Town Hall Highlights Please?
#1
Posted 27 February 2016 - 04:26 AM
Can a good soul post the highlights in here? tx!
#2
Posted 27 February 2016 - 04:36 AM
#3
Posted 27 February 2016 - 04:37 AM
Um, Phoenix Hawk, replacement for Ghost Heat, possible new engine.
That's all I can find so far, but that's just from trawling the forums. Hoping someone gets around to doing the usual summary for people who don't have time to watch a 4 hour stream
Mister D, on 27 February 2016 - 04:36 AM, said:
"Oh Hey, beer"
#4
Posted 27 February 2016 - 04:44 AM
#5
Posted 27 February 2016 - 04:54 AM
-New map soon maybe a tiny bit bigger than Tourmaline with similar feel to that and HPG.
-New Game mode which sounded like a giant version of Assault, but characterized as King of the hill type of mode.
-Assault will now require a base capture (bases to have new imagery soon), Conquest will require caps. i.e. both conquest and assault will no longer be able to be won by just killing the other team (that was one statement) it will now be much harder to win that way (that was another statement. Unclear where reality intersects).
-Cheating is a tiny, percentage of players and not really something to be concerned about as the game is just as secure as any other game and the engineers do a great job of watching for stuff.
-Tournament stuff.
There was certainly more, but it was pretty much all generalities.
Last note. I am a pretty big white knight for PGI. But that town hall and the conduct displayed during it was pretty lame and came of to me as being condescending to the viewer to the point of patronizing. I have no problem with drinking and having a good time. That was not the issue. The presentation came off as if Russ was only there BECAUSE he was drunk, and the other two were there to make sure he at least was somewhat coherent. Not cool.
Edited by Bud Crue, 27 February 2016 - 05:06 AM.
#6
Posted 27 February 2016 - 04:58 AM
#7
Posted 27 February 2016 - 05:03 AM
- Next ban wave might come in smaller waves and names might not be broadcast.
- Rescale is coming along nicely and the majority of Mechs are being at least tweaked.
- No Unit Dropships for phase 3.
- Tweaks to LBX and PPC incoming.
- Tounament is going to have its own dedicated server.
- Timeline is an issue but only for Mechs without at least one variant pre 3053.
Edited by Aetes Nakatomi, 27 February 2016 - 05:04 AM.
#9
Posted 27 February 2016 - 05:14 AM
Bud Crue, on 27 February 2016 - 04:54 AM, said:
-New map soon maybe a tiny bit bigger than Tourmaline with similar feel to that and HPG.
-New Game mode which sounded like a giant version of Assault, but characterized as King of the hill type of mode.
-Assault will now require a base capture (bases to have new imagery soon), Conquest will require caps. i.e. both conquest and assault will no longer be able to be won by just killing the other team (that was one statement) it will now be much harder to win that way (that was another statement. Unclear where reality intersects).
-Cheating is a tiny, percentage of players and not really something to be concerned about as the game is just as secure as any other game and the engineers do a great job of watching for stuff.
-Tournament stuff.
Last note. I am a pretty big white knight for PGI. But that town hall and the conduct displayed during it was pretty lame and came of to me as being condescending to the viewer to the point of patronizing. I have no problem with drinking and having a good time. That was not the issue. The presentation came off as if Russ was only there BECAUSE he was drunk, and the other two were there to make sure he at least was somewhat coherent. Not cool.
I fail to see how having to cap the base after killing the enemy team adds anything to Assault. It's the equivalent of having to pick up your toys when you are done playing with them on the Fun-O-Meter.
The changes to Conquest doesn't change the core problem- it is still much better to murderball than to spread out and cap. Then the victors can cap at their leisure, while the losers won't be able to escape and break off to do any capping. End result? 4-6 minutes of fighting and the rest playing Catch the Light Mech while twiddling your fingers waiting for the countdown. The simple fact is the changes being made will not actually change how the game is currently played, and so we will have the same kind of matches we currently have, only with a potentially longer wait to finish the game.
I think PGI is missing a massive revenue stream, as their Town Hall videos can easily be sold as the cure for insomnia.
#10
Posted 27 February 2016 - 05:19 AM
Davers, on 27 February 2016 - 05:14 AM, said:
I fail to see how having to cap the base after killing the enemy team adds anything to Assault. It's the equivalent of having to pick up your toys when you are done playing with them on the Fun-O-Meter.
The changes to Conquest doesn't change the core problem- it is still much better to murderball than to spread out and cap. Then the victors can cap at their leisure, while the losers won't be able to escape and break off to do any capping. End result? 4-6 minutes of fighting and the rest playing Catch the Light Mech while twiddling your fingers waiting for the countdown. The simple fact is the changes being made will not actually change how the game is currently played, and so we will have the same kind of matches we currently have, only with a potentially longer wait to finish the game.
I think PGI is missing a massive revenue stream, as their Town Hall videos can easily be sold as the cure for insomnia.
Assault is not changing yet. They want new assets before they change (ECM, Radar and LRM towers were mentioned) the only mode that will change next patch will be conquest. Assault for the time being can be skirmished out.
