BLOOD WOLF, on 08 August 2016 - 09:30 PM, said:
Let me be serious and try to actually adress what you said.
What a weird way to start a post. I guess... I'll also be serious and try to actually adress what
you said?
BLOOD WOLF, on 08 August 2016 - 09:30 PM, said:
As far as lack of communication, i agree that they can do a better job of being on their forums and giving players a little more insight on whats in the works. Human to human interaction goes along way. with that being said how much? how frequent and to say that their has been no communication is disingenuous. We have had town halls and things of the sort. To me that is more like, they are going to give us information about the game, a framwork or roadmap and that is a way we know what they are working on. Thats a lot better than not knowing what was coming down the works and reading it on patch day.
Did I really say there had been "no communication"? I don't recall saying that, and I certainly didn't mean it to be taken literally, if I did. I would have thought that was obvious. Town halls are good, but there's also the perspective that there's less and less direct communication between the players and the devs. We once had a feature called "Ask the devs". Now we have "Town halls", which aren't really town halls in the real sense of the word. They are interviews conducted by NGNG, who are paid by PGI. They don't represent the community, except in the rare case where they actively try to get questions and comments from the players, such as the latest roundtables.
BLOOD WOLF, on 08 August 2016 - 09:30 PM, said:
The idea that they are investing less is conjecture, and i dont deal with things that can not be substantiated. I don't see how things are slowing down. Since late 2014 a roadmap has been introduced with the evident signs of work to be done. there is a difference about what you feel, and what actually is.
Conjecture is the name of the game when you're deciding whether or not to invest in a game. If you're buying the new Sim City game, you have to decide whether you want a single player game that can only be played online and whether it's likely that you can play this game a few years in the future, based on conjecture.
BLOOD WOLF, on 08 August 2016 - 09:30 PM, said:
The last part i believe is purely subjective on your part. I also believe you are demanding things beyond what they can possibly give you. The roadmaps at least do their job of highlighting features that are in the works. They do seem to reflect what russ has talked about in the townhalls, so i can assume they are accurate.
Isn't that... conjecture? I believe they can give us those things. And that it would be in their interest to do so.
BLOOD WOLF, on 08 August 2016 - 09:30 PM, said:
also you need to go and actually read them, because They said the skill trees are in the works for a revamp. Like i said before it is asking to much to demand what can be done. They have a capacity at which they can work and striking them for things yet to come when things are being worked on is at least in my book not a fair thing to do.
That's basically no information at all. We had more information about multiple skill trees in 2011 than we do in 2016. For a game that was released in 2013. Come on, son! You're acting like Russ saying "skills trees will be revamped" is the pinnacle of what we can expect.
Big Tin Man, on 08 August 2016 - 04:29 PM, said:
The problem with steering 100+ threads a day is people complain about what is constantly bothering them, and not what they Examples of success: The recent Viridian Bog conversation for the map rework. Though it didn't make it an absolute favorite of everyone, it made things a lot better. From a while back there was a big list of 'things that need polish' and the community voted on their top issues. PGI cranked out a ton of those QOL improvements and focused on our feedback, because PGI wanted/needed to do a big QOL pass (it was sometime after UI 2.0)
I agree with most of what you said, but I wouldn't list Viridian Bog as an example of success. They got 119 replies with different ideas for how to change the map, and the only thing they did was to add a single set of stairs to one of the plateaus. They ignored most of the important feedback, in my opinion, which was about how the combat always takes place around the same tiny area with very limited options for different maneuvers. I actually contributed to the feedback, even though I hesitated because I felt they would probably take the easy way out and look for a cheap fix, like with Forest Colony.
I won't be participating in those feedback threads again. If others are still motivated to keep trying, godspeed.
MrJeffers, on 08 August 2016 - 04:41 PM, said:
Some selective retention going on there.
It's hard to remember everything that has happened, to be honest.
MrJeffers, on 08 August 2016 - 04:41 PM, said:
Skirmish - player requested game mode since closed beta, finally added to the game. Much to the disdain of players who wanted more objective based game play.
Indeed. But adding Skirmish was good.
MrJeffers, on 08 August 2016 - 04:41 PM, said:
King of the Hill aka Domination was and has been a player suggested game mode for years that finally was (badly) put into the game.
