Cold Turkey: Remove All The Quirks
#41
Posted 17 July 2016 - 08:14 AM
#42
Posted 17 July 2016 - 08:14 AM
Bishop Steiner, on 17 July 2016 - 07:22 AM, said:
We've rescaled the entire Mech line up. But we've limped along on layers of quirks bandaided over layers of quirks, no one honestly has a clue what any mech's relative truly value is. PGIs usual "tweak a handful here, a handful there" approach actually tends to exacerbate this.
And players are so addicted to the quirk-crack, that this often causes bigger concerns than geometry, hardpoints, hitboxes.
So, IMO, this is the time to go cold turkey.
Nuke all the quirks. Take us back to day zero, whatever. Let's get a feel for what each mech can do. Remember when the Tier 1 Metamechs DIDN'T GET ANY QUIRKS AT ALL, or possibly, we even saw the need for a few with some negative quirks, here or there? Before Powercreep turned into the (predicted) Powersprint?
Top tier mechs shouldn't have quirks at all. Everything below should get minor quirks that address otherwise unaddressable deficiencies, or occasionally, add lore/fluff favor (in which case they should be veeeery minor). But one really needs to see them "naked", as it were first, to know really what the new balance of power, post rescale is.
Now, I know this is going to confuse some of you. "How can I argue and be salty about the upcoming quirk changes on some posts, yet be pushing for a total reset here?" It's actually very very simple. In those posts, I am arguing about the MWO game we actually have, NOW, where the top tier mechs are uberquirked, and we are oddly stripping quirks of second tier mechs, instead. This post is about what SHOULD be done.
Pgi knows exactly what is best for you... just sit there and continue playing the same minimally viable robbit arena shooter like the surat you are..
#43
Posted 17 July 2016 - 08:15 AM
Cathy, on 17 July 2016 - 07:57 AM, said:
ER/PPC's speed
LB10 LRM15 LRM20 damage spread reduced.
currently LRM20 LB10 are useless as are LRM15 unless you take artemis and then still less cost effective than LRM10.
ER/PPC's are only worth taking on mechs where speed is buffed currently
Streak 2 also need a change, to make them useful.
This change of course means your throwing FW under the bus, but shrugs, currently its not worth spending the effort it requires to play it properly
The hope would be that the naked telemetry from a quirkless game would expose the inadequate weapons and force them to address the stupid decisions, yes.
Mycrus, on 17 July 2016 - 08:14 AM, said:
No. you.
#44
Posted 17 July 2016 - 08:18 AM
#45
Posted 17 July 2016 - 08:20 AM
Bishop Steiner, on 17 July 2016 - 08:15 AM, said:
No. you.
No amount of telemetry will save you from the trebuchet_meta
#46
Posted 17 July 2016 - 08:39 AM
Bishop Steiner, on 17 July 2016 - 08:11 AM, said:
Quote
You know, this is really my biggest issue with PGI's quirking. They always miss mechs, or make really baffling choices as to which will have and which will have not.
You'll have two comparable assaults, one with massive agility quirks and one with none, where there wasn't a balance disparity before nor apparently any (lore or otherwise) reason for it, just because Dartboard of Balance or simple silly human error; but either way it won't be addressed, resulting in mechs that are bad purely because they appear to have been disregarded entirely.
#47
Posted 17 July 2016 - 08:42 AM
Complains about power creep
Go figure
#48
Posted 17 July 2016 - 08:43 AM
they're doing a bad job with them
#49
Posted 17 July 2016 - 08:46 AM
Stone Wall, on 17 July 2016 - 08:18 AM, said:
Uh...MW3 had the worst mech variety of any MW game ever. The mechlab there had no engine limits and no hardpoints, effectively making every mech capable of fielding identical loadouts at identical speeds. The only differences between mechs in MW3 were tonnage and hitboxes for the most part.
#50
Posted 17 July 2016 - 08:57 AM
"We are gonna start completely from scratch, in the next patch we will remove all quirks and adjust thereafter. Starting with having the patch effects last a couple of months to get enough data on who needs specific quirks and so on"
Its just something I dread to see. Blind doofuses, refusing to let go of their crutch quirks because they cant handle defeat! I bet they will threat or scare PGI to never attempt such "sabotage" again
Even more important to make something like that come to fruitition, to pucnh such players in their comfort zone. Gonna lose a few players, but it will be a rough cure for the betterment of the community and PGI as a whole.
