Town Hall Meeting With Russ Bullock, Archive Available
#61
Posted 28 April 2016 - 04:09 PM
1. How is the work progressing on a system to control and penalize the Alpha strike meta? Replacemtnt for Ghost Heat?
2. Solaris seems like the perfect venue for eSports in MWO. Is progress being made to get the Solaris arena into the game?
3. Is the re-scale still on track for a June release?
#62
Posted 28 April 2016 - 04:50 PM
Cooldown increase?
Duration increase?
Seems like it might actually work...
#63
Posted 28 April 2016 - 05:28 PM
#64
Posted 28 April 2016 - 07:05 PM
#66
Posted 29 April 2016 - 12:49 AM
1. Decals?
2. Custom Geo.?
3. Plans moving forward after FW phase 3?
4. Your opinion on the Nightstar?
5. Saved loadouts/dropdecks?
6. Fix for Mechlab save times?
7. Any chance we can get more search filters in the Mechlab?
Thanks for (hopefully) responding to some/any of my questions.
Edited by TheArisen, 29 April 2016 - 12:53 AM.
#67
Posted 29 April 2016 - 03:08 AM
#68
Posted 29 April 2016 - 03:50 AM
Levi Porphyrogenitus, on 28 April 2016 - 12:43 PM, said:
Hell no.
M A S E, on 28 April 2016 - 01:19 PM, said:
3. In scout, defenders struggle with last-second clock-shield victories (last second sprint to LZ) . Can we apply a sudden death/ contest timer to counter this? Example: If an escapee takes damage while the drop ship is at the LZ, add a few second penalty to the timer/ sole pilot . Apply a cool down threshold to this stack rule for balance. This stack rule should never be equal or greater than the penalty.
Hell no.
Stefka Kerensky, on 28 April 2016 - 01:24 PM, said:
Can you fix that?
2) Tiers are meaningless now.
Can we have zero based psr matches?
(for Russ: "a zero based sum" means that some guys will have a positive psr match and their tier goes up, while some other guys will have a neg. psr match and their tier goes down. Total psr sum among 24 players = 0).
3) Don't you think that with 8 vs 8 would
- ) be easier to get a match
- ) easier for the MM to pick 16 guys from the same tier than 24
- ) easier to get a cw match, since now many play scouting mode and invasion que is getting fewer players than before ?
Also, why does Russ think that 12 vs 12 is better? I would like to know good reasons
Thanks
HELL NO.
#69
Posted 29 April 2016 - 04:04 AM
I don't really have any questions, because:
New mechs aren't new content anymore. (They're just slightly different versions of what we already have.)
I don't really care about new maps or modes because the core gameplay is so simple and dull.
You won't change the core gameplay.
Faction Warfare foundation is simple and dull.
You won't change the Faction Warfare Foundation.
So.. no questions here. (Since I obviously can't get a refund for the WAY TOO MUCH money I spent on this project.)
I called this dismal failure back when you released it in 2014. Bodies in an algorithm generator does not make Community Warfare.
#71
Posted 29 April 2016 - 04:19 AM
We need to have multiple drop decks, hell you could even monetize it and make us buy them er I mean offer to sell them to us.
That being said not a single dime more from me until the cheaters known to you are ousted from the game and preferably publicly. Hate paying to play a game when the company says it knows who the cheaters are but refuses to stop it.
MercStar still hold a FRR world because the planet changed hands after changing contract drop decks where bugged mechs where getting stuck in match... the list goes on of bugs we find after a patch and laughably it was stated to be bug free. it is obvious to any one looking that the internal testing had and continues to fail it is time to put up a test server and reward players for testing the game before it goes live with bugs they way it has been. We do not have a player driven economy so the cards do not need to be played so close to he chest who cares if testers know what is coming.
#72
Posted 29 April 2016 - 04:30 AM
King Kuranes, on 28 April 2016 - 02:29 PM, said:
Mech packs are what keep PGI running the game. They will never stop. I'm not asking MORE mech packs, I'm asking for a specific mech in the next mech pack that will come anyway.
King Kuranes, on 28 April 2016 - 02:29 PM, said:
So, do you propose the map makers, texture/modeling artists, animators and game designers to do nothing while the programmers fix the errors?
#73
Posted 29 April 2016 - 04:46 AM
#75
Posted 29 April 2016 - 06:13 AM
But to make it better you could the mech minimap and start map hide in the fog of war(only the landing zone is visible) - why.. its scouting.
Since you said in a former Townhall Meeting, that the falling after a collison with an other mech not coming back in the near future, could you please rise the amound of damage a mech got after running and blocking a other mech (As a temp. fix).
It´s simply annoying if an 20-45t mech stops an heavier mech and get away with a just a scratch.
Idears:
Could you please give the beagle probe an circle(animated or not) in the minimap, it feels wrong without an feedback .
To make the quick battles more interesting you could implant differend circumstances:
Sunstorm - effect ecm/ comunication/ minimap temp. disabled
Sandstorm- effect zoom/adv zoom dosen´t working all mechs take some damage.
