Stockpile With Mc
#141
Posted 28 July 2016 - 09:35 AM
I'm tapped out monetarily and spiritually at this point.
#142
Posted 28 July 2016 - 10:44 AM
Toha Heavy Industries, on 28 July 2016 - 09:31 AM, said:
I guess nobody likes rubberbanding. Personally, if i have to chose between rubberbanding and the old, pre-hsr hitreg. I'll go with rubberbanding, hands down. PGI has problems coding a proper HSR with proper hitreg, we know that, PGI knows that, we have to deal with it (for "now").
Actually its the underlying cryengine version they run the game on. They've already said to upgrade to the latest cryengine to solve all those issues will involve a significant amount of code to be changed, at a significant expense in $$$ and time. There are military flight trainers built on the same 3rd generation CryEngine as this game, so apparently its a good enough system for REAL WORLD usage where of course, there isn't a forum for folks to whine about things they know little actually about.
#143
Posted 28 July 2016 - 11:01 AM
Stormtempter, on 28 July 2016 - 09:35 AM, said:
I'm tapped out monetarily and spiritually at this point.
So...you'll pony up the tens of millions of dollars to produce such a feature then?
http://www.pcgamer.c...warrior-online/
Even four years ago, BEFORE the publication of that interview with Russ, players here understood that single-player campaign simulators were not financially viable any longer. Hell I understood it myself years earlier when Microsoft failed to produce a Mechwarrior 5.
However, during the Steam launch party last december, Russ and Bryan said that there WERE plans for single-player content in the works.
https://www.destruct...am-326481.phtml
http://mwomercs.com/...gn/page__st__20
#144
Posted 28 July 2016 - 11:02 AM
Dee Eight, on 28 July 2016 - 10:44 AM, said:
Actually its the underlying cryengine version they run the game on. They've already said to upgrade to the latest cryengine to solve all those issues will involve a significant amount of code to be changed, at a significant expense in $$$ and time. There are military flight trainers built on the same 3rd generation CryEngine as this game, so apparently its a good enough system for REAL WORLD usage where of course, there isn't a forum for folks to whine about things they know little actually about.
You can make a very, very good client authenticated game (see: military flight sims where players cheating isn't an issue because they control all the hardware) with perfect hitreg.
PGI went server authenticated, and while that prevents a massive amount of hacks, it introduces lagshields, and mandates the need of HSR - something that has nothing to do with Cryengine itself.
Modern Cryengine versions anticipate this need for security and directly support server authenticated systems natively.
#145
Posted 28 July 2016 - 11:15 AM
#146
Posted 28 July 2016 - 11:47 AM
Dee Eight, on 28 July 2016 - 10:44 AM, said:
I did not blame the system, i blame PGI, or better PGI's lack of actually using the system correctely.
You can try labelling me as a "whiner" all day long.
My personal stance is: A Videogame company who wants to deliver a multiplayer shooter, where "shooting" is a rather central thing, should have at least the shooting inlcuding hitting right.
For years, PGI simply could not fix that essential part of their shooter. To the point where it literally became rather embarrassing. Some might still remember srm hitreg, which was an issue of its own, where PGI recieved help from the community to deliver a coding fix to make srm work again. Because PGI simply could not fix it themself.
PGI went with hsr to fix ping and sync related hitreg to a certain degree, And broke other parts of the game in the process (a.k.a. rubberbanding and late syncing cornershots).
Gauss and PPCs still, after 4 years now, have severe hitreg issues.
I do not need to be an expert for cryengine coding, i am a player and a customer who's experiencing hitreg issues year after year after year.
I'm not the one who's coding the game, i'm the one who's paying for the product.
I simply have to admit that PGI has problems fixing said issues and have to coupe up with it. And again, i rather have hsr with rubberbanding then no hsr and indestructable highping warp lights.
#147
Posted 28 July 2016 - 12:59 PM
Every crate i recieved had at least 2-3 "good" prizes in them, be it premium time, mechs, mechbays etc.
Not a single one without a "tempting" prize unlike those i recieved ingame which sometimes had no prize in them worthy for a key.
