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Stupid "minor" Things That Should Have Been In The Game Long Ago


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#81 Dimento Graven

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Posted 11 April 2016 - 03:46 PM

View PostTexAce, on 11 April 2016 - 03:42 PM, said:

All balance related points should be taken out of the OP since balance is an ongoing and ever changing thing.
Which ones do you see as 'balance related'? I'll consider it.

Quote

Same for the last BV point. Seriously? how is that a "small fix"?
Some of them I acknowledge were not "minor" but I was just trying to keep the discussion going. I'll probably pull it a bit later, there is some merit to your point.

#82 Dimento Graven

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Posted 11 April 2016 - 04:53 PM

View PostDimento Graven, on 11 April 2016 - 03:46 PM, said:

Which ones do you see as 'balance related'? I'll consider it.

Some of them I acknowledge were not "minor" but I was just trying to keep the discussion going. I'll probably pull it a bit later, there is some merit to your point.
The more I thought about it, the more TexAce was right. I've gone back redacted the 'things' that had balance implications and the 'things' that were absolutely not minor.

If I missed any, let me know.

#83 LORD TSARKON

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Posted 11 April 2016 - 05:08 PM

View Postdario03, on 11 April 2016 - 03:11 AM, said:

Some examples of small changes I would like
-conquest shows the kill counter like the other modes. Just put the kill counter up there next to the resource counters.
-Something that made modules easier to find or just a strip all modules from mechs option.
-A customizable hud would be great but I think just a few small changes would be great. For instance override should have a little symbol or indicator light by the heat meter and a message of override engaged pop up next to the heat level warning when that comes up.
Critical damage indicator moved to down by your paper doll. Could still have it pop up in its current spot when it first happens but then have it go down there, or just go away or have a option of making it go away.
And I think in the large indicator area, shrink the messages down a little bit and have 2 different spots for messages. One for incoming missiles and one for other warnings, like mode specific base under attack.

Here is a highly detailed professionally made image of the examples I talked about (from a old thread I had).


Posted Image

And most everything else that was posted in my similar thread from a couple of months ago
http://mwomercs.com/...t-changedadded/


Yah I posted my Mech REAdy List on that thread as well.... I have been bitching about it for 2 years....

Also I wanted to add this
Posted Image

#84 TheArisen

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Posted 11 April 2016 - 08:34 PM

Has anyone mentioned more search filters for the mechlab? http://mwomercs.com/...echlab-filters/

#85 Aeon Veritas

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Posted 11 April 2016 - 10:12 PM

View PostAeon Veritas, on 11 April 2016 - 05:00 AM, said:

...

Oh, and finally show us the actual values in the MechLab...

View PostDimento Graven, on 11 April 2016 - 07:20 AM, said:

I've added it to the list, but, could you elaborate on what you mean by this?
Sure.
What I meant was that it would be advantageous to see the actual values of the weapons and modules when they are mounted to the mech.
As example: right now when you look at the stock HBK-4G in the MechLab and examine the vaules of the AC20 you see the optimal range displayed as 270m and bellow a remark that there is a quirk listed which says +25% Ballistic range.
I would really favor to see the actual optimal range of 337,5m displayed.

I created a topic with poll some time ago regarding this matter.
Actual Weapon Values In Mechlab

#86 Karmen Baric

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Posted 11 April 2016 - 10:20 PM

Some many good ideas that should be able to quickly implemented, so hope PGI gets it done Posted Image

#87 Lugh

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Posted 12 April 2016 - 05:47 AM

View PostDimento Graven, on 11 April 2016 - 04:53 PM, said:

The more I thought about it, the more TexAce was right. I've gone back redacted the 'things' that had balance implications and the 'things' that were absolutely not minor.

If I missed any, let me know.

But, but, those are all the fun ones. *SOB*

#88 Dimento Graven

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Posted 12 April 2016 - 01:54 PM

View PostLORD TSARKON, on 11 April 2016 - 05:08 PM, said:

Yah I posted my Mech REAdy List on that thread as well.... I have been bitching about it for 2 years....

Also I wanted to add this
Spoiler
Jesus H. Christ that is awesome I want it so bad it's not even funny!

View PostTheArisen, on 11 April 2016 - 08:34 PM, said:

Has anyone mentioned more search filters for the mechlab? http://mwomercs.com/...echlab-filters/
It gets touched on in a few of the suggestions, but nothing like your post. I've referred and linked to your post in this list.

Thanks!

