


If You Were Pgi In 2011, What Would You Do Different?
#41
Posted 24 April 2016 - 12:53 AM

#42
Posted 24 April 2016 - 05:01 AM
When i first read about MWO, and saw all the things they had dreamed up for it, i sent my buddy a link with the article and told him "this is going to fail so hard, they will never achieve this". That was literally my first thought when i heard about MWO, before even playing it for a single second.
Here i am, still playing MWO, not being disappointed. I don't feel lied to, i'm not "on an island". I was never delusional enough to think PGI could ever deliver something even close to what they were planning. But others were, and they are vocal. PGI could have avoided a lot of criticism if they didn't anounce stuff that very obviously exceeded their capabilities.
#43
Posted 24 April 2016 - 08:51 AM
Like anything in life, when you try to compromise and please both crowds, the end product tends to be watered down and leaves both entities wanting more.
MWO is held back from achieving any amount of success because PGI could not put their foot down, draw the line in the sand and declare exactly what MWO is/was suppose to be...
Now we're saddled with an MWO that has an identity crisis that will leave either side of the isle wanting more.
#44
Posted 24 April 2016 - 11:36 AM
I won't go into the engine stuff, suffice to say it has been a hinderance for net play, but was unavoidable. They currently have a chance to rectify that whole situation and I hope Russ doesn't blow it.
HIRE A NET CODE SPECIALIST, FIX HSR IN BETA. UPGRADE SERVERS IF NEED BE. Seriously, the amount of time wasted on spreadsheet warrior trying to balance broken hit detection still astounds me.
As for mechanics, well, since open beta I have been behind the idea of changing how the hardpoints work.
http://mwomercs.com/...zed-hardpoints/
It actually isn't too late to do that yet, but IMO Paul won't have it, and with the rescale being completed shortly( I hope) the idea of revisiting old assets, again, for fundamental changes prolly wouldn't sit well with Russ.
As for game direction? Well, Esports, IMO, is about as anti battle tech as it gets. But I could see a solaris option for that to make room for that crowd.
Buy out IGP sooner. I don;t even know if it was possible. But IMO the direction and attitude of the dev team did change when IGP went away.
NO 12 VS 12. Upgrade the servers instead, like was done with the regional stuff.
Put in game VOIP, in like beta. Instead of trying to keep players in the dark and creating the whole third party VOIP vs silent pugs issue we had from beta, just put it in, and fix the glaring issues of 8 mechs ganking one mech through game mechanics, right away. Instead we are here years later re inventing power draw to try to address it now.
IMO, most of the rest would have worked itself out satisfactory if we weren;t contending with the issues these things would have addressed.
#45
Posted 24 April 2016 - 12:45 PM
People might scream you can't be without, the clans now, but I think a game set in 3025 just like HBS are trying to do and after the big gap since the last game, it would have still flown got the money, and support and been easier to do, and we wouldn't have this oxide/storm crow is op nonsense we have now.
I think an earlier simpler timeline would have been better, and over all this game, this time period, was to big an ask for a company that had virtually no experience in making games of any note, from the ground up.
Edited by Cathy, 24 April 2016 - 12:49 PM.
#46
Posted 24 April 2016 - 12:52 PM
Alistair Winter, on 23 April 2016 - 12:06 PM, said:
- I'm looking for serious discussion. Please avoid clever, sardonic one-line replies to farm internet points.
- Please don't make this personal. Don't say "I would fire John Smith, head of marketing". I'm not so much interested in the individuals as the overall strategies. E.g. "I would do marketing like this."
There are many small things I would have done differently. Things that bug me, ghost heat, consumables, jump jets, etc. But would I have avoided Community Warfare and gone straight to Solaris? Would I have focused more on Community Warfare and focused less on something else? Would I have replaced huge mech packs with more micro-transactions?
Anyway, what would you have done differently, starting in 2011?
Personally, I think this would have been my approach.
Time travel is terrible. Don't. Ever. Do. It.
MWO could end up being the generic arena robot shooter. Thank Hades time travel is unavailable.
And if I can do it, I will <classified>.
Bishop Steiner, on 23 April 2016 - 12:11 PM, said:
Amen to that!
