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August, September, October+ Road Map


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#121 Lostdragon

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Posted 09 August 2016 - 06:45 AM

View PostDogstar, on 08 August 2016 - 10:47 PM, said:

I realise that most of you work at burger joints on minimum wage so don't really have much of an idea about how writing and testing software works:

It takes a long time!

They're not cooking a burger, they're writing highly complex software that has to work across a wide variety of crappy PCs, with a user base ranging from geniuses to idiots and hardcore to casual. They can't please everybody all at once all the time so please stop complaining about timelines because you're not waiting in a queue at a diner.


Actually, most of us are older professionals and many of us work in the tech industry and have a lot of experience with software development. What PGI has done in 4 years is definitely nothing to write home about and their QA is either nonexistant, extremely rushed, or inept. If that doesn't tell you all you need to know about their project and product management just look at how much stuff they have released that was either obviously broken or just awful then proceeded to defend until the pitch forks and torches overwhelmed them.

Edit: I would also point out that PGI has also lied to us about the state of development in the past. Near the end of open beta Bryan Eckman said CW (now rebranded FW) was 90 days out. That goal post kept getting moved until finally about 6 months later it was admitted that development had not even begun on that feature and it would be several months before we saw any results of deveolpment that was about to begin.

Also, Bryan has been conspicuously absent since the Transverse debacle. I would not be surprised if that got revived in one form or another or they never actually stopped development and PGI has been siphonimg resources from MWO to that project again.

Edited by Lostdragon, 09 August 2016 - 09:35 AM.


#122 Mudhutwarrior

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Posted 09 August 2016 - 07:18 AM

View PostLostdragon, on 09 August 2016 - 06:45 AM, said:

Actually, most of us are older professionals and many of us work in the tech industry and have a lot of experience with software development. What PGI has done in 4 years is definitely nothing to write home about and their QA is either nonexistant, extremely rushed, or inept. If that doesn't tell you all you need to know about their project and product management just look at how much stuff they have released that was either obviously broken or just awful then proceeded to defend until the pitch forks and torches overwhelmed them.


I tend to think dogstar speaks from experience when it comes to burger joint employment.

#123 Kyrie

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Posted 09 August 2016 - 08:32 AM

A minor point of information: If you are trying to judge twitter reactions by the retweet's at Russ' page, you should be aware that the negative ones might not make it on to the retweet list. ;-)

#124 Johnny Z

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Posted 09 August 2016 - 08:40 AM

View Postvocifer, on 09 August 2016 - 06:43 AM, said:


They just ban sh1t-talking people on their twitter page. The thing they won't do here on forums.


Correct. Its actually nice they let players have at it on these forums and lets face it, it wouldn't be half as entertaining or active without it.

These forums actually have good topics and ideas because of all that. Excellent topics in the fan creations most of all, but some good ones in general and suggestions to.

Even this one will help players understand why there isn't more communication on these forums about updates or what ever. Sadly..

Edited by Johnny Z, 09 August 2016 - 08:44 AM.


#125 JediPanther

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Posted 09 August 2016 - 09:04 AM

Looks like a mystery programmer solved the ui 1.o's favorite mech grid from closed beta. About dam time they re-added it. It is the only thing from that ui that was fully functional and useful.

Posted Image

#126 Peter2k

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Posted 09 August 2016 - 09:20 AM

View PostIbrandul Mike, on 09 August 2016 - 05:19 AM, said:

Why on Mondays? I mean interesting idea but why only one day and not changing days? On the other side... whoever buys mech packs should have enough premium time. If you play with 23 others surely one should have the premium time. One to four free days premium time per month might be even favorable. If it would be usable when you want it.
But that might be too much to ask for. What about one day per month? And remember I can't speak for PGI. It is just my curiosity.

At the moment two people with premium time are needed to form a lobby with less than 24 players if I remember correctly.