At the time when it was added, most players were asking for something completely different. Domination doesn't really add anything new on most maps. So yeah, some players asked for King of the Hill in 2012 and 2013, but it's not like this was the most popular idea that everyone had been thirsting for since the beginning. They conveniently skipped the ideas about escorting convoys, asymmetrical game modes, etc.
MrJeffers, on 08 August 2016 - 04:41 PM, said:
4x4 scouting mode - player idea, poorly implemented.
I was very happy when they gave us 4v4. I thought this would restore my interest in CW, as many others probably did too. A nice break from 12v12. But again, same as CW Phase 1 Invasion mode, they players immediately recognised the problem after just a few days of testing. This could have been avoided by playtesting.
Now, I don't recall that anyone ever asked for a game mode like this. But you're right, they gave us 4v4, and a lot of players were looking forward to that.
MrJeffers, on 08 August 2016 - 04:41 PM, said:
Heat Scale, aka Ghost Heat, was a player created idea to limit weapon boating that was (badly) put in the game by PGI.
I don't recall that.
MrJeffers, on 08 August 2016 - 04:41 PM, said:
Desert maps were asked for when River City and Forest were the main maps -> Tourmaline Desert. Large maps were requested by players -> alpine.
This is a poor argument, in my opinion. It's like saying "Star Wars fans wanted light sabers and force powers in the new Star Wars movie, and they got what they asked for."
There are 14 QP maps in the game. Eventually, they would have inserted some desert maps anyway, simply by virtue of trying to add different environments. Desert maps, snow maps, jungle maps.. they'd have a hard time adding new environments without eventually getting something that resembles the classic environments you see in most FPS games. Furthermore, the most commonly requested map types, from what I recall, (urban metropolis and rolling grasslands) are nowhere to be seen. When they finally fixed River City, they didn't adress the main complaint from the players, which was how the river and the Citadel dominates the map and creates predictable gameplay. People were hoping for a sprawling cityscape, but most of the new parts of the map are barely being fought over. Same as with all the expanded maps, except Frozen City 2.
MrJeffers, on 08 August 2016 - 04:41 PM, said:
Elimination of Ghost heat on AC2s
In this case, I would return the accusation of selective retention back at you. Or cherry picking, if you will.
MrJeffers, on 08 August 2016 - 04:41 PM, said:
There are plenty of examples of feedback being used, it's just nearly always implemented poorly. Sure they don't listen well, but the bigger problem is when they do listen their implementation more often than not is poorly executed.
I'm not really convinced that all of your examples show feedback being used. It seems very coincidental at times, and this impression is amplified by its poor execution.
KBurn85, on 08 August 2016 - 04:41 PM, said:
What we wanted:
- Fix the dud weapons, LBX, PPC, MG
- Fix hoverjets
- More game modes
- PvE
What we got:
- Do you want to buy a mech pack?
- Ghost heat 2.0, capped at 30dmg to cater to the steering wheel underhive
- Massive new maps, with a 5 minute walk to destination, so TTK can be even longer now
- WoT minimap
To be honest, I agree with Russ' idea that alpha strikes should be an exception rather than the rule for most mechs. Power draw is trying to recreate mech warfare as portrayed in older Battletech material, where alpha strikes are a big deal. Whether or not they can accomplish this remains to be seen, but I applaud the basic premise.
The massive new maps were also requested by the players, because there's simply no way to get any kind of role warfare where light mechs can make use of their speed and agility or where long range mechs can pin the enemy down with sniping, if all the maps are the size of the original Forest colony or Frozen city. On those maps, scouting was over in exactly 10 seconds. gg rolewarfare. The problem, however, is that we still don't really have role warfare and the maps are designed to force players to fight over the same location anyway, so there's still not a lot of stuff for light mechs to do, and scouting still takes 10 seconds. I mean, does anyone ever go north of the E-line on Forest Colony 2? Of course not. You check water. If they're not in water, you know where they are.
Minimap was an initial failure, but if they can manage to integrate the skill trees and command wheel better with the new minimap, I'll consider it an improvement. I was hoping that they would make monthly changes to the minimap and command wheel, but unfortunately it seems like they're considering it a finished product, almost. (Yeah, yeah, we get some directional arrows now. I know.)