#11
Posted 27 February 2016 - 05:22 AM
#12
Posted 27 February 2016 - 05:26 AM
Lucky you did. With all the drinking the 4+ hours could have been cut down to 1.
#13
Posted 27 February 2016 - 05:29 AM
Haha but no, basically it's a new non-CW map, new game mode (domination), new sweet *** Mech, better movement over rough terrain (no more 25+ ton death machines being caught up on pebbles), Conquest reworking to where you have to win by points and have to continue to cap them even if you eliminate the entire team ("win the battle, lose the war" was the analogy), and base caps can be interrupted for 3 second intervals by damaging players capping the base.
That's basically it.
#14
Posted 27 February 2016 - 05:31 AM
Aetes Nakatomi, on 27 February 2016 - 05:19 AM, said:
Assault is not changing yet. They want new assets before they change (ECM, Radar and LRM towers were mentioned) the only mode that will change next patch will be conquest. Assault for the time being can be skirmished out.
1. This
2. Part of the reason for the change is probably also to drive the point home that Killing mechs was never really a win condition in those 2 modes, but it was merely assumed that after the opfor is dead the actual tactical part of the mission would then be done /which we simply awsumed while in our mechlab loading screens)
SO, by making this change to conquest (and later possibly assault), it drives this point home. Yes, there will be tons of mindless deathmatchers whining about how they can still lose if all the enemy mechs are dead.
GOOD.
Not because I don´t like them as people (though I do abhor their mind-numbingly boring preferred game mode and still wish it had never been implemented), but because they too need to learn how to read and how to play as a team to accomplish objectives.
It´s just like when in CS the CTS whine about losing because they killed the terrorists but the objective was still bombed. Yeah, you killed everyone, gj there..... but you still FAILED YOUR MISSION. And that should be punished.
Sure, the first months will be endless QQ from people that cannot grasp this most basic of concepts... but eventually they will either leave or we will get mode selection back and these people will once again be able to play Quakewarrior amongst themselves without dumbing down the game for the rest of us.
#15
Posted 27 February 2016 - 05:47 AM
Monkey Lover, on 27 February 2016 - 05:26 AM, said:
Lucky you did. With all the drinking the 4+ hours could have been cut down to 1.
Cheers for the link.
Bud Crue, on 27 February 2016 - 04:54 AM, said:
Quote
Russ: I apologise for my behaviour.
#16
Posted 27 February 2016 - 05:49 AM
#17
Posted 27 February 2016 - 06:07 AM
#18
Posted 27 February 2016 - 06:55 AM
Zerberus, on 27 February 2016 - 05:31 AM, said:
2. Part of the reason for the change is probably also to drive the point home that Killing mechs was never really a win condition in those 2 modes, but it was merely assumed that after the opfor is dead the actual tactical part of the mission would then be done /which we simply awsumed while in our mechlab loading screens)
SO, by making this change to conquest (and later possibly assault), it drives this point home. Yes, there will be tons of mindless deathmatchers whining about how they can still lose if all the enemy mechs are dead.
GOOD.
Not because I don´t like them as people (though I do abhor their mind-numbingly boring preferred game mode and still wish it had never been implemented), but because they too need to learn how to read and how to play as a team to accomplish objectives.
It´s just like when in CS the CTS whine about losing because they killed the terrorists but the objective was still bombed. Yeah, you killed everyone, gj there..... but you still FAILED YOUR MISSION. And that should be punished.
Sure, the first months will be endless QQ from people that cannot grasp this most basic of concepts... but eventually they will either leave or we will get mode selection back and these people will once again be able to play Quakewarrior amongst themselves without dumbing down the game for the rest of us.
I don't have a problem with losing to caps, but if the match always drags on to 750 cap points then that's annoying because I don't want my mech to be locked in a match that's impossible to lose.
I hope PGI lets the match end earlier (or simply increase capture rate by 100x, or whatever) if the entire enemy team is dead and it's no longer possible for them to win.
#19
Posted 27 February 2016 - 07:32 AM
Closing words
Russ: I apologise for my behaviour.
Troutmonkey,
Like I said it wasn't the drinking and the goofing around that necessarily struck me negatively. Rather, there was an air of "I'd rather be doing anything other than this, so at least I will get drunk to make talking about this stuff bearable." That frankly hit me in the face like never before.
#20
Posted 27 February 2016 - 07:42 AM
Pjwned, on 27 February 2016 - 06:55 AM, said:
I don't have a problem with losing to caps, but if the match always drags on to 750 cap points then that's annoying because I don't want my mech to be locked in a match that's impossible to lose.
I hope PGI lets the match end earlier (or simply increase capture rate by 100x, or whatever) if the entire enemy team is dead and it's no longer possible for them to win.
Conquest C-Bill rewards increase with cap points, so 750 points should be worth the wait, providing your side has at least 3 points captured.
Bud Crue, on 27 February 2016 - 07:32 AM, said:
It was unprofessional, to say the least.
Edited by El Bandito, 27 February 2016 - 07:43 AM.
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