Dropship down- random droppoints allover the map
Wish:
Axeman/ Hatchetman
PvE
IS ultra AC/10/20
IS steak 4/6
Pilot Images
Nose Art - Good to make money for Mechwarrior Online!!!
#76
Posted 29 April 2016 - 07:11 AM
1. A mech a month keeps alot of people around, just to see what's next!
2. Prices for the mechs are not that bad, compared to other "Free" to play $70 for 7 mechs is a great deal! Even hero mech prices are not bad alone, they don't cost you $50+ for a premium mech like other games do for premium chassis or ships
3. They sell! How else do you expect a free to play title to make money (you know the goal of any business)! They need to pay the rent of the office, bills, pay employees ! What do you suggest they do? Offer "fixing" packages that you get nothing? Yea, that will sell well -.-
4. They allow more time for everyone at PGI to work on other things. 4 mech packs took to much time and effort. They can use the more time available now for other things like new maps, fixing issues, new game modes.
Really stop complaining about a new mech every month. It makes PGI good money and keeps alot of people interested in the game still! Sick of complaining from some who don't do anything to support the game. Mechs are already fairly cheap in the packs ($20/3 it's less then $7 a mech!).
Cheap people will be cheap I guess....if you don't like it don't buy it simple as that.
#77
Posted 29 April 2016 - 08:32 AM
shopsmart, on 28 April 2016 - 04:50 PM, said:
Cooldown increase?
Duration increase?
Seems like it might actually work...
Don't offer mechs that allow mad boating in the first place....*cough* Viper 11E-hardpoints *cough*
#78
Posted 29 April 2016 - 11:04 AM
- Besides private matches. Will an existing game mode include 1 vs 1 duels, maybe as a separate tab from Quick Play, called Duel, or as an addition to possible Solaris mode?
Side note.
I really hope for something along the line of 1 vs 1, 4, 8, 12, 24 player free for all, remember Mech Warrior 4 mercenaries Solaries? Yeah an improved version of that. But it shouldnt only be free for all, teams could be added as well though since we alredy have team games in pug modes, its alredy kinda like team Solaris.
Thats why I really hope and do advocate mostly Solaris as an chaotic and rewarding free for all experience. With leaderbords as with Faction Warfare and grand prizes to top 3 etc.
Edited by Tordin, 29 April 2016 - 11:08 AM.
#79
Posted 29 April 2016 - 12:38 PM
1. Any consideration on implementation of actual stars for Clans in FP only? Meaning 12 v10 (IS vs C), and 10 v 10 (C vs C). Despite how often some Clanners complain IS is too OP, or vise versa, perhaps this would allow for clan mechs to a buffed a small amount and maybe help balance the field if IS took on stronger clans with more numbers.
2. Ability to save multiple drop decks for FP. When?
3. Ability to save multiple custom loadouts for mechs?
4. To start as a preface, I had not even thought of this until I was browsing around Sarna and TRO books. Being that I never used an Axman myself in TT, I didn't realize that it had an AC20 with an XL engine. 2 crit slots for the AC20 went into the torso. My question is, while I would not expect an Axman (or Hatchetman) until melee or collisions ever get added, but has there been any thought to allowing crit slots that don't all fit into a section be passed into the next adjacent segment, or is this even possible with the current engine?
5. Any chances for more logistical additions for pilots more akin to the MW: Mercenaries titles? For example, damaged mechs that can be repaired at 75% the cost or just sold as scrap, and even salvaged weapons?
6. Any consideration for repair bays to repair and reload ammo for defenders in FP? Maybe decreasingly incremental repairs for each use on same mech (I.E - 1st time is 75%, 2nd 50%, etc)?
7. Any updates on more older mechs receiving full camo support?
Edited by Sevronis, 29 April 2016 - 12:41 PM.
#80
Posted 29 April 2016 - 01:12 PM
Odanan, on 29 April 2016 - 04:30 AM, said:
So, do you propose the map makers, texture/modeling artists, animators and game designers to do nothing while the programmers fix the errors?
Quite frankly if they can't provide us with a stable client or proper quality assurance this game doesn't deserve to go on. Russ had the gall to post on Twitter that phase 3 was "bug free" and then it turned into a giant disaster. Never had any problems with the client before but now I can't run overwolf, I'm getting fatal errors, random discos, not even mentioning the litany of bugs in the user experience. Why should I be willing to spend even a dime more with these persistent issues?
And honestly, the map makers are part of the problem. CW maps are poorly designed moba maps. I want something more open and dynamic. Variable spawn points, claimable spawn points. Why can't we have a fortress assault type CW experience? Why are we bound to the moba model?
I don't say these things because I hate the game, I say it because I want more from it. I want it to be more successful because the core game play is pretty damned good/unique. There just needs to be more toit.
Edited by King Kuranes, 29 April 2016 - 01:54 PM.
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