?
Used to be an event
Posted Image

also I can only activate a month premium at a time

I can't get myself to
waiting through all the loading circles to activate any from my 2 years of banked premium time

I'd rather have MC instead
At least I could buy premium time when I need it for the time I need it
But ehh
Discussed that with Russ already
No can do

#127 Mechwarrior1441491

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Posted 09 August 2016 - 10:00 AM

-Faction Specific Mech Variants earned through FP. (Throw Loyalists a bone. )
-Faction Specific Decals, earned through FP.
-A way for Non-Loyalists to earn rep. Introduce a different kind of intel mixed with the other points. This is an item in your inventory. Every member of the lance gets the number collected. Cash it in for choice of your faction rep. (Represents your merc handing over valuable intel to your faction choice)

#128 TorinZ

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Posted 09 August 2016 - 11:20 AM

Reading the forums, always blows me away at people's expectations.

Russ's Roadmaps have always been a preview of the next couple patches and some peeks on things they are hoping to release in the near future.
With the Mech Con that Russ had wanted to do for all the fans, we will probably never know all of the "big" development items they have in the pipe. PGI wants to have their surprises for that event. I would personally like to see a future scope for the game, but I am sure this is more of the reason why we don't see a lot yet.

New Mech packs- yes, yes, the "Want to buy a Mech Pack?" was a funny joke. But give it a break. Since I have been here I am pretty sure the intent was to do 1 new mech release per month. They tried other setups in the past, but now we are back to one mech a month. I am OK with that. Buy or don't buy, but that was at least what was supposed to be happening.

Roadmap looks good with things players have asked for. Some old requests, some new, all positive changes. Do I want more? Always will be the correct answer any time it is asked. More Maps and more Game modes. For QP and FW. Looking forward to see how the new Assault mode works out. (and hoping their own play tests decided to make it an attack/defend style game mode instead of 2 bases, and maybe could add to both QP and FW)

#129 SQW

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Posted 09 August 2016 - 04:42 PM

^

You do remember what an unmitigated disaster PGI's last attempt at introducing a attack/defend game mode was right? Holy Jesus who would've thought a 12v12 mech fight with meta/alpha warriors through choke points and fish bowl arena to hit a meaningless anti-space cannon can be so boring eh?

Edited by SQW, 09 August 2016 - 04:42 PM.


#130 ShadowFire

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Posted 09 August 2016 - 05:18 PM

Lots of neat things coming down the pike, Thanks PGI! That multi drop deck option will come in handy when PGI releases a mission play style game mode.

#131 Ted Wayz

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Posted 09 August 2016 - 06:24 PM

View PostThe Nerf Bat, on 08 August 2016 - 12:21 PM, said:

3 New mechs 0 new maps nothing for faction warfare.

Slow down, you will have the ability to preset more drop decks.

But maybe they should have made something people want to drop into first?

#132 TorinZ

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Posted 10 August 2016 - 09:58 AM

I don't actually mind the FW maps. Forces a different way to play. The problem though is that was all we got. Playing the same choke point setup repeated over and over, just on different environments. FW needs a fresh look really. Add different objective based maps with more attack/defend set ups to add to what is there already. More open maps where attackers can come in at any angle. Different objective targets, maybe defending mech factories, air fields. Something different. That goes with the Scout Missions too. PGI needs to come up with different modes. Maybe Team A successfully acquired the Long Tom, which initiates 1-2 scout missions for Team B. Like take out the Long Tom or take out the Communications Array to remove the Sat Scan.

Not saying how any of that would work out, greater minds can figure it out. I am also not sure the "sectors owned" wins the planet is the best design. Maybe they need to go to a week long planet conquest based on a point system. After a week of fighting, planet goes to the faction with the highest points. Which would probably work better with having more game modes. And then look at rewards again. They should probably look more at the Top ## of units of the winning faction get some kind of reward, instead of only the top unit getting the planet tagged and a reward. It provides a little more incentive to play FW if you think you might be able to get your unit into one of the top spots for rewards, instead of just being the top unit. Let a planet leaderboard provide bragging rights for the top dogs.

Meh, we can all brainstorm ideas all day to "fix things" in our own opinions, but all we can do is provide our feedback and hope PGI finds a way to make things better for everyone, and that it gets prioritized in the work queue correctly.

#133 Mechwarrior1441491

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Posted 10 August 2016 - 10:11 AM

I haven't dropped in FP for a long while and I actually don't even mind it for game play. There is no actual reason to play it in a strategic way. That is a huge problem. GIGANTIC problem.

Logistics. Supply. Factories.