(i, of course, went extremely unlucky with my draws)
Edited by Toha Heavy Industries, 28 July 2016 - 04:16 PM.
#148
Posted 28 July 2016 - 01:46 PM
Toha Heavy Industries, on 28 July 2016 - 12:59 PM, said:
Every crate i recieved had at least 2-3 "good" prizes in them, be it premium time, mechs, mechbays etc.
Not a single one without a "tempting" prize undlike those i recieved ingame which sometimes had no prize in them worth a key.
(i, of course, went extremely unlucky with my draws)
Coincidental; small sample size.
Consider though that the number of "good" prizes shown on the list of eight potential things does not increase your odds of getting a "good" prize: It's not even odds for each of the eight items, they're weighted.
#149
Posted 28 July 2016 - 01:52 PM
Wintersdark, on 28 July 2016 - 01:46 PM, said:
Consider though that the number of "good" prizes shown on the list of eight potential things does not increase your odds of getting a "good" prize: It's not even odds for each of the eight items, they're weighted.
It is not about the odds of receiving one of prizes shown.
It is about the prizes shown in the crates.
I am not jumping the gun, it is a low number.
Still, it is remarkable that all, literally all of the 16 crates i received from this sale had 2-3 good prizes in them. Literally every crate had the "3x keys".
While those i receive ingame never had, about 50% the crates i got ingame had no appealing prizes at all.
#150
Posted 28 July 2016 - 07:20 PM
Dee Eight, on 28 July 2016 - 11:01 AM, said:
So...you'll pony up the tens of millions of dollars to produce such a feature then?
http://www.pcgamer.c...warrior-online/
Even four years ago, BEFORE the publication of that interview with Russ, players here understood that single-player campaign simulators were not financially viable any longer. Hell I understood it myself years earlier when Microsoft failed to produce a Mechwarrior 5.
However, during the Steam launch party last december, Russ and Bryan said that there WERE plans for single-player content in the works.
https://www.destruct...am-326481.phtml
http://mwomercs.com/...gn/page__st__20
meh.
No one wanted flight sim 2012 with robots. People wanted an adaptive, big, story driven campaign with mechwarrior base for lore to go on and drawn from previous games for inspiration with PGI's new style art and game play modifications to modernize the franchise to current standards. Saying it would be a financial failure is akin to admitting insufficient imagination and knowledge of how to create the game. Financially, single player games with coop features are still very, very, profitable- unless you want to argue games like Borderlands and Dragon Age were financial failures.
Thats what people were after. If the gameplay mechanics were fun, all that was needed was to flesh out the atmosphere of battletech and mechwarrior to go with it. Perhaps that cost more then IGP was willing to pony up. That is not the same as potential profitability. It takes money to make money and all that, but dismissing the product out of hand on the basis of ability to make a profit is simply wrong, and frankly lazy(or greedy, I mean it certainly took less people less effort to make an arena smash like we have, which meant less money too) and the concept of "financial failure" should be buried.
In the end, the dev team making the game had limited money to do it, and even if they didn't- all you have to do is look at the "depth" of games like Marine Sharpshooter to see what we were going to get from Russ and crew. To them, the "shooty" part is what is fun and interesting, and so they made that and have been fixated on it from the get go. Russ feels the shooty part is done, or close enough, and sees the future of the game as people playing the shooty part comp style. It is highly likely he felt this way from the very beginning, hence the dismissive excuses about making an actual Mechwarrior game.
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As for this sale, there is nothing wrong with the sale itself. It is a good sale even. People, including me, are simply tired of dropping money and not getting anything but a different shape robot and/or a new location to look at once in a while. It's not even that the long time players hate on what we have(some salty ones might) it's that we have been waiting for the rest! IMO, I am just tired of watching the spreadsheet warriors duke it out with illogical rants over and over while core game pillars sit on the back burner for years. And that is only some what related to the actual sale- more just on the spending more money part then anything else. As sales go, this one is pretty nice. That doesn't change, one bit, how I feel about spending more money for the same thing again.
