#481
Posted 14 June 2013 - 09:33 AM
#483
Posted 15 June 2013 - 05:36 AM
#485
Posted 16 June 2013 - 07:07 AM
#486
Posted 16 June 2013 - 08:56 AM
#487
Posted 20 June 2013 - 07:03 AM
Though chances are with this chicken and egg scenario and the MWO community that they might not want to brainstorm and discuss content for the next decade before a single keyboard press is applied to the game engine?
Still it would be nice for the idea of CW to at least begin to take shape even in conceptual form for player enthusiasm to be better maintained. A number of people are tending to lose confidence over the lack of material even if the instant gratification culture shouldn't be rewarded. So the lack of exposure to CW progression or silence on the subject is tending to stifle the community into apathy atm seeing as a lot of people are awaiting CW to help provide more purpose for their game play.
#488
Posted 20 June 2013 - 07:12 AM
#489
Posted 21 June 2013 - 05:02 AM
Noesis, on 20 June 2013 - 07:03 AM, said:
PGI has actually been amazingly forthcoming with information compared to other game developers. Blizzard's Titan has been in development for at least three years and we know absolutely nothing about it.
Remember MWO has only been in development for slightly over a year. The beta testers were pulled in much earlier than with other games, and they have listened to our feed back. It's no use for them to release details on something that they don't have finished yet.
It prevents people from complaining when they try something and it doesn't work out. Once they have the idea more stable then they will give us information on it.
Edited by Belorion, 21 June 2013 - 05:03 AM.
#490
Posted 21 June 2013 - 11:01 PM
#491
Posted 21 June 2013 - 11:17 PM
LtColClaymore, on 14 June 2013 - 04:38 AM, said:
Community Warfare was due initially right near the end of closed beta.
Community Warfare was delayed, scheduled 3 months after Open Beta began placing it at January 2013
Community Warfare was delayed, scheduled 9 months at the latest past January 2013.
Community Warfare currently, will arrive within 6 patches or less...unless the "launch" date is pushed back. Again.
#493
Posted 22 June 2013 - 03:41 PM
So tell me PGI
[insert Willy Wonka here]
How is your grand warfare scheme going to work with barely hundreds of players instead of the thousands you were hoping for?
#494
Posted 23 June 2013 - 05:05 AM
Kyocera, on 22 June 2013 - 03:41 PM, said:
So tell me PGI
[insert Willy Wonka here]
How is your grand warfare scheme going to work with barely hundreds of players instead of the thousands you were hoping for?
We used to have a lot more players. But then they started making really bad decisions once the Founders money dried up and they realized they had to cater to the whining Call of Duty cowards instead of their market -- people who like fighting in giant robots. People who don't care to be killed outright in one or two alpha strikes. Who want a role-defined mech warfare simulator. Not whoever can cram the most abusive exploitive builds and flavors of the month in one team.
Unfortunately, they think that flavors of the month are perfectly fine. They think that CT-seeking LRMs that can core someone in only a few volleys are working within their vision -- causing many people to spend most of their time hiding behind obstacles on their maps who can protect them from LRM fire. These dedicated mechwarriors spend 90% of their time in a match parked perfectly in place waiting for LRM fire to dry up -- which never does because artillery players have so much ammo that they can bring the rain indefinately till the end of the match.
Some of us wanted a BattleTech game. Where everyone had a defined role. Where there were counters and advantages to everything. But we didn't. We have a game that got off to a good start but has steadily went downhill and lost many players who have become disillusioned that PGI simply does not know how to make a balanced game.
Flavors of the month will continue. If it isn't dual AC20 Jager's and 6 PPC Stalkers and entire teams made out of PPC boats (as of this date), it'll be something else in the future. Founders mechs are all but obsolete given newer mechs with exploitive hardpoints that cram the highest damaging alphas in the game. The only viable Atlas are DDCs and only because they have ECM which is still overpowered. The only viable Catapault is the A1 because it has the most missile hardpoints, save for the K2 which also can cram the most energy weapons on the chassis.
They continue to come out with newer mechs that emphasis the Call of Duty mindset where you have to do the most damage in one hit and then hide from returning fire (in the form of LRMs or other high alpha builds). Artillery strikes and air strikes which while good on paper, barely see any use because of the delay -- and even Atlases and Stalkers can get away from the smoke in time, compounded by the fact you can't use the command map to call in strikes at a particular square.
Coolant flushes, which were declared to never be in the game now are -- and only aggrevate the high-alpha problem since now you can get off that second alpha quickly to finish your opponent off.