Metus regem, on 23 April 2016 - 01:12 PM, said:
"What If" analyses are ultimately pointless unless there is a profit to be gained from it.

Edited by Mystere, 24 April 2016 - 01:17 PM.
#47
Posted 25 April 2016 - 02:16 AM
This was the biggest drag on the development and taking the game places the players didn't want. Since getting rid of them, PGI has been playing catchup on the original features promised to the Founders.
#48
Posted 25 April 2016 - 03:37 AM
Solaris would be an add- on for the comp crowd.
4th succession war would have been the start of faction warfare (3 years of game/real time to develop).
One thing that is important for me would have been a (short) pve campaign to get familiar to the game.
I do not think the mechwarrior academy is a bad thing, but packing it into a pve campaign would be way more immersive for the player.
#49
Posted 25 April 2016 - 03:44 AM
#50
Posted 25 April 2016 - 03:49 AM
Maybe some may ask why 3025? Simple - Balance. 3025 Intro Tech is almost perfectly balanced by tonnage, with few exceptions. The next step translate the 2d6 values into a FPS system (only if i really want to have click and shoot systems. afaik a player poll in 2011 was 50:50 between both parties - Pinpoint or a probability system, where players would only indirectly been able to affect the firing solution)
Geometry and values should be merged. Bigger hit box > more armor - don't give a darn about tabletop armor, structur or even weapon values (heat/damage)
Translate movement - a 400 fusion on a 80t/100t is an asset in BT. But its non in a FPS..because the difference between 15 and 13m/s or 18 and 22.5m/s are not enough for >30t more in engine weight.
Don't use linear systems - ever.
Include the probability damage values of TT in the damage curve. (by no mean should two medium laser at 200-210m deal the same damage as a single Clan-ER-Large Laser.)
But most important - the heatsystem, its the most important system in BattleTech. Everything else is bull crap - but the heat system is fundamental.
Edited by Karl Streiger, 25 April 2016 - 03:51 AM.
#51
Posted 25 April 2016 - 04:00 AM
Alistair Winter, on 23 April 2016 - 12:06 PM, said:
My big three
Had heat work a lot similar to how it did in the TT game.
Not because I'm a TT slave, but because so much of the other balancing works off of that system that if you remove it's gradual degradation affect then the rest of the balancing is screwed so you need more re-balancing. Obviously there would still be tweeks needed, especially without the points system to balance out the forces on each side, but it would have meant less overall work and leaping around in effectiveness. It would also have added to the "thinking mans shooter" claim.
Better lines of communication
Okay, so they aren't that bad as such. It's just that they aren't as good as they could have been. We're talking a solid C grade, when it could have been a B or even an A with more thought. I would also include "stop promising as much", as over promise and under deliver is a communications issue.
More flavour
Mechwarrior got big due to mechs and the setting, so only having one of those means it's 50% less cool and it could be. It doesn't have to be big things, but just more generalised setting and flavour info kicking around. Maybe people in your hanger to give it a sense of scale, or info on the planets to give you a reason to fight beyond points.
#52
Posted 25 April 2016 - 04:39 AM
I would (In no order)
- Not commit suicide by telling people who funded the game, they aren't the target audience or they are on an island bro.
- Picked a game engine that was fully functional, not one that came without netcode and DX11 graphics pipelines that sucked out huge amounts of time.
- Not lied about getting CW 90 days after beta when i knew i hadn't even got past napkin stage.
- Not bothered with a quick play
- Instead of quickplay CW is the primary game mode, this mode features Assault, Conquest, Skirmish and later Domination, Scouting 4v4 with all maps and their variations - The giant IS battle should be the hook that keeps people playing.
- Not neglect the new player experience until it became too late.
- Complete a full featured Solaris module, stable creation, Cbill betting, 1v1,2v2,3v3, free for all. ( This is your esports module)
- Employ or get volunteer Game Masters, who lead each faction in CW this allows player drive alliances, betrayals and politics - Drama - Fun- Engagement
- Employ an actual UI designer who understands the concepts of UI design ( Simple, Sleek, minimize repetition unnecessary button clicks )
- Design an active radar/passive radar concept (ala MW4), including weight class metrics and ranges of detection.
