

Finally!
#161
Posted 02 May 2016 - 04:20 PM
#163
Posted 02 May 2016 - 04:55 PM
Well, I'd say when a couple hundred heads agree on something, there's a big chance they are more correct than the single head who disagrees.
Especially if that single head isn't really that great at planning things out or coming up with ideas (and thinks up things like totally dismissing the feelings and intelligence of its playerbase, or taking their loyalty and patronage for granted)...
Edited by Elendil, 02 May 2016 - 04:55 PM.
#164
Posted 02 May 2016 - 05:22 PM
True double heatsinks, no quirks (except for specific ones for the hunchbacks hunch), delayed convergence, max heat cap past which you explode, knockdowns, etc.
Why not put those on the test server and see what the hell happens? Kind of like a put up or shut up sort of deal. Maybe it's good, maybe it's bad, but let people figure that out.
#165
Posted 02 May 2016 - 05:33 PM
Accused, on 02 May 2016 - 05:22 PM, said:
True double heatsinks, no quirks (except for specific ones for the hunchbacks hunch), delayed convergence, max heat cap past which you explode, knockdowns, etc.
Why not put those on the test server and see what the hell happens? Kind of like a put up or shut up sort of deal. Maybe it's good, maybe it's bad, but let people figure that out.
Yep. Small adjustments to features, that at first might be terrible, just need a tweak here and there, to add complexity and depth to the game. Yes, it adds more for newer players. At this point, there isnt much beyond the basics, other than exact mech loadouts.
For the experienced players, it could add new flavor to the game. Which is a Good Thing. It promotes dev/player interactions, which is a Good Thing. It lets us as players know PGI cares about the community, which is a Good Thing.
#166
Posted 02 May 2016 - 05:51 PM
Accused, on 02 May 2016 - 05:22 PM, said:
But if we have the chance to prove we're right about something, it might prove that they are wrong...
I suppose they could just implement the ideas poorly on the test server, then remove them when they fail miserably.
Edited by Elendil, 02 May 2016 - 05:52 PM.
#167
Posted 02 May 2016 - 05:56 PM
And, I admit, that there are a lot of bad ideas floating around on the forums, though there are good ideas as well.
That being said, I think PGI could do two things to have the community take them more seriously:
- Fix the obvious stupid stuff. The Pinpoint skill, as a glaring example.
- Be more willing to make easily edited balance changes. The laughable state of LBX's and PPC's is an example. Ok, they - finally - gave them a small buff, but seriously, it's just an XML file. I've edited those plenty of times at work, and while I'm not saying they should just throw in random numbers, it wouldn't hurt to actually push the limits a bit to find balance. The current balance approach of "PPC's suck, so let's gradually adjust their heat down by 0.5 and their speed up by 100 m/s once per year until they are good." is just silly.
I'd rather go through a week or two of "LBX or PPC ageddon" with the weapons too good until they are properly balanced then going through several years or - at this rate - the remaining life of the game - with them being useless. It's not as if changes to the game, once done, can't be undone if they proof too good or unbalancing.
Edited by oldradagast, 02 May 2016 - 05:56 PM.
#168
Posted 02 May 2016 - 05:59 PM

#169
Posted 03 July 2016 - 03:48 PM
Yeonne Greene, on 30 April 2016 - 01:27 PM, said:
I know this is a sad necrobump, but the answer to the question is... "distraction".
That is the nicest way I can put it, because it means exactly however you wish.
#170
Posted 03 July 2016 - 08:44 PM
That's all I have to say.
#172
Posted 03 July 2016 - 11:18 PM
Alaric Hasek, on 29 April 2016 - 10:20 PM, said:
im guessing ur not playing the cw event
Edited by badaa, 03 July 2016 - 11:18 PM.
#173
Posted 05 July 2016 - 12:06 AM
#174
Posted 05 July 2016 - 12:10 AM
#My2Centurions
#175
Posted 05 July 2016 - 12:16 AM
Hit Mech, on 05 July 2016 - 12:06 AM, said:
Been saying this as have many here for years
But who are the bigger fools those that make it or those that continue to support, because of their Battletech/mechwarrior addiction.
I did think it was incredibly stupid, though I'm very glad he has, to get involved with HBS, and for me clearly demonstrated that Russ had no clue to how tenuous the continued support of MWO was
Edited by Cathy, 05 July 2016 - 12:18 AM.
#176
Posted 05 July 2016 - 02:40 AM
Alaric Hasek, on 29 April 2016 - 10:20 PM, said:
The lead dev of Warhammer Online told something similar to his customers followed by a "You just do not get how the game should be played". The case was that AoE hit harder than single target abilities.
Well, look up how well Warhammer Online did and what sweeping success it celebrates nowadays...