#51
Posted 17 July 2016 - 09:00 AM
Tordin, on 17 July 2016 - 08:57 AM, said:
"We are gonna start completely from scratch, in the next patch we will remove all quirks and adjust thereafter. Starting with having the patch effects last a couple of months to get enough data on who needs specific quirks and so on"
Its just something I dread to see. Blind doofuses, refusing to let go of their crutch quirks because they cant handle defeat! I bet they will threat or scare PGI to never attempt such "sabotage" again
Even more important to make something like that come to fruitition, to pucnh such players in their comfort zone. Gonna lose a few players, but it will be a rough cure for the betterment of the community and PGI as a whole.
Actually, the "crutch" players would switch to Clan mechs for a while, just like they did before quirks were added.
#52
Posted 17 July 2016 - 09:01 AM
FupDup, on 17 July 2016 - 08:46 AM, said:
Mechlab wise you could take anything you wanted. I loved that. If anyone wanted only one load out, that's their fault/decision.
I'm talking about the piloting of the mechs. You could really feel the difference between a Blackhawk and a Thor or a Puma and a Daishi. Some mechs were agile, some felt like tanks, some could torso twist, some could not. In MWO, it feels like you are either short or tall, fast or slow.
Edited by Stone Wall, 17 July 2016 - 09:02 AM.
#53
Posted 17 July 2016 - 09:03 AM
Tarl Cabot, on 17 July 2016 - 08:14 AM, said:
well aware.
And since they had to add mobility back to everything via quirks aside from a few hard screwed have nots... well, that shoudl end, too.
FupDup, on 17 July 2016 - 09:00 AM, said:
quite likely...but much vitriol would be spent, too. I have popcorn.
#54
Posted 17 July 2016 - 09:14 AM
Monkey Lover, on 17 July 2016 - 07:52 AM, said:
For crying out loud, you make it sound like Clan Mechs would be 10000X more capable. <shrugs>
It's exaggerations like this that make me really believe that at least half of the problems with MWO is indeed traceable back to the player base.
#55
Posted 17 July 2016 - 09:15 AM
And everything because we couldn't have sized slots, which would have contributed give variants more flavor and help with general balance too.
Now we are where many beta testers predicted: community at war over IS/Clans balance, pointless changes after pointless changes, mechs that look all the same because there is only so much you can do with 3 kind of slots.
A real reset would be required, the rescaling has been already a huge rework and a step in the right direction, now it is time to undo the stubborn choices that are driving this game down.
- Remove quirks.
- Redefine the working of some weapon classes: LRMs, LBXs, UACs.
- Balance with weapon stats FIRST then try other solutions.
- Drop the IS/Balance thing and balance games by numbers / tonnage.
Posting is wasted time, I know.
#56
Posted 17 July 2016 - 09:17 AM
Instead we have people that don't seem to be able to determine what quirks should be until they're out in the wild.
As an example, see what happened with the KDK quirks. Everyone who's skilled at the game took one look at the KDK-3 and knew its quirks were too strong.
#57
Posted 17 July 2016 - 09:19 AM
FupDup, on 17 July 2016 - 09:00 AM, said:
Well, sure they some would switch to clan mechs. BUT. There could be a few solutions, just some that came rapidly to my mind, good or not.
1: Only give IS mechs structure and or mobility quirks, NO weapon based ones. To balance things out. Clan shouldnt have any quirks either. Though those who really suffer from noquirks should be considered though.
2: Revise and rebalance weapons, clan vs IS. Base values. The example being PPC as someone have noticed. With the engine we have now, server lag etc. The PPC should have their velocity increased into the base value of +50 - 60 % for example.
3: Modules should replace quirks. Could for example be limited in use. Weapon Modules being placed "inside" a placed weapon, Mech modules could be placed inside proper parts of the mech.
Examples. Your technicians have fine-tuned your large lasers with more focused lens tech (I cant remember how lasers work in the lore)increasing their long range capabilities with 10%. For radar deprivation, that module could be placed in the greyed out, hard locked slot in the mechs head. Just some examples. Think of how you place heatsinks into engine slots for IS mechs.
Now, I dont know how many slots each weapon/ hard locked parts and equipments should have. With only one, it could force a choice and also make a revisited class/ role based skill tree very valuable and interesting.
Edited by Tordin, 17 July 2016 - 09:20 AM.
#58
Posted 17 July 2016 - 09:20 AM
FupDup, on 17 July 2016 - 09:00 AM, said:
So let them. It's not as if that would be a major problem .... unless of course the player base is indeed plagued by ePeen conscious crutch players.
#59
Posted 17 July 2016 - 09:22 AM
Mystere, on 17 July 2016 - 09:20 AM, said:
Basically, the point I was trying to make is that the daily perception of what a "crutch" mech is can change on a daily basis, and it basically creates a whack-a-mole type of chase. Whack down one mole and another one will take its place, and thus is the reason that it's really a losing battle to try to "stamp out all the crutches."
#60
Posted 17 July 2016 - 09:28 AM
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