- Create maps that are not moba style corridors, more maps in the style of Polar but each with it's own flavor of rolling hills, open expanses, cityscapes.
- Not employ a stalker as a community manager.
- Balance the game without the band aid system, no ghost heat, no gauss charge up, actual checks and balances.
- Part of 13 is the introduction of an actual heat scale system.
- Allow Unit leader and appropriate ranks, to withdraw unit cbills and distribute to team - Seriously it just sits there for nothing.
- For CW implement a salvage system (bonus cbills for mech disablement rather than destruction) Re-implement re-arm and repair.
- Implement a pilot skill system revolving around specializations (not lore friendly sorry!) people that want to scout invest skills into scouting - Quicker radar locks/target Info/Capping/ Ability to remain undetected at range etc etc.
- Introduce sized hard points to aid balancing.
- HIRE AN ACTUAL QA TEAM, the office cat does not qualify.
Edited by Oderint dum Metuant, 25 April 2016 - 04:42 AM.
#53
Posted 25 April 2016 - 05:36 AM
#54
Posted 25 April 2016 - 05:43 AM

#55
Posted 25 April 2016 - 05:50 AM
#56
Posted 25 April 2016 - 06:07 AM
SO basically whatever PGI did after becoming onwner of the game was a rather good thing. Sure some CW/FW and balance decisions aren't the best ones, but generally the devs are doing quite a fine job.
I still would have focused earlier on a proper chat.
Edited by Lily from animove, 25 April 2016 - 06:09 AM.
#57
Posted 25 April 2016 - 06:48 AM
1. Communicate better with your player base, set realist expectations, at your launch party do not show and describe a feature you have not even started working on (Faction Warfare) and tell people it will be out 90 days after the launch party.
2. The only Gameplay change I would have made, would have been to have Private Matches available from the get go. This would have made running player run leagues and events so much easier.
#58
Posted 25 April 2016 - 06:59 AM
Look at it the other way round. Many of us have been around for 4+ years. No sane person would spend all that time playing something against their will. So PGI must've done plenty right to keep us here, don't you think?
#59
Posted 25 April 2016 - 10:03 AM
- Implement a CW game mode with a real economy and logistics.
- Add melee combat.
- Make sure BASIC bugs which should have been ironed out in BETA don't make it to production. (We still have chat bugs... Counterstrike had less buggy chat and that game preceded MWO by more than 10 years)
- Don't use playerbase as a QA team.
- Communicate with playerbase through the game forums rather than twitter.
- Put someone in charge of game design that has a real vision of what the game should be.
- Put someone in charge of gameplay balance who actually knows how to play the game. Paul we all saw and judged your K2 build.
- Immediately fire community managers who stalk customers social media to ban players for saying things outside of MWO public communications.
edit:
Not nickel and dime customers for paint schemes and camo patterns. Camo patterns should have the option for global unlock rather than a chassis only unlock which is completely useless.
Edited by pwnface, 25 April 2016 - 10:07 AM.
#60
Posted 25 April 2016 - 10:13 AM
2. MWO came out of closed beta about a year too early. "1.0" was not, by any reasonable standards, what would normally be considered a release product. Whoever decided to go down the 'minimum viable product' path should have been fired long ago.
3. All the IS weapons & mechs should have received multiple parity passes long before PGI even put pen to paper considering introduction of the Clans. Had all the IS tech and chassis been at parity at the time, introduction of Clanner mechs & weapons would have been substantially easier and would have also avoided wasting as much time as has been wasted on subsequent "balance" problems. I think by now we'd have been in a much better position as opposed to the 'it kind of, sort of works' position that we currently have.
4. Communication. To be blunt I continue to be disgusted that the only regular communication channel with the player base that never gets used is this one - the official game forum. No harm in communicating via Twitter & all the other social networking channels, but they should be firmly secondary to the official game site. Arguments such as forum use taking up too much time are frankly not credible.
5. More emphasis should have been placed on actual content creation (developing new maps & new game modes) as opposed to creating horrendously over-priced mech pack after mech pack. Frankly the constant flow of mech packs felt like a 'bread & circuses' obvious ploy to distract the player base from the chronic lack of actual game content. MWO isn't and shouldn't be pokemon.
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