While my main issue long ago was a lack of maps, I now eat my words because we have more maps now -- unfortunately Tourmaline Desert has very little cover and invisible walls in the geometry that let you build up heat and waste precious ammo hitting geometry that simply is not there. In a game where positioning your arms and torso just right to avoid hitting the terrain in front of you, PGI's mapmaker(s) thinks invisible walls just above the terrain is perfectly fine. Big wide open maps like Alpine are fantastically made, unfortunately dominated by capwarriors who take advantage of the massive terrain to outcap the enemy. And players who stay behind to defend the base often park their mechs there for an entire game for a capwarrior that doesn't come. And often becomes the last man standing as the rest of their team is steamrolled.
Game balance was okay at first when I started playing. LRMs had the role of softening up targets a bit from a distance, leaving armor yellow and orange over a wide area for their other teammates to finish stripping. Now they're so dangerous it has bred a generation of new MWO players who are quite frankly terrified to enter combat.
Our newer MWO players have become a persistent problem of bedwetters who are too afraid of getting alpha striked to death and spend their entire match cowering in fear while those of us who are bold enough to make pushes are torn apart in seconds because of a team scared by returning fire. And due to the relatively few high-altitude terrain and obstacles to prevent LRM fire from raining down on them... teams often find 2 or 3 mechs in one tight area, and problems of collisions and inability to move to be rampant as they're killed by their own friends directly or indirectly.
In short, PGI has created an unbalanced game that no longer resembles a game consisting of giant robots working in role-defined tactics with their own strengths and weaknesses on terrain. Instead it resembles a FPS type game where you constantly have to hide and take potshots as you're able and hope their alpha strike isn't more powerful than your own.
Community Warfare will make or break this game. PGI knows it. We know it. Those of us who gave PGI their chance to show they knew how to balance weapons and mechs as time went on realize that in many respects... the game was better in early Closed Beta. Clan Mechs and ClanTech are a nightmare at this point. If gameplay balance is an open, bleeding wound that they can't seem to put pressure on, stitch up, and let heal... then ClanTech is going to apply a chainsaw covered with salt and lemon juice onto the wound and then bandage it up with rusty barbed wire to that gameplay balance.
Community Warfare is the only thing that will keep their long-term dedicated players to the game, and the only chance they have to intrigue lost players to return to the game in hopes it became a lot better in their absence. If my statements sound hyperbolic, then I encourage anyone who doubts me to read threads containing a timeline of events in regards to gameplay balance and exploitive builds.
If I were PGI and drawing a paycheck from them, I would keep my lips sealed regarding the topic and continue to delay it as work is desperately applied to the game in its current incarnation. Just as they are. They know the longevity of the game will depend on it. They know it will be the catalyst to allow it to thrive or the catalyst that will drive players into other games and writing this game off as a loss and one that 'had potential, but fell short of what it promised'.
Barring some cosmic reallignment of the stars, the game will continue its trend of exploitive and abusive builds between each 'adjustment' in patches. Our gameplay will continue to consist entirely of whoever has the most flavors of the month on each team. The only thing that will keep us coming back for more mishandled gameplay balance is Community Warfare.
Don't believe me? Look only at the past. What was first game balance issues related to netcode and other infrastructure is now entirely consisting of which mechs can contain the most overpowered equipment and hardware.
Edited by Renaissance, 24 June 2013 - 10:15 AM.
#495
Posted 23 June 2013 - 04:48 PM
#496
Posted 23 June 2013 - 07:58 PM
On the catering to CoD (Call of Duty) players that Rennaissance talk about. PGI should not cater to them or anyone that is already out. To make it clear if I wanted to play CoD I would play CoD but I don't I want to play Mechwarrior this goes for any other game out there.
#497
Posted 25 June 2013 - 06:34 PM
Now if they add in the idea of a campaign will supplies and such then i could see mechs coming up with variants but this from having to scrounge to put a scrap together to get it back on the field to fight. but when they get back from the campaign they would get over hauled back to manufacturer specs most of the time.
#498
Posted 25 June 2013 - 06:55 PM
I really hope we do get something worth playing in CW. For me this means something akin to what MPBT 3025 could have been (the original design that never made it). Not sure what PGI is planning, but I fear WoT Clan Wars is a-comin' round the mountain.
#499
Posted 25 June 2013 - 07:06 PM
#500
Posted 26 June 2013 - 03:11 PM
All I can say is that many things are far from optimal at the moment and the game gets more and more frustrating and boring to me. (Weapons don't hit, random disconnects and no way to reconnect, unbalanced mechs and weapons...)
I don't know, maybe they can still change the course. Or maybe this game is already in that downward spiral, where more and more players leave, what in turn leaves PGI with less money to put into something that, people in the future might say, "could've been a great game".
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