every location with one single click! Made it much easier to shave off some armor to fit in a bigger gun or better engine!

#32 Quxudica

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Posted 14 January 2016 - 01:01 PM

View PostStaggerCheck, on 11 January 2016 - 06:18 PM, said:

Hello once again, fellow MechWarriors. As PGI has a one patch month coming up here in January, and we also have had an influx of new Steam players, I took the opportunity to approach the game as a new player and decided to play with a note pad beside me, so that I could jot down some thoughts as they came to me. As I played and navigated through the Mech Lab, I asked myself, “What would a newer player think of the game?” Here, in no particular order, are the thoughts that jumped to mind as ways that PGI could streamline things further, fix some immersion breakers and generally make life in game more enjoyable. Agree, disagree… add to my list… discuss.

*** Adding to the listing as things come to me. ***

General
  • Gameplay tips on the loading screen scroll too quickly. Maybe I’m a slow reader, but I’ve seen these things scroll by so fast as to not allow for a complete reading of the tip, let alone absorbing of the information provided. It seems inconsistent, too. Sometimes it will scroll by at a good three second clip, other times it seems the next one pops up within one second of the previous tip. This is ok for a one sentence tip, I’d guess, but for something longer it is almost a waste of time. Slow the tips down to maybe two for the loading screen. This will give the newer players a chance to read and absorb the information provided.
  • The game could really use an in-game clock. Maybe it could be a new use for those screens in cockpit, or a new version of mounted/standing/hanging cockpit items? Lots of options for that, I’d say. Hey, PGI, you could monetise this!
  • World of Tanks has a system where you can prioritize your tanks by marking one or more as ‘favourite’, which amounts to hiding non favourite tanks via a drop down menu selection. I think this could work for MechWarrior: Online, as well, lessening the clutter in the Select Mech screen.
  • Update stats in the Mech hangar on mouse-over when skills that affect heat efficiency, speed or other factors have been purchased. Just bought Speed Tweak? Update the Mech mouse-over to match the speed increase.
  • Instant button to get us from a Mech in the Mech Lab to the corresponding spend Mech XP panel for that same Mech. As it is now, it is a three step process to get from point A to point B, without so much as a highlight on the Pilot Skill Tree main page with all the different Mechs listed. This would be a great benefit for newer players as they have to hunt for the correct chassis as it stands now.
  • Separate the Inner Sphere and Clan weapon modules, for the love of… good grief!
  • There should be an easier option to upgrade an a la carte bundle to the parent bundle. It is possible, but you have to contact support and they’ll get you to purchase equivalent value in other bundles and packages in the gift store. C’mon, PGI, make it easier to take my money!
  • If you get a bundle injected into your account, have the injected items screen indicate the availability of faction camouflage/colour selections as well as premium time injections. You’ll save your support staff time by not having to help out newer players who may immediately think they got shafted of some of their items.
Mech Lab




PGI, I think you’ve been concerned with time to kill in the game, which you have stated is perhaps too low. If that is the case, here are two pretty minor changes you can make that essentially eliminate two of the tools in the min-maxer toolbox. Miner change, but any little bit would help.
  • Signature Weapon Hardpoints that give weapon quirks to weapons mounted in them, but not elsewhere in the Mech chassis with similar hard-points. This would hopefully eliminate situations where the Hellbringer or future Warhammer may have their arms stripped of weapons and armour for migration of weapons originally mounted there into the torsos and their higher weapon hard-points.
  • Match arm, leg and side torso armour values automatically. This is a minor change, but it will prevent stripping of an empty arm for half to one and a half extra tons that can be thrown into heat sinks or another weapon. As a side benefit, it will make working on armour in the Mech Lab slightly easier and/or faster.
In Game
  • How long has this been going on… invisible terrain hit boxes blocking fire. You’ve even got, after years of development, these problems creeping into newer maps and props. This is so frustrating and immersion breaking, I cannot begin to tell you. You can shoot between the wheels of railcars in a game like World of tanks, but you’ll hit invisible geometry on the top of a building in MechWarrior: Online.
  • Perhaps it is time to do away with Alpha Striking altogether. Every weapon in every group can only fire by itself, but on a quick .25 second delay. Longer face time with the enemy, but damage would be spread out from a single pixel for big weapon groups like we have now. The Medium Pulse Laser boats, anyone?



Signature HP's are an interesting idea that could encourage more diverse builds, but I'd prefer size restricted hardpoints. A hard point designed to function with a machine gun shouldn't work with an ac/20 just because it has enough vaugely defined magical "crit slots". Not having such restrictions has contributed to the dilution of role warfare and the homogenization of mech building.

The Alpha strike centric nature of gameplay is long long past due for being broken. Changing this is one of the only things that would get me playing again at this point really, move the game back towards thoughtful play and away from burst twitching. Alpha's should never have been the default weapon usage method, they are supposed to be a high risk/high reward initiator, desperate last resort, or high risk finisher.

The only other thing they could change that would get me playing again would be the seriously long overdue and desperately needed complete overhaul of the heat system. Of course we've been telling PGI most of these things since closed beta, but they are only really concerned with pumping out more 50 USD mechs.





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