#177
Posted 05 July 2016 - 03:50 AM
It's the look you would see in a South Boston tavern and you would say to your bud's "that one is getting a chair over his head by the end of the night from someone."
A picture is worth a thousand words. I would post it but its lost on the the old system in the corner.
The Captain of the ship is responsible for hazarding a vessel. He bears the full brunt of everything wrong with this game.
It's his attitude that stopped me from spending one more red cent here. I come back every so often wondering is he finally figured out he should leave it to others to run and he can go yarn shopping at flea markets. Not yet it seems.
#178
Posted 05 July 2016 - 04:07 AM
And shut up...
#179
Posted 05 July 2016 - 04:54 AM
Mister Blastman, on 30 April 2016 - 06:21 AM, said:
Precisely!
When my beta readers tell me something is problematic--i.e. poor plot string, weak character, bad dialogue, is confusing, etc., I listen to them and thank them.
Now this is where it gets tricky--anyone who has created their own IP may be able to relate where I'm going with this. If one person brings up an issue and only one, then it might not be an issue at all but instead a style preference or perhaps their level of knowledge or they're accustomed to different genres. Sometimes, though, a single person issue might be a valuable suggestion and I've acted on those before when I thought they'd produce a neat result. If multiple folks bring up the same issue/suggestion/observation--well then we have a problem. And when that happens, I pay close attention. I then ask many follow-up questions to get to the bottom of what they're feeling.
Writing is actually a mystic art, believe it or not. Everyone watches shows or movies and some of those read, but actually knowing how to produce the content and how it all ties together is something entirely different. So when I get feedback from betas, it is essential I boil down to the root of the problem which often times they aren't able to express in their first observation. Sometimes they think they know what they're saying but they very well might not as they're blind to the overall scheme--these are the hard problems to solve, and I can only do it with their help. Other times the suggestions just jump out and scream--this sucks, fix it! The obvious ones I more than likely had thought about myself prior to the current draft but wasn't sure if it'd work or not so I included it to see what their reaction was. I may or may not have ideas already formed in my head how to tackle it but I start thinking about them right away.
In the end, the betas want to help me. In game development, the players want to help. But shunning the players and saying they don't know what they are talking about because they are players and not developers is not only counterproductive but also harmful to future player retention and acquisition. It's like slapping them in the face with a fish and shouting, "YOU SO STUPID!"
As a creator of IP, we must always humble ourselves and realize a couple of things...
a. We have a vision and know the overarching endgame
b. We have clients/fans/patrons who want to help us to succeed!
c. Our vision is often obscured by what we create as we know where it is going but that in no way makes us capable of assessing if it is effective or not due to our hidden knowledge.
point (b.) is the bridge between the first and the last. Without the fans, we might as well keep laboring in the dark and thinking, "Golly gee I've created the best thing ever!" But we'll never know, not until it is too late since we had a golden opportunity to listen and act and we ignored it.
This is what Russ' comment is like--ignoring us and that is a mistake. I hope he reconsiders, but alas, they may not. PGI has held their noses up for years now and typically don't do anything until the screams reach such a high fever pitch that the community is about to explode.
He needs to be interacting with us and seeking not only our feedback, but deep clarification to our problems to get to the root of the issue--and once he does this, he must do the most important thing of all... formulate a plan and act on it.
The problem with this is they didn't create an IP they butchered one with a cult like can base.
#180
Posted 05 July 2016 - 05:21 AM
Alaric Hasek, on 29 April 2016 - 10:20 PM, said:
Interesting -- What he misses in his arrogance is that the people KNOW what they like and don't like and are willing to pay for what they like and willing to quit over what they don't like.
It would be like a pizza joint saying "You will eat the pizza we give you because we know what tastes good and if you don't like it go cook your own!" What happens in that situation is you go to a different pizza joint (High degree of substitution -- its a principle in economics) and get what you like. Video games are like pizza joints -- there are lots of them and if ONE isn't giving you what you like it is VERY easy to find another that will.
I admit it -- I am a whale and the waters are starting to get too salty for me in this game and part-in-parcel to that is PGI management's apparent dislike of their customer-base.
Edited by nehebkau, 05 July 2016 - 05:24 AM.
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