Consumables can run out for your side if cut off or overused before the factories can kick in.

I would even say ammo based weapons are very much dependent on the supply chain. Fighting a planet to the point of supplies on both sides running low is actual strategic warfare and fun.

Capture supply dumps from your enemy in a new tweak to the scouting game modes helps keep your sides mechs fed for more fighting.

At this point, the more ballsy and adventurous they get, the better chance they have at engaging people. This lazy FP is sinking itself.

#134 Zolaz

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Posted 10 August 2016 - 12:14 PM

View PostMechwarrior1441491, on 10 August 2016 - 10:11 AM, said:

I haven't dropped in FP for a long while and I actually don't even mind it for game play. There is no actual reason to play it in a strategic way. That is a huge problem. GIGANTIC problem.

Logistics. Supply. Factories.

Consumables can run out for your side if cut off or overused before the factories can kick in.

I would even say ammo based weapons are very much dependent on the supply chain. Fighting a planet to the point of supplies on both sides running low is actual strategic warfare and fun.

Capture supply dumps from your enemy in a new tweak to the scouting game modes helps keep your sides mechs fed for more fighting.

At this point, the more ballsy and adventurous they get, the better chance they have at engaging people. This lazy FP is sinking itself.


Russ says he knows what is best for Faction Play. Just look at his last awesome additions with Phase 3. With all the people playing FP now, everyone is looking forward, with bated breath, to see what is next.

#135 A Shoddy Rental Mech

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Posted 10 August 2016 - 12:33 PM

View PostTed Wayz, on 09 August 2016 - 06:24 PM, said:

Slow down, you will have the ability to preset more drop decks.

But maybe they should have made something people want to drop into first?


Just remember, 2 dropdecks (1 invasion, 1 scouting) buggy as hell at launch. Oh hell, nevermind, it's still buggy.

I wouldn't even need multiple drop decks if the interface wasn't such crap. Favorite mechs would fix most of it.(not having to scroll through champion mechs, invalid mechs, and other mechs not set up for FW)

Still leaves the problem of a drop deck for a game mode worth playing.

#136 SQW

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Posted 10 August 2016 - 05:19 PM

View PostZolaz, on 10 August 2016 - 12:14 PM, said:


Russ says he knows what is best for Faction Play. Just look at his last awesome additions with Phase 3. With all the people playing FP now, everyone is looking forward, with bated breath, to see what is next.


Is this sarcastic? Sorry, 3 games into FP back in phase 1 and I slammed my head onto my desk at the moronic choke point map design and vowed never to touch it again. Has it improved since?

#137 Lehmund

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Posted 10 August 2016 - 10:45 PM

View PostBud Crue, on 09 August 2016 - 06:04 AM, said:


Maybe I am misunderstanding. The road map says we get two for free and that we can buy two more for MC, for a total of four. What I am asking is why only four, or do you think they are going to let us buy even more than that? The road map would suggest that 4 is the hard limit.


If they don't offer more they would be missing out on $ opportunities.

Of course they cannot offer unlimited amounts due to database limitations but I don't see why they wouldn't offer say up to 12...

#138 vocifer

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Posted 11 August 2016 - 12:06 AM

Guys, don't forget how those dropdecks are going to work:

If you put mech into a dropdeck, it's now locked there and you cannot use it in another one. So basically, filling two dropdecks will require 8 separate mechs.
If you want a certain mech in a dropdeck #1 but it's locked in dropdeck #2 you first edit the #2 one and then go for editing #1. Withing the same 60 seconds period of preparing to drop.

So at this point I'll just be hapy with one dropdeck for clans, one for IS and hoping they won't reset to trials every damn week.

#139 Bud Crue

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Posted 11 August 2016 - 04:33 AM

View Postvocifer, on 11 August 2016 - 12:06 AM, said:

Guys, don't forget how those dropdecks are going to work:
...


I hope you right actually, because that would eliminate a lot of potential bugs (see mention above regarding scout vs invasion deck). My desire for saved drop decks is because I have too many mechs to sort through in 60 seconds to try and get a map specific deck ready. Happy to lock in hot mechs for a cold map, etc. It'll make it a lot easier (I hope we can label them too, but I won't hold my breath on that).





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