View PostAeon Veritas, on 11 April 2016 - 10:12 PM, said:

Sure.
What I meant was that it would be advantageous to see the actual values of the weapons and modules when they are mounted to the mech.
As example: right now when you look at the stock HBK-4G in the MechLab and examine the vaules of the AC20 you see the optimal range displayed as 270m and bellow a remark that there is a quirk listed which says +25% Ballistic range.
I would really favor to see the actual optimal range of 337,5m displayed.

I created a topic with poll some time ago regarding this matter.
Actual Weapon Values In Mechlab
Thanks for the elaboration, I've updated the list, as well as adding the link to your thread.

Thanks!

#89 Cmnder Thrawn

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Posted 28 April 2016 - 10:26 PM

I am newer to MWO, but I find it very stupid with the in-game store, skill trees, & personal inventory how they Never seemed to have added the same filter & view options as now in Mechlab & Select Mech windows. IE: IS or Clan or both/IS or Clan items list first, show stats/hardpoints for omni parts, filter for damage rating in the weapons screen? A secondary level before you sell parts - a dealer windows? in case you change your mind.
Basically I add my vote for #s 57, 58, and 70; & for TheArisen's filter ideas.

I also add my vote for #s: 12, 29, 41, & 74.
This is a game/sim about Mechanized warfare, where organization & teamwork win. A lot. If you have a "Planned" weapon loadout, or 5, then you are organized & ready for the battles you face. AND it will be 2 times better for us the players & for PGI, because we will be able to back into the QD or CW queues MUCH FASTER, making most of us players happier; and getting them more money because we are possibly complaining less. I LOVED MW4: Mercs + mektek for the loadout options. Even better would be that each loadout is only a PLAN, not a full complete build after saving it, meaning the parts not on that list for that mech go back to inventory, but obviously you would need at least one peice of all items in that loadout/saved profile available, to switch to using the loadout. (The Campaign mode of MW4 didn't have a saved loadout option, unfortunately.)

Oh, yes, All of the list of HUD Improvements are Absolutely Needed.
And Why not list the "Consumables" under Ammo, because they also get Used up?????

Edited by Cmnder Thrawn, 28 April 2016 - 10:29 PM.


#90 Jun Watarase

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Posted 29 April 2016 - 02:27 AM

View PostDimento Graven, on 08 April 2016 - 09:35 AM, said:

EDIT: This was getting dang difficult to maintain, I want to see if this is any easier, plus it's no longer quite such a "wall of text" slapping you in the face when you read it.

--Unit/Friends List Maintenance (In Client)
Spoiler


--Unit/Friends List Maintenance (External)
Spoiler


--Logging/Record Keeping
Spoiler


--CW Improvements
Spoiler


--General Client Responsiveness
Spoiler


--In Game Communications
Spoiler


--In Game Immersivness/General Game Play
Spoiler


--Mechlab Improvement
Spoiler


--Skill Tree Improvements
Spoiler


--Weapon Improvements
Spoiler


--HUD Improvements
Spoiler


--Main Client Improvements
Spoiler


--Game Mode Improvements
Spoiler


--Game Maps
Spoiler


--Match Maker Changes
Spoiler



The last time i made a list like this, it was deleted because it was considered to be "potentially trolling the developers".

#91 Dimento Graven

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Posted 29 April 2016 - 06:37 AM

Added a color blindness suggestion under the HUD improvements.

Can't believe someone thought it was logical to change the SHAPE of something to improve it for the colorblind.

Shape != color

ESPECIALLY since it only changes shape AFTER you've hit. Well, F***, we need to see the cursor better to aim BEFORE we shoot, YOU STUPID MORONS!!!

#92 GRiPSViGiL

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Posted 29 April 2016 - 07:10 AM

View PostDimento Graven, on 29 April 2016 - 06:37 AM, said:

YOU STUPID MORONS!!!

PGI!

#93 Percimes

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Posted 29 April 2016 - 07:19 AM

I've said it a while ago, but heck, here I go again...

The battle grid should uses hexagons! And so should the base of the mini-mechs cockpit items.

#94 Dimento Graven

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Posted 29 April 2016 - 07:24 AM

View PostPercimes, on 29 April 2016 - 07:19 AM, said:

I've said it a while ago, but heck, here I go again...
Hmmm... No. Hex's were used instead of squares because it made sense, and there was at least 30 years of other 'war' games before BattleTech that used hex's.

Quote

The battle grid should uses hexagons! And so should the base of the mini-mechs cockpit items.
Aesthetically speaking, maybe, but I don't see this as a game improvement.





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