Russ needs to develope the rest of the game if he wants to milk it out for several more years. And if it's to much a bother, hire some one else to do it so he can stay fixated on the shooty part. OR, hire some one else to manage MWO for him and take it on the path it needs to go, and go start a white board about the next Marine Sharpshooter and leave us alone. Nothing personal, of course, but when you hold all the keys to some one else toys, some feedback should be expected.
#151
Posted 29 July 2016 - 12:59 AM
I got a narc, ams, and 250,000 cbills. Is that my reward??
PGI is that really the best you can do? I feel so ripped off.
#152
Posted 29 July 2016 - 01:16 AM
#153
Posted 29 July 2016 - 03:31 AM
Dee Eight, on 29 July 2016 - 01:16 AM, said:
i can't consider that gambling, gambling involves the possibilty to lose money.
With the caches, you know what you have to pay and you know that you get one of the prizes.
#154
Posted 29 July 2016 - 07:09 AM
#156
Posted 29 July 2016 - 10:11 AM
Dee Eight, on 28 July 2016 - 11:01 AM, said:
So...you'll pony up the tens of millions of dollars to produce such a feature then?
http://www.pcgamer.c...warrior-online/
Even four years ago, BEFORE the publication of that interview with Russ, players here understood that single-player campaign simulators were not financially viable any longer. Hell I understood it myself years earlier when Microsoft failed to produce a Mechwarrior 5.
However, during the Steam launch party last december, Russ and Bryan said that there WERE plans for single-player content in the works.
https://www.destruct...am-326481.phtml
http://mwomercs.com/...gn/page__st__20
There are plenty of financially viable single player games that are not full blown simulators. There are even more that are co-op. No one is advocating trashing the current stuff, just adding on what was once a pillar of their founding.
You are correct, I do not have tens of millions, collectively, they've accrued a good amount from us though, and much to my chagrin when I tallied up all my purchases they numbered over a thousand dollars spent on this game.
I am still hoping they make inroads towards that campaign. It'll also help the deathmatch arena play as well. Building an AI module in the code would allow for far better tutorials and practice/testing. Building non-arena maps that would eventually become campaign maps would allow for better objective based multiplayer modes. Assaulting a spaceport, guarding a convoy. Reaching an extraction point. All sorts of campaign goals can be utilized in some way in the deathmatches, and they would be grueling challenges since it would be other players, not AI NPCs that you would be facing.
After all these years and all the money spent, I'm just wanting progress towards that original pillar. Overhead costs, buyout costs and development/refinement of current systems costs are significant, I am well aware. I still feel - without having seen their actual ledgers, that something could be spared to pursue this line of development.
#157
Posted 29 July 2016 - 10:36 AM
Not worth the expense.
Now, if they were going to correct the way the gauss rifle fuctions, make the double heat sinks fully double...then, only then could I see purchasing something like this.
#158
Posted 29 July 2016 - 10:50 AM
Toha Heavy Industries, on 29 July 2016 - 09:08 AM, said:
F2P went out of the window with early access unnerfed mechs including ghostheat resistance.
Okay, that's your point of view and I can understand where you're coming from, but that just goes to beg the question: Why are you still playing - and complaining? Yet, I can not say with certainty that you are one of the people who constantly complain and nit pick on the forums, because I see no reason to view your profile, not to mention view your posts. I just do not understand the constant complaints. There is a forum for ideas, suggestions, bug reports, etc., and if the game is that bad. I still can not comprehend why people are still playing with these atitudes when there are so many other titles available to them, ya' dig... it simply makes no sense to me.
While I have my issues with the game I do not complain or moan on the forums where the vast majority of any games playerbase never visit to begin with.
#159
Posted 29 July 2016 - 10:55 AM
Starfish McGregor, on 29 July 2016 - 10:36 AM, said:
Not worth the expense.
Now, if they were going to correct the way the gauss rifle fuctions, make the double heat sinks fully double...then, only then could I see purchasing something like this.
Supply caches are the lockbox gamble F2P feature introduced into MWO. You can get one at the end of a match, but need to buy a key to open. When you select one in your inventory it will list what the possible contents are. The more valuable the potential item, the less % chance that you'll get it in that cache. Mechbays are valuable to me since I have something like 130 mechs, and mechbays and to get more mechs via cbills I need empty bays.
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